Posts for nitsuja


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Oh, ok. (I didn't think the description was that exciting so I thought you were talking about it working at all (after trying to watch it).)
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I'm not sure I understand. Is there a problem with the submission? Or... well there aren't a lot of votes or comments yet.
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BoltR wrote:
A few days ago I got bored and recorded a bit of this game. You can get what I accomplished [URL=http://nvdata.pilif.ch/SuperMonkeyBallJr(U).rar]here[/URL] . The levels should be perfect now, as I was alot more daring than yaqs (In most cases a few seconds faster). A few of the levels might be improvable by a fraction of a second, such as level 1-2 and 2-2 because I think that bumping the edges (You will see) hurt me more than it helped me.
Not sure about the first few since I've only tried warpful, but floors 7, 8, and 10 can be done a second or two faster each, and floor 9 by a smaller amount. You beat my floor 6 and Ex-3 times, though. (Anyway... Why is this submission still open?)
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BTW, it looks like you're stopping to climb up ladders, but it's faster to just wall-jump up the middle of them. edit: I was right, but I'm an idiot for not seeing that one of the above threads said the exact same thing. (Well I was the one to figure it out in the X3 run, but I should really read these threads more thoroughly...)
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Truncated wrote:
>... in Snes9x you have to pause first to use frame advance ... Actually, you don't. I sometimes press it accidentally because it's next to the rest of my gamepad keys.
Oh yeah, they are identical then. I could've sworn that something required pausing first but I guess it wasn't Snes9x...
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Wren wrote:
How much is snes9x's frame advance like VBA's?
OmnipotentEntity wrote:
The are exactly alike as they were both programmed by nitsuja.
Actually I think there is a minor difference: in Snes9x you have to pause first to use frame advance, which is optional in VBA. Besides that I made sure the VBA one behaves exactly like the Snes9x one, but I didn't program the frame advance (or much of anything) of Snes9x. (BTW, the thing that makes FCEU most difficult for me to use now is the way its frame advance doesn't repeat after a delay when held.) Anyway... I've played through Terranigma and would also like to see a run of it... I never got more than 15 minutes into Earthbound but I've heard so many good things about it lately that I'm starting to regret that and would probably find a movie on it interesting even if I'm too lazy to play it myself...
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I swear that formation of 3 blocks at the bottom-right of 10-5 is impossible. The left block can't be pushed in any direction until the middle one is moved, the middle one would cause a "definitely-wrong" replay if pushed in any direction, and the right one can't be pushed up no matter whether it's pushed left or right first, without pushing the leftmost block to the left which gets it stuck. Obviously I'm missing something here... By the way, is this really based on a game called "Peter Box"? I think I found some screenshots from the DOS version of this game - the level graphics, publisher, and release date match up, but you may notice that the title and title screen are slightly different...: http://www.mobygames.com/game/soko-sex/screenshots (click "Main Summary" on left to read rest of info)
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Hmm, yeah, that sounds reasonable, it's just hard to tell whether spending multiple minutes on something will actually save that amount of time later. You're talking about somewhere between 6 and 20 minutes of extra fighting, I think. (The time it takes to get to the start of the first non-snowball fight is almost 10 minutes, btw, which is less time than I thought, but still a lot considering that there is basically no gameplay at all during that time.)
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krieg747 wrote:
also, on my version of Snes9x, the water level emulation is horrible. The water is solid, and I can not see anything going on. The same happened for Contra III when I get the invinicibility powerup. Insted of being blue / red, its black. im using Snes9X v1.43+ with remappable hotkeys. Even though I just recently got it, am I using an outdated version?
You turned off transparency. I think the default hotkey for that is 9, try hitting that while the water is onscreen and it should fix it. Also watch out for turning off HDMA Emulation or Clipping Windows, normally you want those on (except turning off Clipping Windows often makes it easier to make time attacks). Go into the Hotkey Configuration and look at Page 2 of the controls to see a list of these buttons, you can disable the ones you don't want to use or set them to more out-of-the-way keys.
