Posts for upthorn


upthorn
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That shouldn't be too hard to implement with the current Ram Search, but it may be a while, as I don't want to add any big new features before Gens 10.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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JXQ wrote:
I follow what happens up until you levelwrap. Then you run up a hill..something happens...poof, boss.
No, no. He runs up the hill before he levelwraps left->right. What's going on at that point is that Ice Cap 1 wraps vertically, and he's moving downward so fast that the camera simply can't keep up. When he's done running up the hill he levelwraps, which is the first "something" that happens. Then, because the Act 1 boss on Ice Cap is actually fought within the bounds of Act 2, when the camera scrolls past a certain point in Act 1, Act 2 loads. Then it's a matter of maneuvering Sonic so that it the camera scrolling doesn't trigger the Act 1 boss fight, and then maneuvering Sonic so that the camera scrolling does trigger the Act 2 boss fight. (Rescuing him from being beyond the right "edge" of the level.)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DDRKhat wrote:
Ok I'm afraid im confused here.. heh. So, how does this work..? I start a new recording with capslock on and numlock off. this would mean I only do player 1 input right? how do I then switch to player 2 input?
Turn capslock off and turn numlock on.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: How does RAM Search work ?
upthorn
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ZeXr0 wrote:
I'm trying to find some usefull value in Shining Force 2 and I want to see what have changed between 2 frame, I'm using RAM Search, and I use - Different value - Previous value And get a couple of result, but the value and the last value are the same ? Why that ?
The "previous" value is the value that the location had the last time you hit the search button. So the current value and previous value will always be the same after you hit search, before advancing to the next fame.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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xoinx wrote:
Sonic (2/2) 3GG...
12Motion wrote:
I got a sonic idea 3R...
I think you're forgetting. Sonic the Hedgehog is Blue Here's my take on him
'Sonic the Hedgehog 2BB' (2/1)
Creature - Legendary Hedgehog
First Strike, Haste
Whenever Sonic the Hedgehog damages a creature, place 5 ring counters on Sonic the Hedgehog if it is destroyed before end of turn.
Whenever Sonic the Hedgehog has ring counters, reduce all damage dealt to Sonic to 0.
Whenever Sonic the Hedgehog is damaged, remove all ring counters from Sonic the Hedgehog, Sonic the Hedgehog can not be damaged again this turn.
Sonic the Hedgehog cannot be used as a blocker.
1: Target creature must block Sonic the Hedgehog if able the next time Sonic the Hedgehog attacks its owner.
7 (Colorless mana cannot be used to pay for this ability): If Sonic the Hedgehog has 50 ring counters or more, place a Super Sonic token, move all Sonic the Hedgehog's enchantments and counters onto Super Sonic, and remove Sonic the Hedgehog from the game
Treat Super Sonic as a 7/1 creature with First Strike, Haste, and protection from colorless.
All combat damage dealt to Super Sonic is reduced to 0.
Super Sonic cannot be the target of creature abilities.
Remove 5 ring counters from Super Sonic every turn.
Whenever Super Sonic damages a creature, place 1 ring counter on Super Sonic if it is destroyed before end of turn.
At the end of your turn, if Super Sonic has 0 rings, remove him from the game, and replace him with Sonic the Hedgehog.
Super Sonic cannot be the target of spells or abilities.
Super Sonic cannot be used as a blocker.
If Sonic the Hedgehog enters the game while Super Sonic is in play, remove Super Sonic from the game
1: Target creature must block Super Sonic if able the next time Super Sonic attacks its owner.
Tails:
'Miles "Tails" Prower' RG (2/1)
Creature - Legendary Fox
Haste, (Flying or First Strike)
Whenever Miles "Tails" Prower damages a creature, place 5 ring counters on Miles "Tails" Prower if it is destroyed before end of turn.
Whenever Miles "Tails" Prower has ring counters, reduce all damage dealt to Miles "Tails" Prower to 0.
Whenever Miles "Tails" Prower is damaged, remove all ring counters from Miles "Tails" Prower. Miles "Tails" Prower can not be damaged again this turn. 
At the end of your upkeep declare whether Miles "Tails" Prower has flying or first strike. Only one of these may be declared. Miles "Tails" Prower gains the declared ability until your next upkeep
T: Target creature gains flying until end of turn. (can only be used when Miles "Tails" Prower has flying)
1: Target creature must block Miles "Tails" Prower the next time Miles "Tails" Prower attacks its owner. (Can only be used when Miles "Tails" Prower has First Strike)
Knuckles:
'Knuckles the Echidna' 2RR (2/1)
Creature - Legendary Echidna
First Strike, Trample
Whenever Knuckles the Echidna damages a creature, place 5 ring counters on Knuckles the Echidna if it is destroyed before end of turn.
