Posts for nitsuja


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Gets a yes for being way better than the previous version, but I know this can still be improved. For instance, you can set the player dash to manual in the options to run/charge without any walking delay time, which would surely save some walking time and maybe allow faster attacking strategies. And playing with 2 players might not be faster, but it would probably be more entertaining.
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Answered this in other thread, but I'll paste that here in case anyone looks through this later: You should read all the info here. But, to specifically answer your question: Play the movie in read-only (then load a save state sometime before where you want to resume if you have one, otherwise just fast-forward a lot) and then make a save state where you want to resume from, then play the movie in non-read-only and load that save state you just made. Also, you should load the last save state (that happened after what you want to happen) before switching to read-only mode - if you load an earlier one first in non-read-only that'll erase the stuff after it until you load a later one in non-read-only.
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mazzeneko wrote:
I made a mistake in the stage and I saved the game X) dunno how to resume the movie few seconds before I saved the damn thing
You should read all the info here. But, to specifically answer your question: Play the movie in read-only (then load a save state sometime before where you want to resume if you have one, otherwise just fast-forward a lot) and then make a save state where you want to resume from, then play the movie in non-read-only and load that save state you just made.
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Maybe this stuff should go in "Top games that haven't been done yet on SNES". Also, is that 100% Kirby Superstar run posted anywhere? (It sounds interesting even if not perfect.)
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I said ABLRSs originally, that's 6 characters for 6 buttons... (You got what I said about getting past dialogs easily, right?)
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No, it works. Did you press Select too? Also press , to show the input and make sure all 6 keys are really registering. (If on a keyboard, you will probably have to use options>joypad>auto-hold to press them all - mine would only recognize 5 keys at once otherwise because of keyboard limitations.) And, it won't work on frame 0 or 1, have to wait 2 frames after power-on first.
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DeHackEd wrote:
In X1, optimal climbing is achieved by releasing B for one frame every 20 frames...
Another exception: If using this method causes you to do a wall-jump from the very top of a wall you're trying to climb over and clear it by a huge margin vertically, it is faster to let a few of the earlier wall-jumps go a bit higher so that it takes one fewer total jumps to get over the top (since every wall-jump is about 6 frames of waiting). Also, 20 is enough of an interval if you start the jump as far away as possible from the wall, but if you start closer you can do 19 for a few times or even as little as 16 if you're as close as possible (and there are definitely situations where you can get closer than the maximum jump distance to the wall before wall-jumping without losing time, such as if you just jumped from a ledge near a wall). I would guess that it starts getting slower below a certain interval since it will start cutting out on the high-speed upward motion near the start of the jump while increasing the total number of jump delays, but I haven't tested what that number is.
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Dacicus wrote:
Does he save the girl at the end? I couldn't really tell, since he just seems to have a thought cloud with her picture.
I think not, or at least it's purposely left unclear, because that's the bad ending for not getting all the hidden magical treasures and playing the hidden extra final stage. If you watch the 100% run you'll see the escape sequence at the end where she's definitely saved.
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You can get a windows version of it here. (Also, you should probably have asked this in the Snes9x Questions and Answers section, if anywhere.) [Edit by feitclub]: Indeed! Topic moved.
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Trax wrote:
VisualBoyAdvance can't recognize the file. What's wrong ?
Are you using the right version of VBA? Also, make sure to use the right version (v1.0) of the ROM, since the bug this movie relies on was fixed in certain versions of the game.
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Mirth wrote:
Can we please get this put in?
If you're talking about hotkey customization, that's already in the modified version. Spezzafer was requesting to make the hotkeys work when the emulator is not the active window. There was some technical reason that it just happened to work out most easily that way, but I think it would be pretty annoying if it hadn't. On several occasions I've hit keys in other windows that would've caused rerecording and settings changes and things in a background Snes9x window. (Spezzafer seems to have changed his mind about it, anyway.) EDIT: Maybe I missed the meaning of part of your (Mirth's) post, did you mean mapping hotkeys to a joystick? Hotkeys are keyboard-only for now since I'm lazy and don't have any joysticks. I think DeHackEd did something with this...
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Yeah, 1:17:41 was tool-assisted. It's probably very improvable since it was made over 4 years ago on Famtasia. Oh, and I just realized there's a 55 minute one there that doesn't play all levels, not really submitted/published though. (edit: also found that link was broken, and hopefully just fixed it) 1:19:50 warpless and non-tool-assisted sounds very good.
