Posts for nitsuja


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I think this game needs more effort put into it than this (either that or none). This is the sort of game I'd never be able to finish, so I'm impressed in that sense, but it doesn't seem to be played with much precision, I'll take your word for it that the route could be a lot better, and it's pretty long overall. It is a bit interesting to see first-person stuff in a TAS, although I found those parts not as pleasant to watch as the third-person ones.
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Let's see, nothing extremely major, but here are the things that still have to be done: - Fix "Auto load most recent" to not cause all movies to desync - Fix assignment of Ctrl+Alt+Shift+hotkey to not require holding down all 3 modifiers while clicking Assign (not that anyone really assigns Ctrl-Alt-Shift-something as a hotkey...) - Make the GB emulation not treat unrecognized opcodes as fatal errors - Make messages displayed about actions taken while paused not require a frame of emulation to display (actually, this works if you click away from the window and back on it) - Make AVI output split into 2 GB chunks - Make the frame skip value alter the frame rate of AVI output instead of causing duplicate frames at 60 FPS - Add support for various game-specific stuff in GBA games like motion/rotation/light sensors (So, of course you're welcome to help with any of these if you want.) edit: I've been removing things from this list as they get fixed. Shanedudddy2, have you disappeared?
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I updated the link. 2-2 sucks, but I'm finally past it and now 60 seconds faster. EDIT: another update: finished 3-1 and picked up another 60 seconds EDIT2: found some major shortcuts in the caves. Now past 4-2 and a total of 2.9 minutes ahead.
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I guess I should respond to these other comments, too.
KaitouKid wrote:
Awful lotta swordjumpin' there. >>;
I take it you noticed the delay cancellation trick. (Grapple cancels the landing delay.) When I sword-jump without killing an enemy, that's usually because it gives a significant vertical boost to the jump. I tried your method of extending jumps horizontally by throwing a shuriken in mid-jump, but I couldn't get it to make any difference - is there a certain time during the jump where it matters, or does it only look like it extends the jump distance?
KaitouKid wrote:
While I'm all for seeing someone whomp my time, I'd rather be out-styled. c.c
Well, the game itself is so stylish, especially when in fast motion, that I think whatever ends up being fastest in it (that beat it under this set of rules) will also be pretty close to most-stylish.
KaitouKid wrote:
Maybe I should try for a proper v2 after all.
Sure, if you want - I'm positive it can be done even faster, since there are so many options for movement and routes in this game that it's nearly impossible to perfect.
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KaitouKid wrote:
Also, why did you get the shuriken powerup in 1-3 the way you did? You backtracked over to one dude on the lighting THEN went right and into the blue door. Why not get it on your way back and make it flow smoother?
I'm pretty sure it saved time to get it early, because it let me one-hit-kill all those enemies in the blue door room, and I wouldn't be able to get it on the way back and also swing-kill the hostage-taker that's under the chandeliers.
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I thought I'd try improving this, so here's what I have so far. It's through the first world, and it's only 20 seconds faster but that's kind of a lot for this game. http://fast.filespace.org/nitsuja/Ninja-Five-0-U.vbm
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Xaphan wrote:
Moreover KaitouKid's ninja O five run has been published very rapidly and is a lot less known than MMZ series...
If I had to guess at why this movie is taking longer to get published, I'd say it's because this movie is almost twice as long, doesn't use a bionic arm thing, has a lot of vote requests posted, and has an improved version being worked on by you.
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Xaphan wrote:
Might = very few chances but still a little May = a bit more chances than might May is more likely to happen than Might...
Well, neither word refers to any particular amount of probability, and because "may" is commonly used to mean "to be permitted" and is often used in a legal sense, it carries pretentious connotations. For these reasons I always use "might" instead of "may".
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CtrlAltDestroy wrote:
I'm surprised nobody did Metroid Fusion.
Isn't Megafrost still working on this? (here)
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quick wrote:
...including nitsuja's 6th improvement--the 7th wasn't available anymore...
Ah, I didn't know this. Here is a mirror for it: http://fast.filespace.org/nitsuja/snes9xw-improvement7.zip It has less bugs than v6.
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The kid with the "game boy" in the Mushroom Kingdom inn. It shows up in the menu after you pay him. It looks sort of like this:
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I'm interested in seeing what you can do with this. And even if others are working on it or will work on it soon (which I'm not sure they are), competition can't hurt.
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I wonder if a time attack of the shell shooting beetle minigame could be interesting? (Anybody know if it has a reachable max score?)
