Posts for upthorn


Post subject: Re: repost-edit for bump.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
upthorn wrote:
How did you make that, by the way?
Lots of screenshots.
Christ! I thought you browsed through some ROM hacking guides and wrote an app to do that, or something. Thank you so much. Oh, and I retract my request for Sandopolis 2. I don't even want to think about the logistics necessary to make one of those collages on a level which wraps.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Bump for new WIP
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Mushroom Hill complete. New WIP at http://dehacked.2y.net/microstorage.php/info/2227/UpthornS3KWipV3_MushroomHill.gmv If you don't like the "no music" glitch let me know, and I'll edit it out from the next version. Currently, the Super Emerald special stages (except the first one) are direct copies from the prior versions. Improvements to these are coming, so feel free to fast forward.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
http://upthorn.mspencer.net/images/skytrip-c.jpg It's been my wallpaper since I accidentally made it about 6 years ago.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
AKA wrote:
I hope people will realise that this game is x10 harder in 2P mode, as unlike SoR series, its nessary to make them work in sync and compliment each other.
Um. In the SoR series, not only is it necessary to make both players work in sync on numerous occasions, but there are twice as many AIs to manipulate in 2P mode. I'm sure SoR series 2P is orders of magnitude more complex/difficult than any platformer, in any mode.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: repost-edit for bump.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
upthorn wrote:
There's a glitch I can reproduce fairly easily at the end of Mushroom Hill zone 1 which causes Mushroom Hill 2's music not to load -- at least until getting a giant ring. Should I do this, or should I avoid doing this?
I'd do it if it doesn't waste any time and the intro to the Mushroom Hill 2 music doesn't sound better than the continuing of Mushroom Hill 1's music, or if it saves time.
It doesn't cost any time, but it doesn't save any time either. It could probably be hexedited out simply by changing one frame from DDFFFF to F7FFFF without causing any desyncs.
nitsuja wrote:
By the way, upthorn, are there any levels in particular that you could use maps on, ones that include rings/monitors/enemies/platforms instead of those crappy ones that are currently at TSC? They look like this, except less blurry (I was using too much filtering in that attempt).
Flying Battery (both) Sandopolis 2, Lava Reef 1 How did you make that, by the way?
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: repost-edit for bump.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
I've redone MGZ2 so that all of those suggestions are either implemented, or no longer relevant. As for Carnival Night
nitsuja wrote:
Carnival Night 1:[*]51095: You can hold left for 2 frames then jump to land on the platform running, and take out all 3 monitors in a single jump that puts you right back on the platform again at the same high speed.
I actually tried this (landing on the platform running), and it took about 4 frames longer to get to the position I spindash down the hill from. When you tried this how many frames did it actually save?
[*]62294: You can hold right here and glide-bounce off of the bat to get a large upward boost, enough to avoid doing any climbing at all. It saves at least 9 frames.
Carnival Night 2: Have you considered hitting the signpost from the previous act to get the timed objects in this act into better positions?
The barrel I stop for isn't timed. It's position is reset when I hit the boost tunnel so that I have to wait for it no matter when I get there. And the positioning on the rotating sets of bumper spheres is better than it was on any other attempt. Edit: As for playing with the sign, in Hydrocity 1 I played with the signpost where it didn't actually add any frames to the length of the movie. If I improve CN1 and then play with the sign, I'll be adding at least 60 frames of real-time length over the unimproved CN1. If I improve CN1 and then redo CN2, I'll be adding about 20 frames of in-game time length. So unless there's some new glitch discovered which cuts multiple seconds off CN1, any improvements here will probably be lost, and then some in CN2. So, Nitsuja: How's Ice Cap looking? Anyone who has an opinion: There's a glitch I can reproduce fairly easily at the end of Mushroom Hill zone 1 which causes Mushroom Hill 2's music not to load -- at least until getting a giant ring. Should I do this, or should I avoid doing this?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
... Read what nitsuja and I were discussing in, like, the past 10 posts.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Basically, it can't be TASed until Gens is improved to get rid of a desync issue with CD based games. Which can't really happen until the cause of the desync issue becomes clear. But I plan to TAS it myself as soon as it becomes possible.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Mukki wrote:
Entertainment now seems to taking precedence over speed. For the sake of the world these are Tool-Assisted speedruns not Tool-Assisted Trailers, we're not trying to sell the game. Of course, make the movie entertaining, but this shouldn't come at the expense of speed.
Please read the site FAQ Specifically, the first sentence under Goals in http://tasvideos.org/WhyAndHow.html
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
http://en.wikipedia.org/wiki/List_of_Sega_32X_games wrote:
  • Corpse Killer (used in conjunction with Sega CD)
  • Fahrenheit (used in conjunction with Sega CD)
  • Night Trap (used in conjunction with Sega CD)
  • Slam City (used in conjunction with Sega CD)
  • Supreme Warrior (used in conjunction with Sega CD)
  • Surgical Strike (used in conjunction with Sega CD)
Note that there is currently no emulator capable of playing 32X-CD games properly.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Hey, I never said that Gens did the randomizing. Just that there is, for some reason, a randomly occuring variance of +/-1 frame on each end of any "CD Read" operations in Gens' SegaCD emulation. My initial theory was that it had to do with hard-drive seek-times. But experiments with loading the ISO from a 200MB RAM drive seem to have disproven that.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
It should probably wait until Gens is better at SegaCD savestates/recording. It is better than it was before, so it probably is already possible to TAS it, but anyone who tries it now will have to deal with lots of desync and freezing problems.