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Maza wrote:
Nut those BORING chit-chats people have before the actual game starts. That's the real pain! :)
I just realized an easy way to get past those parts (and all other dialog in the game) as fast as possible. The game accepts both A and B to speed up / advance the text, so you can just put A and B on alternating autofire (so it presses ABABABAB..., turn on input display to make sure that's what it's really doing), and then fast-forward through the whole intro and you'll get through it on the earliest frame possible without even having to pay attention to it. (Zero's health bar appeared on frame 7311 for me.)
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FractalFusion wrote:
Edit: You mean a TAS with only the no-warp restriction? Chances are with the above TAS, any TAS with less restriction would not be accepted.
Actually I would much rather see a "fluteless" time attack of SMB3 without those extra restrictions, which I think are pretty silly. I especially didn't like the starting and ending each level as small mario. It wastes time, and it's not as if you would just fly over all the levels without that restriction, because flying is slower than running in this game. I don't see why a less restricted run wouldn't be accepted, especially if it's faster and more entertaining.
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I think [o1] means means it's an overdump. Although I'm not sure if that's the one you actually used, but if you did it doesn't seem to matter. I had no trouble viewing it with the same ROM that worked for the other movies, at least. For going straight up walls, I'm not sure there is an optimal pattern. It probably depends at least on how high the wall is. And if there are two walls close together, I think there's a certain distance apart from each other where it's faster to switch back and forth between them than to continue up one of them.
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Truncated wrote:
I don't remember most of the commands though, so someone (YOU!) go ahead and fix that.
(Oh... perhaps I should try getting editing priveleges first?)
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I didn't know it before. And you'd have to redo the first stage anyway if you want to skip most of the first boss fight.
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I hadn't seen BossFightingGuide. I found the GuideLines useful and informative (at least back when I read it) and CommonTricks similarly. UsingEmulatorTools has some out of date / not yet entered information (VBA frame advance and the TODO things). I second the request to add input display to the list of useful things that can be done. And autohold, for the emulators that support it. (Is it just me or is FCEU's autofire totally broken?)
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You can get to the start of the intro mission over 380 frames faster by pressing ABLRSs on frame 2 to skip the Capcom and Inticreates logos. And I'm pretty sure that not taking damage during the stage will waste a lot of time overall...
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Bag of Magic Food wrote:
Well wasn't the Tengen Tetris programmed better?
I remember playing that for a while somewhere, then later I rented the other Tetris thinking it would be the same thing, and was confused that it was less fun to play and had fewer features.
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Lots of close calls in here. (Far from perfect, but exciting and way better than I could do.) Has there ever been a time attack of this game under these same rules? I think I've seen a 1:17 one but that had some other weird restrictions.
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I know nowadays games are put through some pretty rigorous tests (including / especially games for Nintendo consoles). But for the NES, did anyone from Nintendo even play the games and decide that some of them sucked too much to approve? It seems like that wouldn't be that much harder if they were already going to the trouble of somehow determining that there was no graphic violence / nudity / etc. anywhere in the game. Obviously it hurts everyone if they're too picky, but I've seen some NES games that played poorly and looked terrible and sounded awful even in comparison with other NES games released near the same time.
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Michael Fried wrote:
unless I'm not understanding you correctly
By "press a hotkey until" I meant "keep pressing the hotkey until", i.e. you see what's going to happen each time you press it, and each time you press it increases by 1 the number of frames that it tries holding the previously held keys before pressing the new keys and then (in some way that probably needs to be configured beforehand) displaying the result. Just like frame advance, you could probably hold down the hotkey to quickly skip past the frames you don't care about, then slow down to examine each frame more when it gets more promising. Another hotkey should probably be for going back 1 step instead of forward in case of overshooting.
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Bag of Magic Food wrote:
Now does anyone know if sounds are really supposed to linger when the music stops, or is that just bad emulation?
It's a bit of bad sound emulation on the part of FCEU. Nintendulator does a much better job of the sound in this game, I think, although even Famtasia doesn't have this particular sound problem.
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FODA: That's not how I read it. Michael Fried: I think to really save time you'd want it set up so you can use it almost like frame advance. Like, when you're heading toward a door, you hold 'up' then press a hotkey until you see the door open, at which point you continue recording like normal. I could see something that simple being usable. It would take some thought to make the interface for setting up that process intuitive, though. Should it show some number of frames (how many?) into the future after the button press (or maybe it should emulate normally into the future to show what would happen?) so you can see what the result was, then rewind back to right after the button push the next time you use regular frame advance or unpause?