Posts for pilif

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Location: Zürich / Switzerland
nitsuja,
spezzafer wrote:
(only check WIP1 timing, fake mute desync workaround, and sync samples with sound CPU to play it back appropriately).
can the smv-Format be somehow extended to conatin those settings? If the header's already full, maybe you can append the data to the actual movie? As it's now, this is very error-prone and I already see 1000 posts about a movie desyncing.... Philip PS: Aspect Ratio does not work with OpenGL enabled, but this is minor for me: I disable OpenGL, set the window to the right size and then re-enable it.
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neuron, you must use the patched version floating around in the Snes9x Forum. Then don't check the "WIP Timing"-Box, but check the "Enable up/down-movement"-Box and play it. That way it works. Philip
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Hi, poor game... Personally, I really whished for such a run to happen just out of pure interest. Now that I've seen it, I still think, it should be published, but only after a "real" run has been done. This looks cool, but it certainly doesn't give enoug credit to the coolness of the game itself. I haven't voted yet, but I will vote "yes", once a real run is done. Philip
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nitsuja, I know it's not the most important thing in the world, but have you had a chance at looking at the aspect ratio-thingie? A reset to 100%/200%-Option would be more than sufficient... Thank you for your efforts - it's really nice to see all those enhancements. Philip
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Hi nitsuja, thanks for your great new build. It works perfectly well so far (OpenGL really seems to be fixed too)
nitsuja wrote:
This is maybe because I disabled FMOD, if you were using it. I'm putting it back in. It could also be because your computer was just barely able to handle the sound without clicking problems, and my compiling of it made a version that isn't quite as fast on your computer. (In which case, what type is it? As in, Pentium 4, Pentium 3, etc.) But I didn't change any sound code at all.
It's neither FMOD nor my PC (Pentium M-Notebook with 1.7 Ghz): There are no clicking sounds in the official builds with or without fmod. In your build, there's no clicking either when using FMOD. It's constantly clicking softly - more like a crackle. It's somewhat hard to describe, but it isn't really important as I know a workaround now (to enable FMOD). Many, many thanks for your build. It does look very nice! Philip
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Hi,
nitsuja wrote:
Whoops, I thought I tested that... it's super-easy to fix, but should I keep posting versions for re-mirroring when things like this turn up? (Or maybe while I'm at it, anybody have any feature requests?)
as I like the OpenGL mode very much, a fix would be very convinient. If you want, I can provide you with ftp to a decent server with enough bandwidth to please everyone. PM me for this.
nitsuja wrote:
This I don't know. Maybe I'll see if I can add a menu option that does this. (Do you mean just correct aspect-ratio is ok, or is a specific multiple of 100% size also needed?)
An option to set 100% and 200% would be enough for me. The deluxe-Version would be an option to always keep the aspect ratio while resizing, either creating black borders or disallowing size changes on one or the other direction. Oh and while I'm at it: Your hacked version seems to have some slight problems with the sound. It's a bit distorted and clicking on my machine, but this may be a configuration problem. Thanks very much for what you are doing! Philip
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Hi, sorry to be picky, but in OpenGL-Mode, a good part of the bottom of the screen is cut off with this hack. And the keyboard input isn't displayed either. Switching OpenGL off, fixes both problems. Oh and while already posting in this forum: Can anybody tell me how I reset my Snes9x-Window to the correct aspect-ratio? I've unfortunately resized it and now I can't get it back to how it was before. Philip
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Hi,
TSA wrote:
You need to activate the sequence in which Marin is at the beach in order to get her to wake the Windfish. This sequence is not activated until you give the Bear in Animale Village the pineapple.
