Posts for nitsuja


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Tailz wrote:
You may notice grenades fly everywhere. This is a problem I'm looking into but am having no avail with. For some reason when I press the fire button (A button) he throws a grenade, then fires his gun.
The grenade is thrown depending on how long you hold the A button before releasing it. You have to hold it for some minimum number of frames (until exactly 1 gunshot happens, I think) to avoid the grenade. Conversely, try using autofire (A, release, A, release...) and you'll spam grenades at an insane rate. EDIT: Just watched your WIP. It is a lot better than before, but (besides the grenade thing) it is still played sloppier than the final version should be, and you should do more variety of things to keep it more interesting. Also, shouldn't a run of this game be made 2-player? I would think that would be faster and more fun, unless it causes lots of extra lag (which I don't think it does in this game).
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FODA wrote:
and i watched the video but it didn't look too logical to me, has anyone tested it?
Given what's known about the staircase glitch to go through the other doors, it makes sense. Especially because of something else that isn't obvious from seeing those glitches done, which is that when Mario is moving at a very high speed and hits a wall, he will keep moving at that high speed as long as you keep pressing the control stick in any direction. I tested going through that door briefly, it was only with a keyboard so I couldn't get the angles good enough to go through, but I did manage to do almost as many backward jumps up that staircase as he did in the video.
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FODA wrote:
Can't that JRB glitch be used to access first bowser then???
Keep in mind that the main staircase going up to the 2nd key door is not really a staircase, so it can't be used for any glitches. (It's really a slope with staircase graphics, which won't do.)
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FODA wrote:
ok its not possible to do the jumping-backwards-to-skip-the-door-glitch unless there's a big ladder going UP in front of it. that's because the ladder makes mario go at an extraordinary speed, and due to collision checks in gradius style, mario skips right through the door (my guess). so, i dont think it's possible to enter joly roger bay first.
You mean staircase, not ladder, right? A ladder is very different. Anyway, did you watch the video of entering jolly roger bay? He uses the staircase to go through the door, it's a very small staircase but if you position yourself at exactly the right angle you can backwards jump on it to just barely gain pass-through-door speed. I think it also requires pushing away from the door at exactly the right angle perpendicular to the door and in the corner of it, while skidding backwards at high speed from the staircase jumps. I don't think all the extra long-jumping he did against the door was necessary, from what I know of the physics of this glitch in other parts of the castle. (There is one other door set up the same way as JRB, but that's Bob-omb's Battlefield which is already unlocked.) BTW, I think the staircase jumping on the 2 big staircases that's done in the 16-star run can also save time in the 120-star run even if you already have enough stars to pass through the doors/staircase normally. I'm not sure, but it might even save time to do it multiple times (because it moves you very fast and can be used to "warp" to many other parts of the castle after the 2nd key door).
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In that case, you could probably skip catching MIPS until after step 15 in that list, and catch him twice in a row, or you could switch from LLL early to catch him the first time on the way to SSL (not sure if that would be faster).
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Did other programs like 3D PC games or PSX emulators also slow down? Does it affect other N64 emulators besides Mupen64? Have you tried changing your display depth (16-bit, 32-bit) or disabling anti-aliasing in your graphics driver settings? Had anything changed between when it was fast and the way it is now (any new software or hardware, sound/graphics/network cards)?
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JXQ wrote:
I'm going to leave this level for now - these improvements that end up not improving the overall level are frustrating me, and I think my energy is better spent on upcoming levels. When I come back to this level, I will try and figure out where the two spiked chandeliers and moving platforms are loaded, and figure out a "timing map" of sorts to play the level by.
Well, do you know if this game is hex-edit-friendly enough for you to be able to return to this level without redoing everything after it? I don't think it will become any easier to work on it later than it is now, in any case. But maybe you're right to take the best you've been able to get and move on, as there's no complete TAS of this game yet and you could try improving on it later...
Post subject: Re: Question related to the watching movies on a console...
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megaman wrote:
and (if that's possible) how do you send a smc rom file to a cartridge?
Sending a ROM file to a cartridge should be possible. It probably requires some special hardware that I know nothing about, but I would guess that you could find a few posts that answer this question already on the Snes9x forums and ZSNES forums.
