Posts for ventuz


ventuz
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Still 2006 from here, but Happy New Year... soon!
ventuz
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Thanks, I didn't think of putting .srm on read-only. Gotta resume TASing Super Hydlide.
ventuz
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Thanks for opinion. Actually I was hoping someone else might pick up this game to TAS. I think I wouldn't redo TAS on this game until I understand why there was a crash at final boss and if I feel like it doing whole movie again.
ventuz
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Will it have "Do not use SRAM" before running a movie? With current GENS 9z, I already ran into problem for first 500 frames in Super Hydlide. (play the movie 5 times...)
Post subject: Movie search, error in it?
ventuz
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When I typed in "hydlide" with only "Include submissions" checked.. result was no hit. Then I checked "Include obsolete movies", Inzult's NES Hydlide showed up, that movie wasn't obsolete. Is there an error somewhere with this search engine? Or they are just misleading labels? (I mean change "Submissions" to "Published movies" or similar)
ventuz
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Should also include which emu is used in description, I watched it fine with VBA v14. The game is well played and short. I managed to watch it all without pushing turbo at all so I pretty enjoyed it. I'll give it a yes.
ventuz
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About morph ball, am I expected to stand on platform there? I die there everytime I *try* to stand there, spike damaged me instead.
ventuz
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Kal-El wrote:
All I can find right now is Saturns movies anyone know any others? http://www.freewebs.com/saturnsmovies/zsnesmovies.htm
Saturn's movie was recorded in version 0.989c, dunno if 1.50 would play these.
ventuz
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Nope, no backup, look like I need to do it again or forget it. But I'd like to say that Hi no Tiro can be improved further. Morimoto didn't press start to get pass title screen eariler.
ventuz
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Anyone know why did FCEU erased all of my TAS progress? I was working up to 8400 frames, then I found that it only play up to 156. here's the .FCM, its for Hi no Tori (J)
Post subject: Kid Icarus - Of Myths and Monsters
ventuz
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I had been working on it quietly and completed it, but I'm not satisfied with the result. I have uploaded my vbm of the result, the end result was unexpected - the game crash when final boss dies (or Pit dies), along with a few plan wasn't necessary didn't satisfy me as well. *Emulator version used is VBA 19.4 or older I'm going write everything I know / analyzed here. Someone else might do better job than me on this. ----------------------------------------- First, memories / analyzes: C2AF - hammer amount. I don't think it would help the speedrun, but someone might find it's use. C19E - heart digit #1 (use 8#, ie. 89 for 9) C1A2 - heart digit #2 (use 8#) C1A6 - heart digit #3 (use 8#) These hearts, I don't think it would help the speedrun, but someone might find it's use. C046 - Pit's health C05F - Zeus will grant arrow upgrade for Pit when this hex turns 10. Wouldn't help the speedrun, but someone might find it's use. C20A - Boss's health. C21A - *might be* boss's health, they will be using this one if C20A showing nothing. Their health counts up, here's bosses health: Minotaur - 64 (100) Skull Wing - A0 (160) Fire Serpent - C8 (200) Orcos - A0 (160) Giant Orcos - 84 (132) My analyzes: Arrow upgrades doesn't help hurt any more than 1 damage on bosses (I tried with up to 3 arrows, it only hit 1) The arrow weapon from 4-1 hit 4 (with 1 arrow, I didn't bother analyze to see if more arrow makes more damage.) Press U+D from ladder will allow Pit keep climbing up without ladder until next room. You can see maps at vgmaps ----------------------------------------- Second, improve plan / routes: 1-1 It can be improved from not killing these 2 skulls which I killed on my VBM. Killing them causing 30 points increase each, and that came up with 60 points at end of level. Each 10 decreasement cost 1 frame. Health pick up later on 1-3. 1-2 I think it's all fine, I would be surprised if someone managed to reach moving platform. 1-3 Can be improved from not killing skull, and timed jumping. I'm not sure about moving platform, I'll be also surprised if someone managed to jump and continue moving up without waiting. 1-4 I think it's all fine here. 2-1 I think it's all fine here. Waiting / Killing enemies was in order to reserve health for next boss. 2-2 I think it's all fine here. Waiting / Killing enemies was in order to reserve health for next boss. 2-3 I think it's all fine here. Waiting / Killing enemies was in order to reserve health for next boss. 2-4 I think it's all fine here, except the boss. Might be able to luck manip to stop him from doing "biting" animation to save more time. 3-1 Timing the jump, ignore health pick up. (or take health pickup and take hits in 3-2 to save time) 3-2 Take hit here to save time (if pick up health from 3-1), health pick up here. 3-3 Skip shop, hammer not necessary. Do more jump off solid floor / objects (during flying part) 3-4 Dungeon route was all fine, except I don't know how to kill fire serpent boss quicker than this. 4-1 Health pick up not necessary here, take bottom path. (if you do health pick up, take damage to save time in this level then) Little Orcos is improveable, Giant Orcos *can* be improveable. But I have no idea what causing this part went wacky / crashed. I think that's everything.
