Posts for nitsuja


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Looks good, and I don't see anything that could be done faster. I'm looking forward to the rest of it.
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Looks like IPS Patcher 2.0 should be able to do it. (Or you could just look for a version of the ROM that's already been patched, although that's probably less legal.)
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Looks to me like this would make fighting games way easier to play and potentially much more involving... but only if they are made specifically with it in mind. (Some existing games or things that lend themselves more to digital input can probably be played on that remote controller thing which is like a regular NES game controller when turned on its side.)
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I tried the first level and was 44 frames faster by killing the guy on the top instead of the guy by the exit door first. Looks very fast though, I was surprised at how fast you went (and the amount of fireworks involved) once you got the remote control and fire powerup on level 3. Did you decide that speed-ups aren't worth getting unless you can get them without going out of your way? I thought the one at the start of level 2 would be worth it, but maybe it requires too much waiting to make up for it later. Also, have you decided on whether you're getting the flying powerup? While it's awfully handy, I have a feeling it would actually slow you down too much in a time attack compared to rapidly jumping off of bombs when you need to go up.
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MahaTmA wrote:
The knapsack problem is often solved using dynamic programming, though no polynomial-time algorithm is known for the general problem.
E.g. no general formulae has yet been found
So? Not that a brute-force solution would be mathematically interesting, but Walker Boh didn't say anything about solving it in polynomial time.
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What do flies mean? (the most flies I've seen anything get is foxsports.com) Tried slashdot but it won't work for some reason. www.walmart.com explodes and starts choking my computer... (edit: www.toywiz.com even moreso) www.wtf.com generates 2 long, near-identical branches, I wonder what about the site causes that? I also wonder, what determines the direction of the growth? Some things grow in spirals, others grow straight up for a while then branch sideways... (compare sports.yahoo.com and www.target.com) edit2: wow, this makes a neat plant: 64.233.179.104/search?q=cache:ANPxa2OxW3IJ:forums.linkinpark.com/printthread.php%3Ft%3D309489+organichtml+stalk&hl=en (it's the google cache of it, which looks way different for some reason)
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Hmmm, I thought I replied to this last week but maybe that was right when the site went down.
Saturn wrote:
I also think the rewind option is absolute unnecessary on snes9x since we have the savestates which are much easier to use at any point you wish.
Unnecessary, yes, but it would be useful at least for some people. Snes9x doesn't have the necessary infrastructure to support it in the same way as ZSNES, though (or at least not with its current movie format or in any versions of Snes9x I've seen so far).
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Phil wrote:
Maybe this, http://vbasmooth.emulation64.com/ , could interest someone.
Yes, this is interesting. Integrating these sorts of changes requires a lot of care (to make sure frame advance and slow motion remain acceptable and nothing in the actual emulation changes) but could be worth it.
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I've never had problems with getting from the fast filespace one compared to the regular. But, I'll change the links.
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Maybe I'm wrong but I thought ZSNES already had a better solution to this than requiring fast-forwarding through the whole run to get to one part of it. (Otherwise if rewinding a single frame actually goes back a single frame in the movie, that could require a long wait to emulate everything beforehand the first time it's done from the end of a long movie where you just loaded a save state at the end.)
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Deviance wrote:
That would be allowing votes based on prejudice. It is no more acceptable than voting no because one hates the author, the system, or the site itself. These are judgements external to the actual run, and defeat the purpose of voting based on set guidelines.
Hmm, I guess so, unless they can make an actual logical argument that it fails to meet the "select your game well" guideline. (And even then it doesn't make sense to argue that after a previous run has already been accepted.) There are certainly some votes (yes and no) that have been made based on other prejudices, but that's probably why there's such a marginal for accepting/rejecting based on votes.
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jxq2000 wrote:
I disagree here, because we are supposed to vote by the guidelines, which give this game special exception. Whether each individual agrees with that exception or not, it's still there.
Well, I sort of meant, if someone hates the fact that it's a hack soooo much that it actually makes it less entertaining for them to watch, then technically it's accurate for that person to vote no as a representation of their personal opinion. (Stupid English language...)
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Phil wrote:
I could write a novel that explains why SDW isn't good to be timeattacked but I won't. I will just loose my time.
It's "lose", not "loose"! Everyone makes that mistake and it bothers me. (Actually, maybe with that sentence you meant "It would just waste my time"?) Anyway, sorry to correct grammar/spelling....
Phil wrote:
It's you who timeattacked this game and don't know what are those bugs .......... Strange.
Well, the only technical problems I've noticed are the new warp pipe behavior/animation being somewhat unpolished and the way that graphics are used far exceeding what the SNES can handle at a reasonable frame rate in several levels. Neither of which I would call serious bugs.
Phil wrote:
...this miserable hacked game...
I have never seen any game-changing (console game) hacks that are as complete and high-quality as this one. That doesn't make it perfect or great for time attacks, but it does probably mean your standards for hacks are so high that almost no one has ever met them....
Phil wrote:
It's not the fact that I hate hacks, if this ... is accepted then translation hacks should because they are a lot more better.
Translation hacks can't be compared with this - they aren't new games, they just change the text/graphics/fonts/layouts. The reason for this being accepted is probably because it supplies new gameplay which isn't available using any unhacked ROMs, whereas translation hacks don't give any new gameplay. I would have nothing against special exceptions being made for translation hacks of certain games that don't have any official English translations and have what can be agreed upon as a complete and good English fan translation, myself, but my username doesn't even start with a B.
