Posts for qFox


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Joined: 4/25/2004
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Location: The Netherlands
I understand the mixed message. Let me try to clarify. Dying is "not done" in tas. There are quite some (popular) games in which dying to save time is a highly debated topic. If you could skip the bonus without dying then go for it, but I'll prefer a run without dying over a run that does feature death any time...
qfox.nl
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Well, the traininggounds really is just a detour. Aiming for the fastest time should be just that, aiming for the fastest time. But that's just my humble oppinion :) Btw, at the end of each day it seems as if you died. Are you really just dying to avoid the extra course? (I seem to remember days are ended with a crosscountrycourse) If you really die to avoid these I vote to include these courses. The run looks good and since I'm not very familiar with game mechanics I won't bother asking why not all of the papers are used before a refill is gotten.
qfox.nl
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I'm sure megaman has died a gazillion times in the process ;)
qfox.nl
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Well, no argument there ;)
qfox.nl
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AngerFist wrote:
Please let me elaborate the difficulty of using the Super Arrow in our Quadruple run :) You see, if you jump a pixel to the left and holding that direction a few frames, you will fall down and die in the spot I began using Super Arrow in Mega Man 5. Reason why I must hold left is quite simple, I want to move to the left in Mega Man 3. If I jump a few pixels to the right (I had to later jump to the right in Mega Man 4), the Super Arrow will fly away from me as I wont make it in time to land on it, so again, through this special frame, I could reach the ledge in Mega Man 4 without any problem. I hope everyone watches this because I abuse this magical frame very much so enjoy everyone :)
This is exactly why there ought to be some kind of subs in the movie. This is so not apparent when you look at the movie. I would've figured it was some kind of clipping "bug", if you want to call it that. The way this run is progressing, it'll be done before 2007! :D
qfox.nl
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When/why are you getting this problem? I have never heard of this avizlib and am sure I've never installed it consciously. So either it's a default program or this is a different issue... What version of FCEU are you trying to run?
qfox.nl
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Well I could see a "this game is a fair TAS for smb2, oh hey, and it will finish SMB1 as well by/before the time smb2 finishes!"
qfox.nl
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It's more the fact that one set of inputs finishes both games then the run itself. Knowing they both use exactly the same inputs makes it so great. imo. yet, making a multi run where the other games knock their heads into walls while one actually plays are not good and i really think smb will be one of those.
qfox.nl
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I think shooting in between with power of 1 will hardly cause any delay (unless you do it three times per level ;). If you time it between the powerfluctuations... Doing it once per level should lower the bonus-delays.
qfox.nl
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The other problem is that none of the smbs have moves during which controls dont respond (except perhaps rare levels). There's no slide or roll or frequent pause. So it would be bumping into a pipe for eternity. But don't let that stop you. There's a lot you can do when you have frame-skip-powers and a multi-run of these mario games may gain even more fame then the megamans (Mario is simply better known then Megaman). Then again, outsiders may not figure out what the big deal is anyways... hmmm. Anyways, give it a try :)
qfox.nl
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but the multiple input problem remains. or does zsnes have the external input option fceu has? otherwise it may just be a little bit too much.
qfox.nl
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"Takes damage to save sanity" ;) very nice!
qfox.nl
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lol, yeah well, a perfect run is nice "for the record" (both literally and as a figure of speech). but the time lost adding score will get to you rather fast (perhaps the video can skip these? With a note of course) I'm gonna have to think about it some more as well. Right now I'm thinking to try the max and the optimized (like, shoot whenever 6+ speed). If there's too small a difference between the two methods I'll just go for speed. Before that I want to code some logging options into my bot though.
qfox.nl
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Bis are you still running it? I think trying to aim for fastest completion time will remain and the run will include "misses shots to save time". You can miss shots to line up for a better shot as well...
qfox.nl
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Give it a wip for the first level or so. That should give you an indication of how hard it's gonna be, and how attractive the result may be.
qfox.nl
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Well, I didn't really expect anything else. GB/C worked properly on GBA, GBA worked properly on DS (ok, it contains the GBA CPU, but still :) and imo nintendo has shown to be capable of doing this :) Although, their zelda-bonus-pack for the cube was a little borked. It seemed impossible to select items in the item window of the NES-zeldas. But that's emulation, this is more hardware. I think. I'll shut up now :p
qfox.nl
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rofl, or perhaps "misses shots to save time, a lot of it" :p This game may make an interesting speedrun after all... And I cant' say that waiting for all those points makes a very interesting run either... Have you tried pressing a button to see whether the score will just jump to the end? That works on a lot of games... I still have to check whether distance of the cursor makes any difference.
qfox.nl
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logging in? lame! ahwell, next to the fact that i've got all the nintendo's, the wii sounds as much a great console as the DS (which, imo, was a great succes). So I'm really looking forward to it. It might actually be the first console I'm buying new (where-as I usually buy second hand = cheaper and more games at start). But like Germany, we have to wait till december.
qfox.nl
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Joined: 4/25/2004
Posts: 615
Location: The Netherlands
saweet
qfox.nl
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Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Are the games location restricted? Like will J U and E be restricted to their continents again? Or like the DS, it doesn't matter? It takes another month before the Wii hits the Dutch stores, and I don't want Dutch (subbed/subtitled) games.
qfox.nl
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Oh god we really need that cheat function in our current fceu project (in a non-model way!). It's so crucial in using bots :p
qfox.nl
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I've found it. Byte 0x00 helps to the rescue! It's 0x10 on startup, then 0x20 on the selectscreen going to 0x00, stays 00 till you can start playing, when it's waiting for a shot its 0x08 and while a shot is playing its 0x07. The key here is that when it's done, it'll be 0x18 for one frame. This is what I check for. This doesn't apply for level-completion. I simply check the level-number for that, whether it has increased.
qfox.nl
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Bisqwit wrote:
Now that I analyze it again, it doesn't seem like the aimer distance affects anything after all. Weird.
It seemed like a visual indicator anyways, but I didn't investigate. Oh and the botfile for pool was indeed borked. Trying to fix it, but I'm still having trouble finding a way to determine the end of one shot :( Especially now that perfect shots are out...
qfox.nl
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Posts: 615
Location: The Netherlands
I'd say multiply the regular speedrun of the longest run by 4 and add 10%.
qfox.nl
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Joined: 4/25/2004
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Respawning enemies for teh win? Well asuming you still aim for speed, it still sounds like a bad idea to me indeed. Sorry... Perhaps you could focus your enthousiasm on another game. I know what it's like to lose a wip where you've literally fought for frames.
qfox.nl
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