Posts for scubed

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Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
>98. Big Boo World 3 (633/666) >Nothing too special about this level, just flying >until the end. The background is pretty cool >(does anyone remember what game it's >from?). Maybe I should take a message box >there and see what it says. It is from Megaman X3: Neon Tiger's area. I just checked. Downloading this movie now!
Post subject: Extra corridors
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
No, the extra corridors take too long. If you are going to do them, you should do all of them. That would probably best be left to a TGL run. When playing regularly, I do the following extra corridors: 13 Shield 15 Red lander 18 Light bulb (weapon 1) 20 Attack power I like having attack power, but it is near the end of the game anyways. 5 shield allows you to walk faster, but for how long a corridor is, it would not even come close to making up for it. By 18, if you want it, you already have lightbulb 2. 3 is not worth it, plus I think the shop carries an extra one in area 10, if you can afford it. So, the extra corridors are not worth it.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
The metroid-like outer areas are not that useful. They do allow you to go between areas that you don't have the key for, but you won't be able to go anywhere once inside because you don't have the key. I don't know of a bug that lets you to the next screen when you are not supposed to be able to. (However, you can go through the wall. It just won't let you closer than a certain amount to the boundary and the screen doesn't scroll.) A speed run of this game would mostly be about carefully selecting which items you need. For example, the enemy at X18 Y1 gives you more attack power, which should be useful. Red landers give you more weapon power and faster projectiles. Certain special weapons are useful on different bosses, although I usually end up using the weapon whose icon looks like a light bulb. (Weapon 1 from Zanac.) Then again, I have never done careful experiments to see how rapidly each weapon does damage.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Yes, as you will note, each item has a number next to it and it has a score at top. It will give you items (up to 5 max, I think) up to the score that you have. Note that this score is different from the score for killing enemies. It has to do with how quickly you kill bosses, although I haven't really experimented with it. It is definitely not random. It follows the order that you get them in the game, more or less. Plus it has an extra red lander at 80 that I like to try to get, not that 6000 is significantly different from 4000.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Another bug that this game has is once you have 5 shields you speed up. The hit-touch is only calibrated for non-sped-up, so you can start walking through walls. Unfortunately, this isn't very useful. If a wall has a gate, you still need to take the gate. You can't just walk through to the next room. It is only useful for when there are blocks walls in the middle of the room. I also vote for kill everything. TGL mode would be too uniform. Plus, there is no optimizing which items you get. (Although it would be interesting to see how high a score you can get. For playing normally, I am usually just short of the 80... points needed to get the final 6000 chip red lander.)
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I downloaded the latest CVS version of ffmpeg and it plays just fine with that. Thanks for the advice.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Yes, I am aware of the FAQ. When this site first switched to H264, they seemed to have used weird encoding options that made it incompatible between versions of MPlayer. After that, they encoded them properly and I have had (almost) no problems watching the movies until this one. This one won't play using FFmpeg H.264. I guess that I can try using other h264 implementations.
Post subject: Not Playable in MPlayer
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
The published movie (in AVI) does not play in mplayer. I am using MPlayer 1.0pre7try2-3.3.5-20050130 . What is the version that I need to play the movie? I tried it in Totem as well. That played the audio, but didn't show any video at all. (It went to using audio visualizations.)
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Sorry, it's a vestigial habit from when I used to have an e-mail client that wouldn't automatically wrap. (I still occassionally get e-mails are like that.) I didn't use notepad, but I e-mailed the comments to myself as I watched the movie in segments. Not all messages do wrap properly, either. That is why, for example, slashdot automatically inserts a space every 70 characters. I haven't tried on this board. Well, I guess that I will try and see what happens. If not handled properly, the lines become unreadably long. Testing: Done. Hmm...I don't believe that this board does handle it properly. [Edited by Moderator: Don't abuse.]
Post subject: Just in case
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Although I realize that the run wasn't that serious, I figure that I should post some comments just in case anyone does try a much longer run. Water World 4 You go the long way around with both P-switches and the key. You only need the key. Holding an item underwater, if you hit down, then start rising as you hit an incline, you can pass right through it. Using this, you can go straight to the keyhole without any switches. Water Secret You fly up, grab the blue shell, then fall back down. It is easier to fly on top of the mushroom house then continue flying up to the blue shell. That saves all of the falling. Big Boo's Secret You don't need the gray P-switch to open the pipe. It is just a graphic. You can just go in and go straight down the pipe, even though you can't see it yet. Sky Castle Similarly here, the secret door does not require P-switch to become active. You can just go under the arrow and press up to go in. Desert Secret You can go to the right from desert secret on the map, so you don't have to go all of the way around. Secret Star World You should use the P-switch earlier to get through the blocks instead of breaking so many of them.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Right, you need to be level 25 to wake the dragon. You don't really need strength for Giegue. I think just HP for all of the characters and PP for Paula to cast Lifeup Pi. The monster's don't really need manipulated if you have the robot with you since he does 800-1000 damage. You could manipulate it to only encouter single monsters so it is an instant victory. (Or a monster and the other monsters don't attack until you are strong enough, for example a darling smile.) You would probably fight the dragon after you get the 8th part of the melody to have a sufficiently high level, then go talk to Queen Mary. For the rules about released ROMs, I guess it would make sense to use the GBA version, but I am not familiar with it. I've only played the NES version. I love the attacks in this game. >Hippy USEs bullhorn! >Hippy says your mother is calling you. >You believe him.
