Posts for stanski

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Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
I'd rather see a warped run first, as I think it might get repetitive/slightly annoying for people who haven't played the game. Super fast though and awesome, good job. This is one tough fucking game, thats all I remember about it (at least it gives you infinite continues though!).
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Yea I really hate the defaults on meka. I really never bothered to look how to change it, but nearly every other emulator starts out with a blank backround in a windowed box. Plain, simple, and to me it seems more "realistic" as compared to playing on a console. I'm sure there is a way to change meka's backround, but I just haven't bothered to try and just use other emulators. The other issue I had with meka was the mouse movement/changing input thing. It for some reason was just really annoying compared to some other emulators (I like fceu, snes9x, gens type input configurations). Also, all those lines with "load game blah blah" were annoying and made me again feel like i was playing on a computer. The fact that I couldn't make the game screen larger from default with just a simple "corner click drag" was slightly annoying too. I found the screen too small and it put me off that i actually had to look somewhere to make the screen bigger (again, its probably simple to do, but its off putting for first time emulator use). Again, I don't want to port meka's code into gens. I just know there is a piece of hardware for the genesis that allows you to play SMS games on the genesis. I thought there would be some way to allow you to just emulate this piece of hardware (power base converter) simply in an existing emulator.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
The description is misleading, this title was originally an arcade game ported to the genesis, not designed for the genesis specifically.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
The only way to do that is to be holding B though, isn't it?
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Well, I know that it will not work because using a Power Base Converter (PCB, was released with the sega genesis to allow it to boot in SMS mode), it does not work because of the controller (for some reason, you need to use a Master System controller on the genesis with the PCB to play Wonderboy in monster land). You would have to add some different controller support to gens to get it to work. Wikipedia article on the PCB: http://en.wikipedia.org/wiki/Power_Base_Converter#Master_System_compatibility It is not like making a whole new emulator, because all you need to do is for Gens to disable the 68000 processor emulation and boot the game through the Z80, which is already emulated (this is what, from a non-technical standpoint at all, I understand to be true just from a hardware perspective). Gens+ and Kega Fusion (the other main Genesis emulators) already have had SMS support for many years, even though they are primarily genesis emulators. Thats what leads me to believe it wouldn't be as difficult.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
I'm interested in the game, but when I tried to help with the run at SDA I didn't really help very much. I don't know what else to add besides just a "good luck."
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Meka has such a terrible user interface, and i really hate the flashy backround graphics/everything how fickle it can be sometimes. Personally I love Gens now (used to hate it because of its suckiness back a few years ago) and would really rather see it have added SMS support, which would basically only eliminate Wonderboy in monster land from TAS'ing (its the only SMS game I haven't been able to get to work through a converter).
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
I always wondered if it wouldn't be easier to add SMS support to gens (a few other genesis emulators have it, the genesis was designed to be able to play sms games with an adapter) vs. modifying a new emulator?
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
mushroom wrote:
The main difference is that not turboing through stuff is a very very easy fix.
though probably the most tedious thing you can do while making a TAS.
Uh, try luck manipulating bosses. Much worse.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Double Dragon was out in the arcades in 1987. Altered Beast didn't come out till 1988. Revolutionary? I really find that hard to believe. The game is still a ton of fun to play 2 player though. It gets way too much hate from people nowadays. Of course, i love all beat em ups as well, so if you are not a big fan of the genre, this will definately not be your cup of tea.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
I've seen gay sex on the discovery channel between monkeys. Pretty scary.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
JXQ wrote:
stanski wrote:
I'd just like to point out that Vectorman 2, one of the most popular games for the sega genesis, took 6 months to encode. If that wasn't encoding bias, I don't know what is.
The delay on this particular run's publication came from desync issues with the encoders. So I guess you don't know what bias is :P
Oh, didn't really follow the publication that closely, I just remember mike89 being very dissapointed that his run took the 6 months or whatever to encode. Bad example I suppose :-P. Thats the only popular game that took forever to encode that I recall, so I guess I'm out of material.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
DK64_MASTER wrote:
What about the actual TASers themselves? But DK64_MASTER, won't they get offended that their random oddball choice wont be published in less than a few weeks? Sure they might, but that's just the price they have to pay for picking an unpopular game. They should have some notion that if they TAS a game that isn't popular, they will have to deal with a lack of feedback, and in turn publishing speed. It's not like we can do anything about it.