Whenever Knuckles the Echidna has ring counters, reduce all damage dealt to Knuckles the Echidna to 0.
Whenever Knuckles the Echidna is damaged, remove all ring counters from Knuckles the Echidna. Knuckles the Echidna can not be damaged again this turn. 
Knuckles the Echidna can block as though it has flying.
1: Knuckles the Echidna gains flying until end of turn. Knuckles the Echidna can only use this ability if there is a wall in play
1: Target creature must block Knuckles the Echidna next time Knuckles the Echidna attacks its owner.
7 (Colorless mana cannot be used to pay for this ability): If Knuckles the Echidna has 50 ring counters or more, place a Super Knuckles token, move all Knuckles the Echidna's enchantments and counters onto Super Knuckles, and remove Knuckles the Echidna from the game
Treat Super Knuckles as a 7/1 creature with First Strike, Trample, and protection from colorless.
All combat damage dealt to Super Knuckles is reduced to 0.
Super Knuckles cannot be the target of creature abilities.
Remove 5 ring counters from Super Knuckles every turn.
Whenever Super Knuckles damages a creature, place 1 ring counter on Super Knuckles if it is destroyed before end of turn.
At the end of your turn, if Super Knuckles has 0 rings, put Knuckles the Echidna into play, move all enchantments and equipment from Super Knuckles to Knuckles the Echidna, and remove Super Knuckles from the game.
Super Knuckles cannot be the target of spells or abilities.
If Knuckles the Echidna enters the game while Super Knuckles is in play, remove Super Knuckles from the game
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Kitsune wrote:
JXQ, I did already watch the run, and that was my input about it, thanks for reading my other posts before-hand. ;3
He said that you might like the plain vanilla Sonic run, but if you want to vote on it, you should watch it first. When you voted no on this, you commented saying that you voted "no" because you couldn't watch the run. Which means that you voted before you watched. Hence the instruction applies.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Kitsune wrote:
Now that I have seen it...I'm glad I voted no. Have my own reasons for it. For one, there shouldn't be any spin dashing AKA Spinning in place for a build-up of speed. The original Sonic 1 didn't have that.
If it didn't use the new abilities that the hack added, there would be no point of doing the hack in the first place.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Of course, I've already seen the new, glitchy, S3K runs with Player1 camhack. But I just want to say that watching your run with Tails Cam is rather hilarious. It's like "while that's going on, how about you watch this plucky little fox spin his tails with all his might."
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Actually, it would have been in this release, but it needs to be made more configurable first. Don't worry, it's coming.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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AKA wrote:
Well its certainly very fast paced, was that a glitch at the end?
Yes. For reference, what you're supposed to do there is free four crystal shards (one from each corner of the level) and bring them to the center, where they combine to form a crystal which teaches you a song that can break rocks. This would probably take at least 45 seconds.
"AKA wrote:
In my opinion the first level isn't a good demonstation of what the game is like. From what I remember the game is very long and requires a bit of back tracking...
Well, hopefully it's a good demonstration of what a TAS will be like.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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AKA wrote:
JXQ wrote:
AKA wrote:
Voting yes, although Tails or Sonic probally would have been a better choice for such a run.
Huh? That's like saying Sonic 2 would have been a better choice for this run.
Not true, I was suggesting that Tails has the abilty to fly and that could give him an edge over many shortcuts and possible zipping motions and of course Sonic has the abilty to go hyper and has additional stages plus the infamous Doomsday stage which would have been a spectacular finally.
Tails' flight is very, very slow, and Knuckles' glide opens up far more zipping possibilities than Tails' flight does, anyway.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Ecco the Dolphin 2: The Tides of Time
upthorn
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I've been wanting to see a run of this for a while, so I've started experimenting with it some, but I can't tell if a TAS of Ecco 2 would really be worthwhile. So I've uploaded this WIP to microstorage. It has examples of why it might be worthwhile, as well as why it might not. Here's the run so far http://dehacked.2y.net/microstorage.php/info/3115/Upthorn-Ecco2Test_1.gmv It completes through Crystal Spring.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Xkeeper wrote:
AKA wrote:
Voting yes, although Tails or Sonic probally would have been a better choice for such a run.
Tails doesn't get Hyper at all and only gets Super after you've gotten all the Super Emeralds.
Additionally, Super Tails doesn't even get a bonus to his flight speed, whereas Super Knuckles has double the climb speed.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DDRKhat wrote:
Another ?bug?; When using the input splice It does not input correctly, any 2P / 3P input becomes 1P input!