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Andy Olivera wrote:
If so, it should be fixed by changing the code to:
avi_file->sound_samples += (soundLen + 1);
Think you could give this a try the next time you compile, nitsuja?
This sounds too simple to work, but I can try it. I think it's more likely something to do with the speed modulation code and the intervals of calling the sound and video writing functions, or some hacks in the sound code.
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Which stars are best to use for 100 coins should be figured out as well. I would think 8-red-coin stars make sense for this since that's 16 coins you'd have to get anyway, but maybe that's not always best.
Walker Boh wrote:
1. Start with Jolly Roger Bay with the jumping-backwards-to-skip-the-door-glitch. It should be 8 stars in here with the secret level in the hole in the wall. I don't remember if Toad gives a star in here. That could be troublesome if the requirements is high.
I think reproducing this glitch at all will be extremely difficult, although once it works it shouldn't be too hard to optimize.
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Assassin wrote:
Nitsuja's video submission wrote:
Raphael's regular attacks do damage in the sequence of 5, 4, 3, 8, so his combos start strong and get weaker until the final hit,
actually, the 3rd hit for Raphael seems to (randomly?) choose between one that does 5 damage and one that does 3 damage. the two attacks have different animations and everything. ...
Are you sure the 5 damage one with the different animation wasn't simply the start of his attack sequence again? That's what I assumed it was, because it only seemed to happen when I waited longer than a certain (short) amount of time between the 2nd and 3rd hits.
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JXQ wrote:
Unfortunately, the improvements end up hurting the time later on, as I can't jump to the spiked chandelier as I did in my first version. The techniques gained 16 frames in total, but it is irrelevant because of the timing of the moving platforms near the end.
It looks like you got terrible luck with the first set of pistons coming down - it must be faster to manipulate the first one so you can just barely get through it when you get to it (unless I'm wrong that it's randomized, but it appeared to be when I tried it). And the same for the chandelier, I think just changing the frame it gets loaded affects its timer. It might not matter if even saving 15+ frames wouldn't change the level time, but that still seems like a lot of frames to abandon considering how the other levels are being handled.
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Anon wrote:
...so, which version of VirutaNES would we need to playback the movies?
You need VirtuaNES 0.40 to play those movies, according to the readme file that was included with them.
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JXQ wrote:
Any idea what I'm doing wrong?
I must have changed the timing of your jump down the hill beforehand without realizing. Here's a GMV demonstrating what I meant: http://www.filespace.org/nitsuja/sonicmarblehugejump.gmv.zip Everything before 2:36:48 (possibly a bit later) is the same. Note that I didn't test all the possible frames of jumping down the hill or what effect doing more rolling would have or when to jump after landing, so it could probably a little faster. Note also that the way I did it made the pillars actually 2 frames slower than for you, but maybe it's bad luck from the frame timing I happened to end up with.
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supermegavkoy wrote:
Ok, that was what I thought, because if it wasn't that way I think it would be faster to stay in the lava land and kill som bullies. :)
I think both of the SSL stars are much faster than the bully-killing stars. Or at least, enough faster that only 1 star from LLL was used instead of 2.
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JXQ: Try playing your movie until the frame counter says 2:37:48, then stop playing the movie and hold the jump button without any directional buttons. You'll go through the next section much faster (at least 11 frames faster is possible for that very short section, if you wait enough time before holding right again). Maybe in this case it wouldn't actually help because there are timed crusher objects coming up after it (then again I don't know how timed objects work in this game, maybe reaching them earlier affects them), but look out for this in other places with steep hills / similar setups.
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I think 1.0 should be used, for the slightly better fire temple music and Ganon's blood not being changed to green (1.2). And it's quite possible that there are other exploitable bugs that 1.1 fixed that simply aren't as well-known.
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http://www.mobygames.com/game/legend-of-zelda-ocarina-of-time/trivia wrote:
There are at least three different versions of the game - 1.0, 1.1 and 1.2. The golden (limited edition) carts, as well as some gray carts, are all 1.0, and majority of the ordinary gray carts are 1.1, many of the later produced ones are 1.2. The only notable change between 1.0 and 1.1 is that the Fire Temple music was changed a little bit. 1.1 also fixed some bugs, the most famous of them being the sword-losing bug: In 1.0, if you save the game in the end battle after losing the Master Sword, and restart the game, you don't have the sword anymore - but you can use all items while riding Epona!