ventuz
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I somehow made a GB game Im working on froze up on final boss guy. Then I backed up the movie labeling it "buggy movie" (that one containing from power-on to end of final boss).. then went back to certain area and *I think* fixed something that I *think* causing final boss freezing up the game. I didn't want to re-do final boss guy again, I tried do this. 1. Open "buggy movie" 2. Copy entire frames during final boss 3. Open fixed movie 4. Paste "selection?" It didn't do what I wanted. I tried another way... 1. Open "buggy" movie" 2. Select frames from begin to upto right before final boss fight (it's over 50000 frames if that helps you figure out what's wrong) 3. right click, choose "remove frames" It crash, I wanted to splice these 2 movie together to be completed movie.
ventuz
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I saw your youtube preview, fun to watch.
ventuz
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Robotrek for Snes, route planning and luck manip is extremely hard to do.
ventuz
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Well done, that's a lot of time saved. I don't see any area that would be any further improvement. Yes vote.
Post subject: Continuous Frame Advancing
ventuz
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I told my friend to post his problem, he refuse. So I'm posting this for him. He is interested in making TAS for NES and GB, he does TAS fine on FCEU. He could hold down frame advance button to continuous advancing frames, but not VBA, it just goes by 1 frame and stop. I tried to sent him VBA version 14 and VBA version 19.3, and my vba config file. He said it still doesn't work. He is running on Win XP sp2, I told him I have no idea what's wrong. Any of you guys know something that he overlooked?
ventuz
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Config -> Game Pad -> Pad 1 is that what you looking for?
ventuz
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yes, 17 frames in tournament.
ventuz
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-Edit Oh I get it, you mean making change to RAM? It's under "File", on Game Genie. Use the Patch code syntax.
ventuz
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I checked, it's not lagging there. It's the same pixel moving as if there's no single enemy on the screen.
ventuz
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Aye, every bosses activates on fixed screen position, it doesn't matter where the character is (as long as he's between center and right end of screen), and start moving as soon as elevator event has unlock vertical camera scroll. If I wasn't after the Fire Shot upgrade, I could stick on right edge. The other elevator you speaking, are you refering to the one on stage 5? It was done in order to get to the robot boss as close as possible so I can kill quicker.
ventuz
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I'm going ahead cancel this one now. This one is badly beaten in speed. I'll be able to finish the new one tonight for sure.
ventuz
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Thanks for comment, I'm glad you all liked it so far. I'm working on new improved run for this Operation C, a more preciseness movie. It's approx 30 frames more faster up to in middle of stage 2. I don't know if I should hit cancel on this submission now or later when I'm done. Expect to see my new run to be up sometime after my sleep.
ventuz
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That would be great, I considered to make another Operation C run, an improvement. I found that address C207 is one of enemy's health, and then C307 is one of another enemy's health, it's almost way across other side of that whole memory viewer screen. I guess Operation C improvement has to wait until I find a better way to view memory easier.
ventuz
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Impressive, I could see faster improvement everywhere. It gets a yes from me.