Unless you've been fixing up the non-savestate related SegaCD functions, there's still a chance for random desync on playback whenever the game waits for data to be loaded from the disc. This is because unlike cartridge games, which were solid state, SegaCD games were programmed to take variable read-times into account. And so SegaCD emulation continues to generate frames while loading data.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
Marble Garden 1: (listed by frame numbers in BakUpthornS3KWipV3.gmv)
Woops, that link was supposed to say UpthornS3KWipV3_LaunchBase.gmv
[*]47022: Why do you glide and cancel here to turn around, instead of simply tapping left for 1 frame? You're already stopped at a wall.
Glide canceling like that gets me four pixels away from the wall, for a slightly faster exit time. I'm not sure if it actually saves any time, but I tested to make sure that the glide-cancel spindash left begins on the same frame that turning around would be able to.
[*]50925: It's at least 7 frames faster to jump over those spikes from below instead of stopping at them first.
I must admit I wasn't overly rigorous in my testing at that point. I was pretty tired when I finished the special stage and just wanted to finish the act before sleep.
[*]51194: Rolling here instead of running slowed you down.
No it doesn't. But not jumping after I start rolling does.
[*]51388, 51517: Should start gliding a few frames earlier, because Super Knuckles climbs so fast.
51388 is no longer applicable because I now have a better jump. Okay.
[*]several: Should hold up at the same time as jumping from the wall because it makes you jump from slightly higher.
I never realized this until I tested it in Launch Base. I realize you were doing it in the HC1 demo about how to get over the fans faster, but you continued holding up long after you began to glide, so I wasn't sure whether it was for the glide or the jump.
[*]52210: You can make the top move much faster by timing it differently.
Yeah, I was noticing that as I watched one of my old wips that didn't start holding left as soon as possible.
[*]52477: Rolling here and jumping at the next angle change would be faster.
Right, again.
[*]52662: Should start gliding to the boss much earlier than you do, because of the way gliding accelerates and the low speed you have to go through that section at anyway. At least 20 frames faster is possible (and the boss glitch still happens).
This didn't occur to me. Thanks. How about MGZ2, since redoing MGZ1 has caused some desyncs here, you might as well lay those on me now.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
AKA wrote:
This seems to have problems when I need to press more than 5 keys at once. Now it would be useful if Right+A could made into a team key or it configuring XP into not capping the limit of keys that can be held at once, after all I'm pretty sure the OS can be changed to only allow one key to be pressed at a time.
Most old, and some new, keyboards have hardware limits as to the number of keys pressed at a time. Especially keys that are close together. This is to prevent users from accidentally hitting a bazillion keys if they drop something on the keyboard.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Additionally, what I did to get around the problem of keyboard key limits was to buy one of these babies Joypads never have that key limit to work around. And if you're creative you can probably map two 3-button controllers to a dual-shock with some buttons to spare for frame advance and such.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
sargon wrote:
Having some playback problems here. Witch rom are you using? Anything else I should know about the playback of this movie? Using gens-movie-9j. Any help most welcome.
Sonic and Knuckles & Sonic 3 (W) [!].bin Also known as Sonic 3 & Knuckles (W) [!].smd If you have (JUE) where I have (W), that should also be okay. Edit: Dustin: oh, ok.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Myself I can't say whether I like beer or not because I swore off alcohol before I ever had any (alcohol). Root Beer is good stuff though. Mmm.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: I didn't like it
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
pirate_sephiroth wrote:
127 too... these tests are idiot (this one at least, because it doesn't have a time limit, I did it in ten minutes, I guess) and I don't know what's the point of them. (besides trying to make you think you're smart and sell you some crap...) by the way... this one is much more accurate. Try to find the differences between the two images (you have a time limt now, aprox. 1 minute).
http://members.home.nl/saen/Special/Zoeken.swf
I think I passed. By the way why
 [code]
[/code] instead of
[url][/url]
?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
How about just a Frappr map?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
I missed that because I was already working on the other fixes you suggested when you edited that bit in. I'll do that zip glitch at some point, but I'm kind of sick of redoing Hydrocity, so it will probably be a WIP or two down the line. How're Marble Garden and Carnival Night looking?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
You mean the one that SprintGod uses? Because gravity weighs more on Knuckles than on Sonic, he loses speed on the uphill slightly faster than Sonic. Because of this, I was unable to duplicate either the velocity or the subpixel position that SprintGod has when he performs it. Interestingly enough, though, I have the correct speed and subpixel position to initiate zipping on the ramp after those loops, and while zipping from that location is useless, jumping on the first frame allows me to move forward through the floor, enabling the jump I do there. If you mean the wall zipping glitch that I use in Marble Garden 2 and Launch Base 1, it's because in every concievable location to perform the glitch, a) I could not become embedded in a wall b) Zipping either killed me or trapped me in a hollow square or c) Getting to the zipping location took more time than it saved.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Hydrocity and Marble Garden have been fixed. Launch Base complete. New WIP here.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Working for the city she has to discipline her body. Edit: Osnap! One more post and I overflow the byte!
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
I used to show my ex-girlfriend my progress on things before we broke up. She also enjoyed a couple of the mega man TASes, and the Ecco the Dolphin TAS.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
old-school Sonic (Adventure and prior) Roger Wilco Taki Three way tie.
How fleeting are all human passions compared with the massive continuity of ducks.