Posts for nitsuja


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Keep in mind that in order to play the hardest difficulty (the Master levels) you have to play through the other 3 difficulties first. All difficulties are quite short (especially if you use warps, which I'm not sure is bad because most of the warps take extreme skill to reach), so I think all 4 could fit in one movie. (Also, is there any particular reason to use Baby?)
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yagz wrote:
i really can't do that fast! your movie are great!
I think you could do it that fast if you are willing to spend more retries on each movie you record. (I don't have enough time to work on it right now.)
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yagz wrote:
you can download first 10 level of my run here: http://www.geocities.com/mechakoopa_v2/upfile/munkeyball_expert_fl10.zip
This is better than before, but you're still being way too cautious on some of the levels to get near the fastest time. Here's something closer to how it should be done: http://nvdata.pilif.ch/smbjr-ex2.zip (made a while ago and stopped when I realized I'd have to start it all over because I didn't get the black-screen intro for every level which saves 1 second each time)
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Haven't watched it yet, but... why do you only play the beginner mode? I think a run of this game should play all 4 difficulty modes, either that or only expert. (Also, you don't need to tell us your emulator settings for VBA submissions, they don't matter for watching the movie.)
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BoltR wrote:
He has one button being hit on the even frames, and the other on the odd.
BTW, because there are 2 jump buttons in this game, you can use that technique with alternating A and B (while holding up) to swim upward even faster. I didn't notice any places where underwater upward motion was a limiting factor, though, so that probably won't save any time.
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Zakatos wrote:
Could someone PLEASE help me with this??
It's probably because you have Left+Right enabled, and this run was made without it.
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Oddity: If you've been able to view the previous updates of this movie and it's only going out of sync now with this latest one, most likely it's because you loaded a save state to continue and he changed something in the movie that was earlier than that save state. At least, that's what happened with me, not sure what changed but I had to fast forward from a much earlier save state to fix it. Otherwise, your problem sounds like a mismatched ROM - the movie is using the (JU) [!] version. About the emulator version:
Emulator homepages wrote:
The official homepage of snes9x is http://www.snes9x.com/, but on this site we tend to use Nitsuja's edited version because of some extra functionality in it. See here for details: http://tasvideos.org/forum/t/1816
So, uh, I'd recommend using that one for viewing current smv's.
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Definite No vote. This run is not even close to optimal. - You only play the Beginner mode stages. - This game has a "run" button and you don't even use it anywhere. - There are many obvious shortcuts you don't take - Sometimes you skip the level intro with a glitch, but it's possible (just very hard) to do it every time
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There's a lot of weird stuff around there looks like desync but isn't, keep watching and see if anything interesting starts happening again after a few minutes. Otherwise, if it really is a desync: Are you trying to continue watching the run by loading a savestate? It's possible that state has been invalidated and you have to start watching all the way from the beginning of the movie for it to not desync there.
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Bisqwit wrote:
But can reset be stored in a VBA movie?
Yes, even a hard reset will be recorded into the movie. (It stored in 1 frame of input.)
Ego Buff wrote:
Unless you are swimming, diagonal movement won't make you slower, as far I can tell.
That's only an illusion - use the frame counter and you'll see that it (extra diagonal movement) always slows you down compared to going straight. (Not cutting across corners diagonally also slows you down compared to walking around going one direction then the other.)
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I see what looks like a lot of errors due to imprecision (missing several sword swings (ex: frame 32570) and taking unnecessarily long paths (ex: frame 12067)), and I get the feeling that many possible time-savers (such as not killing/waiting for some enemies, or taking damage at different times) weren't fully looked into. But, it's still pretty entertaining, might as well submit and see what everyone else thinks. EDIT: Also, instead of choosing Save&Quit, it's faster to choose Save&Cont + immediate reset.
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I don't know very much about this game either. I've heard it's quite a bad game, not sure how much to trust that, but personally I would rather see a (2P) run of Pocky & Rocky.
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I'd attribute it mainly to them not having to cut nearly as many corners because of much better hardware of SNES compared to NES, and maybe to higher standards required for SNES games. I'd say the Prince of Persia 2 run has Out of this World beat by a longshot for this category, but I think it doesn't qualify if we're only considering pre-2005 movies.
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Tatsuhiko wrote:
Seeing as people are complaining about how many errors I have in my run, I'm probably going to just scrap it. I'm not really in the mood to redo everything.
It was more like telling you about the errors in hopes that you would redo it without them, since part of the whole point of doing these videos is to not have errors. I would like to see a time attack of this game, and I think it would be more entertaining to watch than the Genesis or NES versions of it, but it would need to have a lot more precision than what you have so far. (If Sprintgod is still working on this, I'm sure it'll turn out immeasurably closer to perfect.)