I'd just like to point out that Vectorman 2, one of the most popular games for the sega genesis (if you claim you haven't heard of it, then you reaffirm the site should just have remained "NESvideos"), took 6 months to encode. If that wasn't encoding bias, I don't know what is. I'm sure if a more "popular" author had done it though, it would have been encoded immediately. Shame there is such a heirarchy based on game popularity, who the author is, and how much they "pimp their run" if you know what I mean.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
If you want to show something off from another level, just use level select.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Game is really mediocre, its well played though. The graphics on this game look like absolute ass too.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Tompa wrote:
The SMB3 all levels run started and ended all levels as small mario, why is this so much different?
Because the game was designed around the fact that you have to have power ups to reach certain secret areas. And the fact that just because they are mario doesn't mean all of them are the same/even similar.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
thegreginator wrote:
stanski wrote:
AKA: I think before even watching the video, based on the game, players, and the fact that this was a project that took forever to do, I knew it wouldn't matter what I voted because it would be accepted. Didn't you think the same? Votes really don't matter for projects like these, they will be automatically accepted.
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shallow wrote:
DeHackEd wrote:
At first I thought this was going to be another one of those dumb concept videos. But dude, you broke my head.
Same here. I thought this was going to end up being a lame movie with lame restrictions. But this movie really IS a whole different play through SMW. Yes vote.
stanski: clearly people were predisposed to not like the run based on the restrictions. But the quality of the run and its entertainment value swayed their opinion, which is what should happen. Really the opposite of what you're saying.
Good point there. I suppose I was predisposed to really like this run after watching jimsfriend's speedrun to think that this would be even more awesome. I was for the most part, but was just dissapointed with all the stage replays.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
AKA: I think before even watching the video, based on the game, players, and the fact that this was a project that took forever to do, I knew it wouldn't matter what I voted because it would be accepted. Didn't you think the same? Votes really don't matter for projects like these, they will be automatically accepted.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
I can't lie that I found the need to repeat stages very annoying and found the run as a whole to be really repetitive. Again I realize how much work this run took, but I just was not entertained by it.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Twelvepack wrote:
what is it about the series that lends itself to being glitched sideways?
shitty games are based on shitty programming :-)
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
As long as its the [!] rom, i don't see the problem with using it. Its a run on a smurfs game though, not many people are going to care that much about it just on the title.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
laughing_gas wrote:
This site would not accept such a run, but if it is just for fun than knock yourself out. Slowdown in snes9x is usually the "-" and "=" buttons, but frame advance, which is "\", is much better.
If a run had arbitrary rules that made the game more interesting to watch, why wouldn't it be accepted? This site is about "entertainment."
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Yea I stole the first button presses directly from your movie, sorry for not asking but I doubt I'll finish this anyways, as you are right about the jumping. I just tested it out in real time while doing a regular speedrun, not thinking that jumping on the very first frame possible would make a difference. I would have to redo everything to jump everywhere, which would be gay :-(. You are much better at TAS'ing than me, every time i go back my run is not optimal. I might try again, but right now the first boss is so frustrating to me that I don't know how long it will take just to do that optimally.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Yea, I didn't notice that until I just watched again at full speed. I made it so that he hit the 3rd step on the stairs on the first frame possible, which made him sort of "warp" past the second step. If it was indeed faster, I may have to jump up the stairs earlier in that room as well. Though in case you didn't notice, jumping wastes 2 frames (I'm pretty sure) each time you do it. I'm not sure whether the characters behave differently, but I remember in that other test run with Whip guy, he jumped the whole time and said it was faster on the ground as well. From what I could tell, jumping on the first frame possible every time with spear dude was not faster. The other thing I should probably work on is manipulating that first boss to do 1 flaming breath followed by 1 howl. I think this would be the fastest way to kill him, because the flaming spear does more damage than the axe. The howl lags the game out, but you can kill him before it starts to lag (I think) if he does as his second move. I'm not really sure how to get him to do that move is the problem right now. Is there a guide anywhere for memory addresses and using them? I'm sure it would be very helpful against the bosses especially to know on which frame they become vulnerable, versus just testing out each frame.
Experienced Forum User, Published Author, Player (74)
Joined: 12/20/2006
Posts: 154
Atma wrote:
stanski wrote:
Atma, you don't remember the long autoscrolling bridge level in sonic 1 on genesis? or the junle level that auto scrolls upwards? man, your memory must be terrible.
Oh, I certainly do, but how does that have any relevance to the game being an "inferior port"? Last I checked, the genesis version didn't have a bridge level, nor a forest level. If you want an example of an inferior port, check out ff6 advance.
Twas being sarcastic, saying "don't you remember those levels ON THE GENESIS."
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