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I don't know, this doesn't look very improvable to me, but I think the lack of stuff that would be in the full run makes it less interesting. (What this game needs is a bug that can be exploited to let you almost always be the mouse.)
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tackangel wrote:
Using Black Ingot & then Red Spring on your opponents allows them to die quicker.
Well, not really, you just get less turns before they die, and spend more time waiting for the Red Spring's fairly long full-screen animation.
tackangel wrote:
Using an Assasin's Stone ability works well (At least for me) and gets the job done. My Bangaa Dragoon uses a spear and does over 200 damage, so I'd say a spear does well. Sage's have the Raise ability that completely revives a partner and does MAJOR damage to a zombie, which helps imensly.
We're not (or at least, I'm not) talking about what would be helpful for beating the game normally. The question is, assuming you have perfect luck but can't cheat, what's the fastest way to see the ending from a new game?
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Ego Buff wrote:
Assassin(s) is/are a must
Not if you're going for speed. There's no way you can possibly get an Assassin fast enough for it to be worth it, AFAIK. There's barely enough battles to learn more than a couple of abilities.
Ego Buff wrote:
Starting classes can be gotten by kicking useless party members off your clan and getting the "race wanted" missions.
Doing "race wanted" missions isn't really an option either, since they're extra missions that are unnecessary to do. (Unless you're saying you can get an Assassin out of it, in which case it still probably wouldn't be optimal.)
Ego Buff wrote:
I know, I was talking about jugglers (stunt ability)
Oh, sorry, I didn't realize you had switched what job you were talking about partway through the sentence I was responding to. Anyway, I'm not sure how useful gadgeteers could be - Red Spring (haste) and Chroma Gem (sleep) are the only two things they can do that would help (Black Ingot's effects are too slow to wait for), but I forget how early those can be obtained, and a gadgeteer wouldn't be able to do much damage himself.
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Less Ashamed Of Self wrote:
After that I'd really like to see Secret of Mana done since they play very similarly. And that game can be played with 3 players.
Agreed.
Less Ashamed Of Self wrote:
So ok, who's Brian Fehdrau? And why is it his fault?
Wasn't it Bill's fault, whatever it was? Anyway, the only information I've been able to find on this is at http://www.abi-2001.com/roland/gf-archive-soe/008_1.html
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11 minutes faster, cool. (For some reason I remember the Hurly Gloves being a really terrible weapon, though.) There's some bug in the emulator's sound timing that affects this game more than most games. There are no workarounds that I know of, besides maybe using ZSnes (I haven't tried it but maybe it doesn't have the same bug). If you're not switching to that: "Sync sound samples with cpu" doesn't seem to do anything with this game, but I recommend turning it on anyway to be on the safe side (because it's a default option and turning it off causes desync problems in some games). I also recommend leaving fake mute workaround and left+right OFF because they won't have any effect on this game. Remember that you can change recording options after-the-fact if you want to see whether they really do anything, and if it doesn't desync and you want to keep it changed you can save-state (when read-only is off, of course) to save the movie with the changed option.
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Ego Buff wrote:
Sages are useless - slow and no good abilities.
I disagree about the no good abilities, but you might be right that they're useless in a time attack (I'm not sure).
Ego Buff wrote:
Spears, while long-ranged, are weak, at least in the end. Bangaas should use estreledge (from treasure hunt, 77 atk) with warrior (better move than defender)
High move rates are important, and getting good stuff from treasure hunts is definitely important (in fact that's probably one of the most difficult things to plan).
Ego Buff wrote:
Gadgeteers are fine, but dagger is weak (no critical), especially in the end (iirc, it's not based on your weapon), smile is not the best (how about using a char that kills something?) and the rest seem kinda useless.
Uh, gadgeteers are the ones that affect all allies or enemies at once with status effects.
Ego Buff wrote:
Guns are the weakest weapon in the game, and gunners' attack is baad.