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Most console systems include checksums in the ROMs, but yeah, the thing that would be most useful is actually the CRC32 which probably isn't in the ROM. VBA-rerecording, FCEU (pretty sure), and (only some) Snes9x movie files already have the CRC32 stored directly in them.
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jxq2000 wrote:
But if you don't like hacks simply because you just don't, and you think your vote should determine how everything goes around here, then quit wasting your time and my time posting here. As I said in my submission, "If you don't agree with a hacked game being submitted, then don't watch the run."
Actually this probably isn't the best attitude to have about this. If someone thinks a run shouldn't be published, then they have every right to vote no, even if "because it's a hack" is their only reason. If that reason is stupid (which personally I think it is), then hopefully the majority won't vote based on it (as apparently they haven't). I agree that asserting things without enough explanation tends to waste time, though.
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Yes. An exception has been made for both of them, apparently, but this run and all other SDW runs I've seen are of the TLC version.
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Randil wrote:
By the way, is it only NES ROMs that have checksums or does all ROMs have it?
You can calculate a checksum for anything, it doesn't even have to be a ROM. Although different ROM formats have different types of checksums that are used for them in practice.
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NrgSpoon wrote:
NrgSpoon wrote:
Shantae. I keep having to mention this.
Although I noticed that the graphics are bugged in the rerecording VBA. They're fine in the unhacked version though...
Err... thanks for letting me know, I'll look into this a bit... EDIT: This is fixed now, btw. There's nothing stopping a Shantae run from being made anymore.
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I agree about long auto-scrolling levels being boring in general, and I think this alone causes the minimal run of this hack to be less entertaining than the minimal run of the original. But as for bugs... Lots of games have lots of bugs, including ones that have made good time attacks, and it's not like we're not waiting on NES developers to fix their bugs so we can time attack their games more properly. Maybe the problem is not that this has too many bugs, but that its (new) bugs weren't made by professionals and thus aren't as interesting as the high-quality bugs seen in retail games.
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There are some hacks that make Super Mario World easier. The one I tried briefly was pretty funny to see - all the enemies were surrounded by unbreakable blocks, lots of new platforms and stairs bridged all the holes, and you could beat the game at full emulator turbo speed by holding right and maybe (I can't remember) jumping a few times. The only challenging thing to do was finding ways to die. A time attack of it would probably end up being a parody of time attacks.
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Lieza McDohl wrote:
I have high respect for anyone who has the patience to do this.
So do I, but that isn't the point. The main purpose of making these movies is to end up with something entertaining, so it doesn't matter very much how much effort goes into making them. And anyway, in this case I don't think all that much patience was required, because he said in the submission description that it wasn't very hard to make, and I haven't found any reason to disagree with that statement.
Lieza McDohl wrote:
If you want to improve upon it, do it yourself. Very simple.
That's how it works. I don't particularly want to improve upon it, so I won't. That doesn't mean I can't suggest that someone else improve it, especially someone that seems to be able and possibly willing to do so.
Lieza McDohl wrote:
If I had a way to record my runs on Suikoden 2 for the PS1, You'd see a lot of mistakes that I would make in order to show off the game more.
I actually liked the things that were done for humor in this run, even if they wasted a little time. What I mainly didn't like were the unoptimized movements and (this is probably just my personal opinion of the game) the repetitiveness in indoor areas. And the overall length... a time-saving route change would go a long way to help this.
Lieza McDohl wrote:
Personally I perfer something more along the lines of this then the total perfection runs. It makes it seem more legit.
I can relate to this, but I think that's what speedruns are for.
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Tailz wrote:
What speed do I need to set it at to make it go by frame by frame?
Setting the speed really low for frame-by-frame control is really tedious. A better way to do it is to press the \ key whenever you want to go to the next frame, while holding all the other buttons for that frame. You can also hold \ for a while to more quickly advance multiple frames if you're holding the same buttons for those frames, which can save a lot of time since it's usually faster than slow-motion. Afterward you can press the keyboard key called Pause to switch back to regular continuous playing.
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Try setting your monitor to 16-bit manually before running Gens and see if that fixes it, or maybe to 32-bit if it's not already at that depth. (Also, if your monitor has 24-bit or 15-bit modes that might be confusing it depending on how aware of those modes Gens is.)
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Emulator Coder, Experienced Forum User, Published Author, Skilled player (1301)
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Uh, my wild guess of an estimate is 18:30. Since if I splice the end of your run onto mine right now I'd get a time of 19:26, that means I'm guessing I'll get about another minute of improvement. That's assuming that I can find some way (that doesn't involve taking damage) to save a decent amount of waiting in Base 1, that I can find some way to attack more continuously in the 4-4 (bat) fight, and that I can improve everything else by multiple seconds per non-trivial room. BTW, did you know that the R button does something very useful to the grappling hook? Maybe you already noticed (I can't tell), but that's how I'm making all these impossible swing jumps. And I don't think the wall kicks are all that bad, just have to push hard into the wall and be willing to wait a few frames (Strangely, it seems to work best when he pushes against the air several pixels away from the wall). edit: Finished! In 18:07 too - I guess my estimate of 18:30 was a bit conservative.