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Fixed it. It was already there in regular 1.7.2, a logic error in the mode 0 graphics rendering code for GBA games that caused memory corruption. (It just didn't happen to corrupt anything important before, is the the only reason it didn't crash in 1.7.2.) About the motion sensor, using a patched version shouldn't be necessary because motion sensor recording is already supported. (But it's possible that the emulator's code for handling the motion sensor of GBA games is broken; I've only verified that the motion sensor for GB/SGB games is correctly supported.)
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Version 10 is up. - fixed an existing buffer overflow bug of GBA mode 0 graphics rendering that was causing crashes - made the read-only state of a movie remembered after closing the dialog and across sessions - made the movies directory configurable in Options->Emulator->Directories... - updated the version info in the about box to include the re-recording version
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"togglify" means auto-hold (held every frame), "turbo-tog" means auto-fire (pressed every other frame), sorry they have such goofy names in the dialog. I think the radar can be kept from showing at all if you do it while exiting an area where you can't change the radar (like jumping out of water or off trampoline) and depending on whether L or R registers first, but... it's really not that important since it doesn't save/lose time or anything, so I doubt anyone will object either way.
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I considered doing this, but it would be pretty time-consuming and I wasn't sure how best to plan equipment/abilities for a fastest time. Doing no sidequests should be fastest, but you can barely learn any abilities without doing sidequests. (I was thinking Animist->Gunner for moogles, pure physical jobs for everyone else, except black mage for Nu Mou.) I'm not sure about no damage being more impressive, for instance in the first battle letting Montblanc take damage can change his AI routine to do something more damaging and manipulating a miss can take a decent amount of extra time. BTW, does anyone know if murdering Montblanc could save any time? I can't remember how long the various cut scenes are.
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Walker Boh wrote:
If the "radar" is set on autofire the game forgets to update the characters animations. I didn't use this though because I found it irritating with the blinking and noise.
That's not quite what I meant. I meant, if you do it every frame (LRLRLRLRLR) it will still do the animation glitch but the radar will not blink or make noise. Anyway, this is looking very good.
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My progress on this so far is: The only info I can get from the crash itself is that something somewhere is corrupting a memory mapping address value. I thought it was probably the lag reduction or extra memory clearing, but I tried disabling all changes I made to the GBA emulation one at a time, and oddly nothing stopped it from crashing. So I'm going to try the slightly more time-consuming approach of starting from a clean 1.72 and adding changes until something breaks it.
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I think the crash is likely to be the same problem that happens with WarioWare Inc., but at least this gives another test case... EDIT: That problem was fixed, and since nobody's said anything more about this one I'll assume it's the same problem and also fixed...
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Wow, this turned out great (and got published before I could even vote yes).
TheAxeMan wrote:
my fingers are still recovering from holding down right and B so long.
BTW you can tell the emulator to hold these down for you (Options->Joypad->Auto-hold).
TheAxeMan wrote:
I guess it's not hard to work out the codecs for a 4-color system
Actually, since this game relies on crisp black-and-white outlines/edges for many of its graphics (like the pyramids in the background and the trees) I'd think that most codecs would have trouble encoding this well.
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Not sure how compareable these will be, but... When aiming for in-game time: 6"88, 12"13, 13"81, 5"73, 11"41 When aiming for real time: 6"03 +3, 10"95 +6, 11"91 +12, 5"20 +6, 9"23 +12 (I'm not working on this for now, though)
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Hmm, it's missing the jump-through-walls glitch the SNES version had, as well as most of the music. It does seem to run about 30% faster than the SNES version, though (which ran at between 5 and 15 FPS at all times).
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Go to Input Config and under Controller choose Joypad #1/2 Turbo. This should help for more than just trying this glitch: the most useful things to set there are TurboTog and Togglify, set them to the same thing for both controllers, they act as modifier keys to automatically hold or autofire whatever other key you press while holding them (even between frames while still paused), so you don't need to bother setting any individual autofire keys. It helped a lot in my run of Kirby Super Star where I could tell one player to walk one way while I did something more complicated with the other player. It's also a good idea to set Clear All to something for each player so you can clear out what buttons are being held/autofired without having to find and turn them off separately. (Note that loading a state will not change which buttons are on auto.) Uh, so to do the glitch what I did was: press turbotog+L, frame advance 1 frame, turbotog+R, then unpause, and if it's lined up right it'll alternate each frame, otherwise I pause and enable/disable one of them until they alternate properly. It actually works to only autofire one of them, the only reason for alternating L and R is because it makes a REALLY annoying noise otherwise. Might still have to start it when getting out of water or turn on the radar for 1 frame first so the radar won't stay on, though.