Seriously? My gunner did as much damage as everyone else combined, and Charmshot/Stopshot just made him even more ridiculously powerful when coupled with the awesome attack range that meant he never had to waste turns moving. (Oh yeah, and he was Montblanc, who I've heard sucks more than most moogles.) I would make getting gunners (and good guns) among the highest of priorities when aiming for speed. I would put equal emphasis on getting Assassins since they can always kill something every turn they're in range, but unlike gunners they're basically impossible to get in a time attack. I think the goal in making a time attack of this game should be to minimize the amount of real time above all else. That means: not doing any side missions whatsoever, denying the AI as many turns as possible because the AI takes a long time to think, manipulating the AI to take faster actions, skipping turns that not much can be done with (the intro comes to mind here), and avoiding unnecessary criticals (they take longer to animate than regular attacks). Although, I think no run of this game would be complete without a critical hit that knocks somebody off a cliff to their death. And, personally I would find a 0-damage run to be considerably less entertaining than a run where it looks like there are a few close calls mixed in with the everyone-misses-all-my-characters that would have to happen most of the time anyway.
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This is my favorite version of the game, as well, and this run was entertaining to watch and looks optimal enough that I think it should be published (i.e. yes vote from me), but considering what he said I won't be surprised if SprintGod obsoletes this at some point.
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Finally watched all of it, so I guess I'd better hurry up and vote yes... This was obviously very thorough and also had a lot more going on than I initially thought this game allowed for. The only part that wasn't really worth it was waiting 30+ emulated minutes after the movie ended for a few extra lines of text, although that was interesting to learn about. (BTW, there were so many secrets in this game that I wonder if any really are still undiscovered...)
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But the short answer to your question is "yes". Generally you just have to be careful to check the "Open Read Only" box (or something similarly named) when you start playing the movie, and what you tried should work without screwing up the movie. edit: didn't see your other question:
Xaphan wrote:
Furthermore, if that is possible, is there anyway to continue the recording of a movie using those savestates without watching it to the point you want to continue...
The thing you did before that messed up the movie was exactly this. Turn read-only off and loading will continue recording without having to watch up to that point. And btw... always use the latest recommended version if you can - usually when someone says "but I'm not using the latest version" that's a big part of their problem. (I think the version you can download from this very forum is the one you want to be using, if you're not using it.) edit2: (off-topic) Minor edit! Was this option added for me? (ok I'll stop adding stuff now, just testing)
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The joypad configuration problem seems to be some bug of Final vs WIP, which means 1.43+ just inherited the problem from 1.43 Final. So I don't really know why it happens, much like I don't know why it doesn't work to type the name of the ROM in the rom open dialog. (Last I checked there were still lots of complaints about this joypad config weirdness on the Snes9X forums, and the best solution was to use a previous version to change your settings, as Saturn said.)
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That's not what was happening (when they become infected the number you need to capture doesn't go down). I think you're talking about the level where I got a hidden powerup that made everything caught automatically teleport into the cage, so the number went down immediately. And the door I didn't enter would have gone to a bonus stage (wasting a ton of time then taking me back to where the door was in the level) - I couldn't find any level-skipping warps in Paris, unfortunately.
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I've determined that the ROM/game itself is very buggy in that area of the game, perhaps because of just leaving a boss battle or something else. Going back in the cave or just moving around differently will cause it to not happen (or different/weird bugs to occur). It is inconvenient that the emulator treats that glitch as a fatal error and requires re-loading the ROM to continue, however, so that should be changed.
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It's a feature. An annoying one, true...
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Oh... I didn't implement this at all, sorry. I didn't realize it even showed that it accepted joypad input there.
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Giving separate buttons for their turbo would require GUI changes to the dialog, but letting you toggle their turbo on/off through the auto-fire modifier key wouldn't be too hard (it only wasn't done because the turbo information was previously stored in a format with not enough bits for the directional buttons).
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Hmm... a lot of times these errors are from an unknown/invalid instruction in the ROM (i.e. a bad version or corrupted ROM). I'll see if I can get it to happen, I might need some more details though.