Post subject: Running through
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Ha, I am at home for summer vacation and just played through this game again. I was looking at what going through quickly would entail. Here are random thoughts about the game: It would be annoying to watch all of the walking around with showing the menu every few steps to avoid battles, not to mention manipulating luck so there would be many steps between when you would need the menu. You would almost definitely need a tool to show the state of the PRNG. This would also be needed to get the most of the important stats each time. For battles, I think that you only really need to fight Starman Jr. in the Zoo, the dog in front of the factory, the sleeping dragon, and Gigyas. I don't know if it is possible to beat Gigyas without Lifeup Pi and Psi-shield. If so, you would need to get Paula and get her into battle and have her learn the spells. Also, it would be good to have her for the final battle to do sing, but she is a out of the way. I don't know if getting Punk is required. Hopefully if you just keep Jeff, you can skip all of those sequences. Also, the tank in the desert part is optional, right? I haven't tried that either. For reference, the singing cactus is right above the A in STATION on the map. Getting the teleport spell should be useful because then you can run around quickly without encoutering monsters. You just have to run into a wall to stop. This can use quite a bit of magic, which you aren't likely to have a lot of in this situation. Also, I don't know if you would be strong enough to beat The Fish when you first encounter him. You might need to do something like teleport by running in a circle (like Teleport Beta) and going to the cave) to get back to Magicant after getting song piece 8 instead of using the Onyx Hook. Maybe The Fish could be manipulated, or maybe with fighting Starman Jr. you would be strong enough? I like how holding down B speeds up all animations. Most of the leveling up would probably be with the robot that gives you song piece 7, since you wouldn't have to do the actual fighting. You would need to level to have enough magic points, hit points, and spells for the final battle. I don't know how the learning spells actually works. It seems like they were learned mostly after leveling up, which suggests that they become available once you reach the level. If that is not true, you should be able to manipulate them to be learned right from the beginning. Also, I wonder if they are always learned in the same order. This should be investigated before starting a run. If anyone knows any of these details, I would be interested to know. I would like to see a run of this game (in English), but it might be monotonous.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
It looks like CCCP is Windows only. On top of that, it looks like it only works on a few versions of windows at that. ffmpeg is included in that pack, and is what is being used to create these files, so for specifically watching these files, regardless of which OS you are using, getting ffmpeg would help, whereas CCCP is not as likely to be compatible. It makes more sense to say get ffmpeg than it does to say get CCCP.
Post subject: CVS version
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I put the CVS version from today and it worked. (Using ffplay, I'm not sure about how to get mplayer to use the newer codec. I tried recompiling it, but that didn't have any effect. I think that there might be a problem with which directory the files went into.) I think that it would be better if you used a codec from an actual release instead of just from CVS.
Post subject: Also having problems
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I am also having problems with the newer movies (OutToLunch). I am using: media-video/mplayer-1.0_pre7 media-video/ffmpeg-0.4.9_p20050226-r5 I just upgraded both of them, but I am still having the same problem. Which versions specifically am I supposed to use?
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
The torrent seems to work now. I've downloaded and watched the movie. It played just fine. I am using MPlayer 1.0pre6-3.3.5-20050130 on Linux 2.6.7, for reference. OGM and MKV are commonly used for anime. Seems to work well, especially for the subtitles. (If you switch to using these formats, will you start putting the comments in the subtitle streams?) >I used OGM because it can contain Vorbis sound, which AVI can not contain. That's really weird. It isn't just a matter of marking it with the proper FOURCC? How does it work then?
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Yes, being a Taito game, it has Bubble Bobble like walls. I'm not sure about the slowdown. I could easily be mistaken.
Post subject: Some questions
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I have some questions for watching your submission. Frame 2800: Why do you walk over, then jump? Shouldn't you jump earlier and move to the left as you jump? Frame 4200: Why do you wait so long to go into the water? Frame 17000: Why do you swim all of the way around? That takes a very long time. Here's how I would do it: http://lingcog.iit.edu/~scubed/kiwikraz_1.zip (I'm not sure if you can trigger the upper cloud guy to appear so you can just directly jump on his cloud.) Frame 25000: Couldn't you dive earlier? Frame 30000: Could shoot out water while at the top to save time breathing later (31337) Frame 42000: There is some slowdown around here. Maybe you should kill more enemies to avoid it? It looks like many jumps could be a bit shorter to avoid losing time with the horizontal movement. Nice job going close to the spikes.