ah. This explains everyting. Strangely how those non-related things are coupled. I assume brining home that lonely ghost has the same reason behind it? Besides that: Congratulations for another very good run! I've really enjoied it - especially how you killed the last boss. I remember how difficult that was for me the first time I've played the game back then. Philip
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oh, I'm sorry. Haven't seen the other thread. Philip
Post subject: Links Awakening
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as you may have noticed, there's another masterpiece of TSA available: Link's Awakening. It's very well played in my opinion (back when I was playing this game, I'd never have thought that the arrow-bomb-combination would be so useful). I have one question though: Why does he get the pineapple (and the honey comb for that matter)? This just takes time, IMHO. Any ideas? Philip
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Hi, I've watched the whole run yesterday (skipping the long sailing-trips and some movie sequences). While the game is very well-played, the run is still boring. The problem lies in the game itself: Too few enemies, too easy dungeons, not enough athmosphere (don't ask me what should have to be changed to fix this - it's not necessarily the graphics), too long, uniform sequences (this stupid mirror-moving puzzle, the 78 minutes of sailing around, ...)... I stopped playing it (WW is the only Zelda game I never finished) somewhere shortly before the earth temple because I was bored and now the run shows me that my decision somehow was right. WW is defintiely missing something... Philip
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Hi, great stuff. Voted 'yes', though please, FODA, create an all-tracks run! And I don't know what the others think, but your idea on IRC to use a custom-made track to show off some stunts is really interesting to me. Good work. Philip
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isn't orkut that service which is privacy-wise very critical to use? Philip
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Location: Zürich / Switzerland
Hi,
Frenom wrote:
Ops.. wrong game. Thought you talked about ToS ;) my misstake
as I see it, he *is* talking about Symphonia. Anyway: I bought the game a month or so ago. I'm not through yet, but it's one of the better RPG's I've ever played. The story begins a bit copied-by-ffx-and-xenogears, but soon becomes a touch of it's own. I like the battle system too. A bit hectic, but certainly more fun thenjust chosing attack in some menu all the time. If only I'd had some time to continue playing on, but work and this site here keep me from it. I've only played about 20 hours so far, so plenty of more interesting story to see. I've blogged about the game here. Philip
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Is it possible that the apache-process handling the page exits with a SIGSEGV or such? I assume you have checked the error_log? Philip
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Hi,
BombAHead wrote:
Desynched twice for me in the same spot - level 1-1. You get eaten by a pirahna plant. >>
read the previous posts: You must use the 1.43 WIP version of Snes9x Philip
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Hi, this really is great. I think, it deserves one of those recommended-stars. Philip
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Hi,
Truncated wrote:
Is there any particular reason for not going in and out of the bonus room in Donut Plains 1 to warp ahead? Is it just slower than flying past it?
yes. It's slower. This has already been determined during Volkovs run. Philip PS: Today I got a call: My imported Nintendo DS has arrived! Yes! Finally!
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Hello, first: Just the day before yesterday I played tubular again on my GBA (it's the only level where I still don't have all yoshi's coins) and it was very impressing seening you do it. It looks so easy that way... Well done!
VIPer7 wrote:
Outrageous was added. I bumped on some bullets and hammer throwers, unfortunately it were not enough to collect 1UP :(
It very much looks like you could have hit the last hammer brother which I thnik would have awarded you with that 1UP. But I may be mistaken here. Philip
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Hmmh... maybe it's just me, but the movie desyncs right at the start: Mario just hits the lower of those two ghosty-things. I never had problems playing your movies and I have not changed any setting in my Snes9x. Do others have the same problem? Philip
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Hi, ok. this was great. Incredbible, what one can do with this cape... One thing though: Just before leaving the water, you are letting go of the shell and swimm along without it which seems very slow to me. Why are you dropping the shell so soon? Why not keeping it while killing the fish and then jump out of the water? I'm sure there must be a reason, I just can't see it. Philip
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Hello, if you really want to redo the movie, you could also fix those 4 frames in the ghost house, Michael spoke about. I think, I could more than live with those 4 seconds, but if you really have the spirit to do all those levels again, that would be really nice. Actually it's your decision... Philip
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Hi,
VIPer7 wrote:
taking the risk of looking like an attention-seeking child, I'll TTT my own thread now :P
oh. Not at all. Please continue posting upgrades. I really enjoy watching your incremental runs. Your style is very entertaining. I have not yet seen the current movie, but I surely will this evening. Philip
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Hi,
Avin wrote:
Actually... there is the case in SMW of the level in world 6 that requires you to get through the first two sections in under 30 seconds or so, and I don't know if it's possible to do that without a cape
it certainly is possible als I do this level always without the cape. Keyword: Happy-Turtle-Jumping ;-) Anyway I think the run looks better without getting hit on purpose just because of policy, so, VIPer7, just continue like your are doing now. Your preview did look quite well already, so keep up! Philip
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Well done. Beautifullly animated game. This is well worth being published. Philip