Posts for nitsuja


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What a good idea for a thread. Here is how to "beat" Kabuki - Quantum Fighter in less than 18 seconds.
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JXQ wrote:
nitsuja wrote:
It's one of the few runs you can show to somebody who's never even seen or heard of the game before and get a response of "this game is awesome!"
I don't feel this way. The run to me is "run to the next boss and then fight him quickly". It's well done, and a couple surprising moments with throwing the trash can against walls and such, but it's nothing mind-blowing to me.
Well, I was literally describing what happened when I showed the run to someone. Watching it now, it isn't all that mindboggling, I guess... Anyway, it's interesting where this is heading - a lot of things can be acted out within this game. But I'm wondering if there's some way to define some goals that would naturally lead to more interesting fight scenes. EDIT: See this video I posted earlier in another thread. This game has a left+right glitch where weird things happen if you try to start running (double-tap) in one direction while holding the other direction. I don't know if it can be used for anything practical (for pure speed purposes), but maybe it can. I managed to go safely through a wall with it once in that video but I have no idea how I did it or if that could save time anywhere. Also, I once got in some hits with it that apparently did lots of damage compared to normal hits (killed a boss in about 5 punches) but I accidentally re-recorded over it and I'm not sure how to make it happen again or if that's what I really saw happen.
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Well I doubt that, since I didn't have a clue what a paladin was at the time, and obviously I didn't remember that paladins were related to the game or its title. I tried to rent the game a few years after I saw it and ended up renting Illusion of Gaia (for $1) instead and being very confused with it.
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Acmlm wrote:
This sounds very much like Paladin's Quest (on SNES) to me:
Wow, thanks. That's definitely it. I'm surprised I correctly remembered things like what that character had equipped, considering I never had or played the game and only saw it at a friend's house one day. Although, what little I remembered of the title was completely wrong.
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Aaron Haynes wrote:
Alright, thanks, I'll give it a shot. Snes9x has terrible sound quality on this comp anyway :P
If you're talking about crackling sound, try going to Sound->Settings... and change the Buffer Length dropdown to something larger like 40 or 80 ms.
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FODA wrote:
i never played such a rpg maybe it's one of the Ultima series?
I don't think it's an Ultima game, I thought those have real-time combat and this is turn-based. Something else I remembered is that the characters are on the bottom and the enemy at the top in the battle screen, kind of like in FFMQ. And that first tower I said is a building in the bottom-right area of the town you start the game in. And I'm not 100% sure it couldn't be a NES game, I remember the graphics being better than that but that's an easy thing to misremember.
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Actually, there's a completely different game I've been wondering about, might as well ask about it here... It's an RPG with an overhead view, an overworld map, save game capability, turn-based menu-driven combat, and multiple party members (I'm pretty sure the party could have as many as 6 characters in it at once). The intro involves going down the stairs of a tower with 2 characters, one of which wields a club, and after some random battles in there, encountering a boss that completely destroys the party as a scripted part of the storyline. There is one part much later in the game where the characters are inside (a castle?) and they split up into 6 people that each have to place an item on a pedestal to unlock some door. I can't remember what system, but it's probably either a SNES or Genesis game. I thought it had "Gaia" or something like that in the title but I could be wrong about that, and it's definitely not Illusion of Gaia.
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I think your problem is probably that you have "Volume Envelope Height Reading" on when recording. Turn that option off (in the playback dialog) the next time you play the movie, and re-record from before the desync happens, and it probably won't happen again as long as you keep recording with that option off. (It might screw up the sound a bit but that's better than not being able to record at all.)
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For what it's worth, I think this should be published on the grounds that it is (in my opinion, of course) considerably more entertaining than the existing published movie, despite being still improvable.
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JXQ wrote:
I personally think that a run fooling around like that would be much more fun to watch than what has already been done. (I never understood how that run got a star)
I'm not saying it couldn't be better (that's not what stars mean anyway), but I thought it was pretty obvious that run deserved the star. It's one of the few runs you can show to somebody who's never even seen or heard of the game before and get a response of "this game is awesome!", which is exactly the focus of these runs (to show off what the game can do, not the player).
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Oh, I just remembered something I found about this game, it's really quite minor but maybe it'll help save that 1 frame you need to get better luck somewhere. When you choose and target a command in battle, normally you press A for 1 frame to choose the command, then release it for 1 frame, then press A again for 1 frame to choose the target, which takes 3 frames overall, but you can do it 1 faster by instead pressing R+A for 1 frame, then press only A for 1 frame, that's it, so it only takes 2 frames to do the same thing. It doesn't work in any of the non-SNES remakes of this game as far as I can tell.
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At least a few NES games don't show the same image when they're lagging, since the sprites shake or something else happens during the lag. (For example, Snake Rattle n' Roll, Kabuki Quantum Fighter, and Double Dragon all seem to do this.) I'd think it would be more reliable and useful to detect the lag some other way (check if the input was used if that's possible, or use some other tell-tale sign of lag (probably something in the emulation timing) otherwise), and if there was lag and a certain user-configurable option is on, auto-frame advance past that frame and give the next frame the same input. EDIT: Of course, a little detector light or something could be made to go off instead, it that much was working. I don't know how much it would help just to know that the button you pressed didn't do anything though... if you know what the lag looks like you'd already know that but it doesn't really stop it from being annoying.