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video for dos wrote:
But I do have one more question now. You know how it works w/ the keylogging in those emulators we use now, w/ the enemies AI (or even the games AI) basing it's behavior exactly on the movement you make, so that if you do the same thing exactly the same way the enemy will repeat his maneuver as well. What I am curious about is this: Do these gamemechanics still work the same way TodaY in games XBOX and Gamecube?
Newer consoles are still just computing machines, so it still works the same way, besides some minor complications. Newer games probably have access to an internal clock (that keeps track of the time of day or something, which I think older consoles didn't do) that could easily have an affect on the gameplay of many games (such as by being used for seeding the randomization), so you'd have to control that somehow. And some/more of the input is now analog, which is a little more difficult to deal with than the digital input that most older game consoles generally had. Anyway, if you're thinking of setting up an input-based recording/playback system for XBOX or Gamecube that works with the actual console (without emulating those systems), I think it's technically possible (with some internal tampering with the console and some sort of controller gadgetry), but it's probably faster and easier to wait until emulation of those systems is sufficiently advanced...
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Less Ashamed Of Self wrote:
Well, I'll go back to trying with sound...
Actually I was asking those questions about the input display thing, not the desync problems.
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Less Ashamed Of Self wrote:
yeah... tried comma. It wouldn't turn BACK on regardless of whether or not I turned it off in the first place.
Well, I can look into this if you think it's a problem, but you'll have to give some more specific details about it. Is there something you can do that makes it always happen? If not, what are you trying to do and when does it seem to happen? What messages are being displayed when? What are you checking that makes you conclude it's not working?
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Less Ashamed Of Self wrote:
Is there a way in SNES9x to see some sort of live hex code that's determined by the sprite positions or something, because frame numbers/counting isn't always a reliable method since they move around a lot with different modifications.
I'm not sure what you mean by this, but it sounds difficult to me. It would be neat to see all of the things that currently require hex-editing integrated in an interactive way into the emulator, but that would be a pretty major project.
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Truncated wrote:
When you browse your ROMs in the Open ROM dialog, pressing any letter scrolls to the first ROM. Would it be possible to scroll to the letter you pressed instead?
I believe this is a problem introduced in Snes9x 1.43 Final. It annoys me too, and I've already spent some hours trying to fix it without undoing all related changes from the WIP, with no success.
Post subject: Re: Frame Reverse?
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To my knowledge, this feature is already in VBA and ZSNES. (It's commonly called "Rewind".) It could of course be added to other emulators. EDIT: But at least in VBA and ZSNES it isn't actually a per-frame rewind - currently it goes back multiple frames by some configurable amount. You can set the rewind interval very low to get closer to per-frame rewind, but that will cause emulation performance to be very bad as it's saving the entire state every frame. There are more efficient solutions, I bet PoP:SoT uses one of them, but... EDIT2: I hadn't seen this other topic, but it describes in more detail: http://tasvideos.org/forum/viewtopic.php?t=2456
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Does anybody know if something is happening with Pilif? Because it looks like half of the mirrors for vba-rerecording just went down...
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Do you think it's a good idea to put these changes (when completely done on the VBA side) into the supported VBA rerecording version, or will they necessarily impact performance or something? At some point I'll be putting up a minor update to VBA, and I haven't had a chance to look at what changes you've been making yet, I'm just wondering what you think about it.
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Less Ashamed Of Self wrote:
Another weird unrelated issue I've faced lately with a different game is that my input display stops working once the game starts... it works at the beginning but mysteriously stops working. Any idea what that is?
Maybe you hit ',' (the comma key) which is the default hotkey to toggle the input display? I'll try looking into some of this other stuff at some point. (I hadn't noticed any new posts after BoltR's last one here for some reason.)
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Phil wrote:
If only I could set Ctrl as frame advance key .... And If I could use one key to save and one to load with slots like FCEU and Zsnes .... I would like to do Tactics Ogre but ...
Are you trying to guilt-trip me into adding these features to VBA? If so, it might be working... (Progress so far on the first one: I just discovered that all VBA commands go through a Microsoft black box function called TranslateAccelerator which totally ignores Ctrl-only as input and has no option to change that behavior, which means I'll have to reverse-engineer that function or add some tremendous hacks to allow Ctrl to activate a command.)
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Actually I did end the movie a few seconds later than necessary for entertainment, because I still had control of the characters during that time, but it was coincidental (and amusing) that that caused that ending time.
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Um... Super Bomberman 5 might be good to time attack. Its adventure mode works a lot like this one's, although it's more refined. It won't have the invincibility to exploit and maybe the powerups are capped lower, so a run of it will probably be closer to the intended gameplay than this. It also has kangaroo things, which is probably a plus, but they might complicate things. edit: Oh, and I'm surprised nobody has done a run of Pocket Bomberman yet.