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OmnipotentEntity wrote:
nitsuja wrote:
- Random timing/desync issues that were apparent in playback of Mario 3 movies were fixed (or, worked around, at least. The problem was in the sound code, of all places.)
Would this work to make Genitso's movie not desync? Because it still is.
If you mean his amazing/glitch run at the water world airship, no. There he got a playback desync (the same one that is now fixed) and then re-recorded from that incorrect state, so according to the movie input he is supposed to die there and auto-correcting it would mean the game state has to suddenly change in the same way it did when it desynced for him. (In other words, any timing change that fixes the desync there will make the movie desync even earlier unless you only watch from a save state that's late enough in the movie.) But, I am pretty sure that the extent of the desync is that 1 frame of lag disappeared that he thought was there when recording, which means that that movie can be fixed simply by removing 1 frame from it right before he's supposed to jump to avoid death there.
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Here's my 3rd update to FCEU: - Fixed replay dialog auto-fill-list to use configured movie directory and work better overall - Fixed sound bug in low-quality sound code of mapper 69 that made the sound of Gimmick! (J) hang on pausing the game - Added several new mappers from the fceu-mm project
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daniayaw wrote:
im talking about "Sonic the Hedgehog" ^^
I think Quietust knew that. But there is a ROM known as "Sonic The Hedgehog (W) (REV 01) [!]" which is different from the one JXQ is using, and a ROM known as "Sonic The Hedgehog (W) (REV 00) [!]" which is identical to the one he's using.
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FODA wrote:
don't you think we can have 3 runs? - warpfull - warpless - 100%
I think having 3 makes sense for this game. Also, the options you listed are analogous (in another game) to: - 16 star - 70 star - 120 star
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Phil wrote:
Ok, here there's some problems. Imo, you should test with Arkanoid or I could send a movie of that game.
Yeah, I'll test Arkanoid, maybe if I try adding recording support for peripherals sometime.
Phil wrote:
Btw, when you are about to play a movie, when movie filename is similar to ROM name, FCEU no longer put it in file box.
Oh, I forgot to say I made 2 changes with this: - There is now a Movies directory configurable in the Directories dialog. It's no longer the same as the Saves directory, so maybe you have to set your movies directory for it to find them. - Instead of putting it in the box only if the filename is similar, it actually puts everything in the box that has the same MD5 for the current ROM (so it should find many more movies than before to put there). I forgot that some movies have all 0's for the MD5 though, so it should probably be changed to also add movies with a similar filename.
Phil wrote:
Great work. After playing the movie 5 times a row, it played it fine.
BTW, you might want to test some other movies and make sure they still stay in sync also, especially games with auto-scrolling sections. I tested a few but not a whole lot. The problem before was that a variable was starting out basically random, so I had to pick 1 value to always start it as, and I picked one that worked for all the movies I tested with. It's possible that that some movies need a different starting value to stay synchronized, and that the value I picked could be better to support more movies. (The problem was not necessarily specific to Mario Bros 3.)
Phil wrote:
Good, it stills uses too much CPU ( 400% speed makes my CPU almost full loaded) for a NES emulator but well, I guess I will be happy with it now.
If you want to try it, let me know if I broke the AVI support more than it already was with that change. (I haven't tried any AVI features yet.)
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Kitsune wrote:
And the only thing that comes up when I try to Save As, is a HTML Document, so..
You can download that document and rename it to a .smv and it will play. (That's a HUGE movie file for being from-reset, btw.)
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Kyrsimys wrote:
Hey, BoltR, is this still in the works? Haven't heard from you in quite a while.
Bag of Magic Food wrote:
Am I the only one getting tired of "Are you still working on this" posts?
Am I the only one getting tired of "Am I the only one getting tired of "Are you still working on this" posts" posts? Err... I mean... I don't see the harm in asking when it's been at least a couple of months with nothing at all posted, for a game as well-known as this. The answer's usually "I still don't have time" but maybe it'll spark renewed interest in the game or something. EDIT: Apparently it didn't, oh well...