Odd. I haven't seen that happen when I use it. It can be fixed by inserting one byte of FF in a hexeditor, just before where the input gets spliced back in
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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The release prior to this exposed a surprising number of bugs in RAM search, which were all being blocked from occuring by the bug Nitsuja alerted me to. They have now been fixed. Among about a dozen minor problems,
  • RAM search will no longer cause Gens to freeze if the final value is eliminated.
  • RAM Watch will properly update values which have had the eliminated flag set
  • Telling RAM search to check for misaligned values will no longer cause searches to behave oddly, (although there is no guarantee that the values it sees will be correct, which is why it's optional.)
[EDIT] Removed broken links to obsolete version
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: RE: Nach and Tub
upthorn
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To the best of my understanding, the post JXQ made on the sites forum does not have to do with what Nach is encoding, so much as it has to do with the general inefficiency currently in the encoding and publishing system -- multiple encoders encoding the same run, while other runs languish. And then, runs which have been encoded can still sometimes sit for weeks or months before being published. I also believe that the rant was directed more at Bisqwit and DeHackEd than Nach, only citing Nach as an example of someone who's trying to fix the problem, but still getting mired in inefficiency because there is very little coordination between encoders. But most importantly, (and this is primarily directed towards tub), I believe that JXQ made a separate thread precisely for this discussion. So that people can discuss the problem, and find a solution, without making so many offtopic posts in threads of published movies.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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OgreSlayeR wrote:
Posted before shit hits the fan.
If you aren't going to contribute to the topic, why even post? I think everyone who's paying attention agrees that there is an issue with the way the encoding and publishing is currently happening. After all, there are accepted submissions dating back 6 months, but new Megaman runs will get published the day they're submitted. JXQ is just voicing his observations. It's not like he's being needlessly inflammatory, either. So whatever you thought you were accomplishing with "Posted before shit hits the fan.", you weren't.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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JXQ wrote:
AKA there's an easter egg in the Knuckles hack that can make the chaos emerald run more worthwhile. Check the forum linked to in that submission text for details.
Except that it requires a cheat code to make use of, which is practically an automatic rejection.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Maximus wrote:
Phil wrote:
Well, after 9z should come 9aa then 9ab etc.... Yes, no!!?
Or, if there are still bugfixes and whatnot pending before a revision increment, you could add the build date as part of the filename (ie gens_9z_20061130, gens_9z_20061203 ... etc). Makes it easy to discern if you have the latest version :)
Good idea.
upthorn wrote:
nitsuja wrote:
Bug: If you change the data type or size (or misaligned checking) while the RAM search has results shown, their addresses all get reset to starting from 00A00000.
I've noticed this myself, but I can't work out the cause.
I've worked out the cause, and now fixed this issue, a long with a pretty major RAM leak that I can't believe noone noticed before. Also a bug where it went into an infinite loop if someone opened a new ROM without closing the RAM Search and Watch windows. Uploaded the new version to the old location But this time I've dated the exe contained inside. Edit: fixed capitalization on link 9z is obsolete, link removed
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Phil wrote:
Well, another "concept demo". :P
Wrong thread. You want the other run JXQ submitted at the same time.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Solid improvement to an already solid run. What more can be said besides "yes"?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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As for whether the hack should be accepted, in this game, Knuckles controls exactly as he does in the SEGA made, "Sonic 2 & Knuckles" game. As for the run, I've been following the WIP progress, and whenever I thought I found an improvement, it either led to death, or simply didn't work. Well optimized run, well made hack. Yes vote.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I'm voting no, mostly for the reasons already given by previous "meh" and "no" voters. Repetetive + poor choice of goals, if not poor choice of game. Super Smash Brothers is fun to play, but the limited moveset makes it less fun to watch. If you're then restricting yourself to a fast completion, this basically destroys any hope of variety, which makes for a very boring run. My advice would to make a runthrough which didn't worry about time at all, except in the "break the targets", "board the platforms", and "race to the exit" sections.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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xoinx wrote:
The bonuses puzzled me; there were times when you let Knuckles get bumped around by the bumpers multiple times though it didn't seem to have very significant effect on building up speed... I just didn't quite get that part.
Fair enough, though the explanation is quite simple. A player can only jump 2 bumpers in a row without having to hit the third, but being bounced back by the 3rd, and then the second, is still more direct than going around, unless it happens at least 3 times.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Wolfman2000 wrote:
This movie will probably bring up the question "Is it ultimately faster to get all of the emeralds?" at some point.
For Knuckles, it definitely isn't faster to get the second set, as it costs about 8 more minutes, and there's no speed benefit. As for the first set, well... some of my times would be completely impossible without some form of invincibility. Lava Reef 2 is a notable example where i can't activate that glitch without having invincibility on the LR1 boss.
How fleeting are all human passions compared with the massive continuity of ducks.