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AllBogs wrote:
ugh. The headbut-spamming on Slash doesn't work in hard mode because there's a longer delay between hits on Slash during the fight as opposed to normal mode. So much for that :[
That might explain the trouble I had getting it to work... But do you mean that even in a TAS it would be impossible, or just that the delay is too long to do it reliably in a non-assisted speedrun?
AllBogs wrote:
In the second battle with Krang, is there an easy way to make his vehicle appear near ground level, so it can be special attack'd? With easy meaning, something you can pull of consistently in a non-tool assisted speedrun.
No. At least, it appeared to be random, and I didn't notice any pattern to it. (It isn't random in the Super-Krang battle, however; that time-wasting bomb-launching move can be avoided with the right sequence of attacks even if they're not done as fast as possible.)
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Nightcom wrote:
"for a while" xD. 3 frames? If I remember correctly it was to stop sooner and not have the enemy change his attack pattern and jump forward.
I thought it was more like 8 frames, maybe not though. I didn't know it was for luck manipulation but it probably wasn't necessary to do it exactly like that.
Nightcom wrote:
I could've used the whip to stop, but if felt like turning around/using the item again went faster if I stopped using the key.
It's even faster if you use the key to stop and then turn around while still using it, to stop and unlock the door with the same action.
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I'm not really sure about this... it's hard to ignore the way the playing style changes sometime around the mine level (which is where Dan stopped). A few of the especially noticeable mistakes after that were: - On frame 28410, he makes a dagger appear for no apparent reason and walks in the wrong direction for a while before continuing to backflip to avoid it. - On frame 29522, he uses the key once in the wrong direction missing the door, then waits for the animation to finish and uses it a second time facing the other way to unlock the door, wasting about 25 frames - Walks the wrong way at 30480 instead of cancelling the backflip earlier, and generally spends more time on the ground walking or waiting for the whip animation to finish than appears necessary compared to what was done in the first few levels - Going up the stairs around 41615 (and most stairs after that), I don't know if it's done suboptimally but it looks like it since it's a noticeably different way of going up the stairs than Dan used - Throwing a cross to collect hearts on 45440 looks odd, because earlier the hearts were always collected by whipping candles along the way - The 1st form of Death looks improveable, as almost everyone else has said (the 2-hit item crash doesn't look so bad, I'm not sure 3 is possible, but the long amount of time spent waiting for Death to get back onscreen to be hit didn't look very good). This still beats the game quickly and has plenty of cool tricks in it, so maybe it should be published for that, but I'm pretty sure it would be better if the later levels had been played with as much (if not more) attention to detail as the first few levels.
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I was just joking about the sabotage part, no need to apologize... Although maybe that weird double-post appearing was part of the problem.
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Is this related to the Castlevania: Dracula X submission thread not working, or did MattyXB just sabotage it?
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Turn off Sync Samples if it freezes. (It happens on some computers but I haven't been able to reproduce it or figure out why (although I haven't really looked at much either).)
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Yeah, that's what I meant... I would rather get level-end panels than always fight a miniboss, even if they just disappeared instead of going into the inventory, but maybe (I don't know if this is really the reason) getting a panel would make the game crash/glitch with the other changes that were made in the hack and it wouldn't be so easy to fix that.
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/*- wrote:
Head right and break the floor with your hammer. but... how?
Hold Up, then hold B, then hold Right, then let go of Up, then hold Down. (It needs to be done quickly, but not too fast... it's pretty easy to do if you follow those steps at 20% slow motion.)
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Oh, OK. Not sure why I didn't notice they had a sourceforge page, was looking for that for a while (although I'm not too eager to work on VBA right now). I guess this is way off topic... there's probably not much more to say about Sonic Advance 2 though, and I haven't thought much about Sonic Advance 1 since before, so I guess this post will stay that way.
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Well I don't think I have time, unless "soon" means "maybe in a few months". EDIT: Hmm, maybe not all 3 of those were really improvements - they're different from what I did in a fast-looking way, but I didn't actually check if they're faster. And I think other improvements should be made, ones I'm not really sure how to make (it's hard to tell how optimal chip-spending and chip-collecting choices are).
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You should edit out the % at the end of that link or it doesn't work. Anyway, I wish I'd seen this earlier. While most things are slower, I noticed improvements on frames 8427, 12970, and 23280 that I hadn't thought of. It's hard to tell if the different strategy for chips is faster, the bosses take more hits to go down but maybe in the long run the chip countdown time saved could make up for that.
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It could have been the author, you know, although it could just as easily have been anyone else. (I think there was a similar problem before with lots of movies almost immediately getting an unexplained No vote, not sure what became of that.) About requiring an explanitory post to vote... sometimes the reason for your vote has already been well-explained by others, and it'd get pretty redundant to keep voicing the same opinion.
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I've kind of been of hoping this topic will go away, though, well-intentioned as it was... EDIT: I meant, it's just a title, and having a topic/discussion about it like this is kind of silly...