Posts for pirohiko


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Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I set sail for the ocean now to meet Mudhands. RerecordCount arrives at 5 million soon.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Patashu wrote:
What? What? What??? http://www.nicovideo.jp/watch/sm23825129
I taught him various methods.
Post subject: Re: MultiReplay demo video and Rockman sync on US MegaMan cart
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
True wrote:
It's been shopped, you can tell from some of the pixels. Link to video
It is very good!
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
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Location: Japan
Jokaah wrote:
Hi! :) So we are doing this in RTAs now: http://www.twitch.tv/jokaah/c/4408811 Currently trying to find a good setup that makes it a little more consistent. Anyone here happen to have any ideas? Our best guess is that it has something to do with the music, if you get the DelayStageClear or something else "random" :)
I found this glitch the other day. Because ObjectFF is carried out double, it has a thing similar to DelayObjectFF. A random object seems to occur to refer to $23 that are a frame counter in Iceman stage. In addition, I succeed in shortening TAS by producing an arbitrary object to refer to $17 that are the second pad in Gutsman stage.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
It is too early, yes vote. I expect update of SMW11 with a lakitu cloud.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
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Although this TAS is ACE, the same result as the case where the stage was skipped and only Final Boss is beaten is brought. In either case, only a weapon of Cutman is owned. It only merely increases a stage number to beat him, and credit is only put in stage 0B. I aimed for arriving at stage 0B by ACE. When the processing in the middle of credit is called on stages other than 0B, Rockman cannot go to the left because of the wall. I think that the argument about the branch about ACE is necessary separately.
Post subject: Re: Invalid run
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
True wrote:
This run should be invalidated, because it does the exact opposite of what it should be doing on console. (thank you double dribble, you will not be missed) Instead of skipping to credits, this skips to the fucking PRESS START screen on a real NES. I'll edit the post with more drama and charged words later to make everyone feel better. edit: this is also one of the few runs with my new hardware; I can verify with my old hardware later but the run syncs and even does something to get back to the start screen so I imagine it's syncing fine...
This movie works in Bizhawk. It means that DelayObject appeared if a game is reset. However, the game is reset if two controllers are not completely operated with the last frame. Is it inspected with two controllers?
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
nicovideo encode is 60.099fps Link to video
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
It is very impressive credits. YES YES YES!!
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
SmashManiac wrote:
Did... did Mario just killed a little girl? O_o
She was a ghost. She was looking for a playfellow.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
adelikat wrote:
Just pointing out that this movie exploits unitialized ram
Did I have to choose Random initial state? If so, I did not know that.
mathgrant wrote:
What the heck is this game? Even after reading the description on Super Mario Wiki, and watching other YouTube videos of this, I don't get what's going on. "However, the battle is over when one color of panel does higher than 9 connections. " Does that mean using 10 or more of a color summons that game-ending Bowser card?
When and the panels are lined more than three or they chain it, they attack it to an enemy. When those 9 panels cross, a signboard falls. This game takes several minutes until an end if common.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Tompa wrote:
Up to the Tile Room again, with the new route I'm testing: http://dehacked.2y.net/microstorage.php/info/1258969785/EasternFirstWIP.smv This time, thankfully, some people at #alttp have figured out how this place works. So it should be easier to do now and finally be able to make some actual progress!
Zelda: Help me... Please help me... Link is merciless.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
When I watched a heavy video, I had a feeling that the success rates that Flash container of Gnash could run increased.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Unfortunately, it does not carry out the right operation. Link to video In addition, I cannot make good Flash TAS with most games because I cannot click the button. I want to do button input by TAB like normal FlashPlayer. (T_T)
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
adelikat wrote:
How was this created? If it was done with lua, or a modded bizhawk, I would be HIGHLY interested in the code. Or was it an external program?
I use "AviUtl + ExEdit Plugin" to display an outside drawing. http://spring-fragrance.mints.ne.jp/aviutl/ http://mavericktse.is-a-geek.com/wordpress/archives/891 http://aviutlscript.wiki.fc2.com/wiki/%E9%96%A2%E6%95%B0%E4%B8%80%E8%A6%A7%28AviUtl%29 http://aviutlscript.wiki.fc2.com/wiki/%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%97%E3%83%88%E5%88%B6%E5%BE%A1 ExEdit can put a figure and a text object on a timeline. These become the specifications that can create an animation effect by themselves in Lua script. https://drive.google.com/folderview?id=0B1Crt49ACDBPWWxMbUxqbW13c1E&usp=sharing
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I completed a run commentary. If there are problems, please revise it.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I was tired out in the middle of description.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
No vote. You should do corner boost. You can defeat two enemies at the same time. You can knock down a slime-formed shadow with a sword. You can shorten time to charge a sword with a shovel. You should practice the bow. The action that should be added in comparison with existing TAS is only to earn money, but it is slow fatally.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
MUGG wrote:
Impressive run! I only wish I could fully understand all the planning and implications that went into this run (because I'm no good at disassembly, coding etc. yet). Specifically, I don't understand this part at the second reset:
By resetting in such a way that there is left only "K-" (4B 25) of the data, check sum agrees according to expectations.
So as far as I understand, some way or another (I don't understand how), you made the savegame so that you start out in the top left corner of the map with 0 characters and you get to do something for only 1 frame before the game would gameover (because of 0 characters). In that frame you active the text glitch which - to my understanding - works because you "check area" at the 'out of bounds' part, like in Onett or in the tent in Threed previously. So my question is only, why exactly do you get to start out in the top left corner in Tenda Village?
I do the first reset just before "P" is written in. The game does the error check of save data very first afterwards. Because check sum does not match then, the data are removed from the lower part. And the second reset is to do it when only "K-" is left, and check sum is correct, and it is said that it is right data. If a letter of K of the PK exists, it is judged that it is used data. And it is reopened by the corner of a big map because the coordinate information becomes 0.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I make brand-new run in Lsnes.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Link to video He accomplished it by two controllers and one's hand
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I am Link. Accept this submission or I use my sword. Oh my sword, where are you? yes vote.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Link to video He is very fast.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I can evade loading of the memory card by making a sliding to the lower right. Link to video
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
TASVideoAgent wrote:
Upstream (さかなに きをつけろ)</h4><div class="deeper"> A double jump can be performed by using the flowing leaf. Even if there is no yellow gem, it is possible to destroy the box under a log and to return, but it cannot go to the back side of a goal pedestal.
I told a lie. It is possible. It is shortened in 100% run. Link to video
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