Post subject: Trying again
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Hmm... you're right! After a few more attempts, it runs. Bizarre. I hope that they fix this bug soon. Random program crashing on start not good.
Post subject: AVI problems
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I am also having problems playing the file. I was using MPlayer 1.0pre6. It worked fine on Sonic 3 and Knuckles, which was using the same codec. However, this movie still does not play. I upgraded to MPlayer 1.0pre7, as recommended in the codec help section. It still gives me an error. Any advice? >mplayer princeofpersia2-timeattack-nitsuja.avi MPlayer 1.0pre7-3.3.5-20050130 (C) 2000-2005 MPlayer Team CPU: Intel (Family: 8, Stepping: 10) Detected cache-line size is 64 bytes MMX supported but disabled MMX2 supported but disabled CPUflags: MMX: 0 MMX2: 0 3DNow: 0 3DNow2: 0 SSE: 1 SSE2: 1 Compiled for x86 CPU with extensions: SSE SSE2 85 audio & 196 video codecs /usr/X11R6/lib/X11/fonts/TTF/Vera.ttf doesn't look like a font description, ignoring. Cannot load font: /usr/X11R6/lib/X11/fonts/TTF/Vera.ttf Playing princeofpersia2-timeattack-nitsuja.avi. Cache fill: 0.00% (0 bytes) AVI file format detected. VIDEO: [H264] 256x224 24bpp 60.000 fps 127.1 kbps (15.5 kbyte/s) Clip info: Software: Nandub v1.0rc2 Name: SNES Prince of Persia 2 Subject: SNES Prince of Persia 2 Artist: Nitsuja Copyright: Comments: Tool-assisted speedrun. ========================================================================== Opening audio decoder: [mp3lib] MPEG layer-2, layer-3 AUDIO: 44100 Hz, 2 ch, s16le, 128.0 kbit/9.07% (ratio: 16000->176400) Selected audio codec: [mp3] afm:mp3lib (mp3lib MPEG layer-2, layer-3) ========================================================================== vo: X11 running at 1280x1024 with depth 24 and 32 bpp (":0.0" => local display) ========================================================================== Opening video decoder: [ffmpeg] FFmpeg's libavcodec codec family Selected video codec: [ffh264] vfm:ffmpeg (FFmpeg H.264) ========================================================================== Checking audio filter chain for 44100Hz/2ch/s16le -> 44100Hz/2ch/s16le... AF_pre: 44100Hz/2ch/s16le AO: [oss] 44100Hz 2ch s16le (2 bps) Building audio filter chain for 44100Hz/2ch/s16le -> 44100Hz/2ch/s16le... Starting playback... VDec: vo config request - 256 x 224 (preferred csp: Planar YV12) 0 51% VDec: using Planar YV12 as output csp (no 0) Movie-Aspect is undefined - no prescaling applied. VO: [xv] 256x224 => 256x224 Planar YV12 [h264 @ 0x8622528]illegal short term buffer state detected?,?% 1 0 99% [h264 @ 0x8622528]illegal short term buffer state detected?,?% 2 0 99% mplayer: h264.c:2306: mc_dir_part: Assertion `pic->data[0]' failed.99% MPlayer interrupted by signal 6 in module: decode_video - MPlayer crashed. This shouldn't happen. It can be a bug in the MPlayer code _or_ in your drivers _or_ in your gcc version. If you think it's MPlayer's fault, please read DOCS/HTML/en/bugreports.html and follow the instructions there. We can't and won't help unless you provide this information when reporting a possible bug.
Post subject: Rom version
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
My point is that it did not work on a V1.1 ROM, but it did work on the version that I have, whichever version it is. h1 just happens to be the first V1.1 ROM I found. It is not the one I typically use. I was agreeing with what TheAxeMan said about ROM versions.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
You seem to be correct. I tried it on Super Mario Land (V1.1) (JUA) [h1] and it wouldn't work. I don't know what version I have, but here is its SHA1: 3a4ddb39b234a67ffb361ee7abc3d23e0a8b1c89 sml1.gb It probably is V1.0.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Sorry, I missed that post. Does shooting a fireball always costs a frame? Does this include while jumping too? (Since momentum is often different in games when jumping.)
Post subject: Wrap around bug
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I just finished watching your movie. You didn't use a bug that I like. It doesn't necessarily save time, but it looks neat. In Super Mario Land, in the autoscroll areas (2-3 and 4-3), usually when you are pushed off the edge of the screen, you die. However, if you do it in the right place and hold up (or down), sometimes you wrap around to ahead of the screen. You might be able to abuse this to push the button at the boss in 2-3 much sooner. Also, in the long path in 4-3, I like to use it to get into the outside area that is supposed to be unreachable. Then, you can use it again to get back inside. It is more fun than just following the path. I noticed that in 3-1 and 4-1 when you had firepower, you didn't shoot at all of the enemies that you could have (without slowing down). Is there a reason for that? If your goal was points, that should have gotten you a few points extra.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Excellent job. I will seed for a while.
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