Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Well, I know there are, but I'm not sure it would justify using a password. Playing it under default conditions makes it more easily comparable to conventional play, which for some people is easier to comprehend and thus enjoy. On another note, will it make the movie faster or not?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I am just wondering if enemies don't do more damages like it does in CV1 after beating the game. But if not, it won't be that much slower. I didn't beat the game at harder difficulty and don't know if enemies(Bosses) do have more energy and where are placed the new ones. Yes, it may be difficult to make for extra lag. Edit: Sorry but SCV4 is desyncronising in every version of Snes9x, including 1.42, 1.43 WIP, 1.502 and 1.51. Desync. issues like that was the main reason I did stopped TASing Snes games. Sorry but not until it has been fixed, I won't TAS SCV4.
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Sorry to hear about the desyncs but is it really desyncing in every version? I can understand 1.5 and up but the others as well? With regards to Hard mode, I think you should go for it as it's really not anymore different than a regular run-through (I can attest for that as I've played through it before). There's only a few more enemies per stage, if any, as well as them taking more damage (maybe one more hit than usual) but the bosses stay the same. I say this, of course, when SNES9X is fixed of this error.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Ok I need to test more. There might be some settings that help preventing desyncs.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Here are some useful addresses for you guys: 7E003A,2u — ingame frame counter (excellent for measuring time between different emulators); 7E054A,2u — X pixel (center); 7E0549,2u — X subpixel (1 unit = 1/256 of a pixel); 7E1F9C,2u — Y pixel (head); 7E054E,2u — Y pixel (center?); 7E1F9A,2u — Y pixel (feet); 7E13F6,1u — boss energy (not very useful as it simply duplicates the red bars). For AngerFist's convenience, I've uploaded a memory watch pack with the updated addresses (just unzip it anywhere and run alongside Snes9x). Also, could anyone tell me why does this happen and if it's going to be useful anywhere? I found this glitch on console many years ago, but never heard of any useful application since then.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
moozooh: I am curious how you find the subpixel adress. Do you look on adresses near the whole pixel adress, or is it by the usual way of searching? Perhaps this calls for a new topic...
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Thanks a lot moozooh, the RAM address of the subpixel position should definitely be very helpful in this game.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Player (36)
Joined: 9/11/2004
Posts: 2630
Truncated wrote:
moozooh: I am curious how you find the subpixel adress. Do you look on adresses near the whole pixel adress, or is it by the usual way of searching? Perhaps this calls for a new topic...
It's right next to the address for X position. It normally is in most games.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Truncated wrote:
moozooh: I am curious how you find the subpixel adress. Do you look on adresses near the whole pixel adress, or is it by the usual way of searching? Perhaps this calls for a new topic...
Actually, it depends on the game. In game like Super Metroid, this can be done by, for instance, placing Samus under conditions that would lower her overall speed to less than 1 px/f and searching for increasing address each time the position doesn't go over the next pixel boundary (and decreasing each time it does). Games like Metroid Fusion track the character's position already in subpixels (quarterpixels in case with MF and MZM). While I was searching for horizontal position, a handful of 5-digit addresses emerged, with one of them incrementing by 320 every frame of movement. Judging from other addresses, I quite quickly found that Simon's speed was 1.25 px/f, and 320 is 1.25*256, which led me to believe it's tracking subpixel position. So as you can see, Castlevania's method of tracking subpixels is something inbetween the above two methods, which makes it very convenient to use. And for some games (especially NES, which has far lower overall amount of addresses), opening the RAM table and looking at it is indeed the easiest way. Subpixel position for NES Metroid was found this way.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
That address for subpixels is rather useful. Is there one for Y? Edit: Just found a paradox in that game. Edit 2: Oh, and no, the skeleton isn't blinking. He is walking like that and part of his head/neck behind Simon.
Zurreco on IRC wrote:
<Zurreco> i know that you think that the skeleton is contradictory in that its in the foreground and the background <Zurreco> thats not contradictory, though, and its not paradoxical either
Wrong.
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Yo, watched the WIP. Nice work. Sorry to take so long to tell that, Angerfist...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I was fooling around with TASing this game. I've managed to gain 14 frames on the published run on the second screen (of the first level). I might continue this...it depends if it seems worth doing. I won't be motivated if I can't improve this run by more than 5 seconds or so. I'll see if I can find more time savers.
Working on: Command and Conquer PSX Nod Campaign
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Why aren't you waiting us to finish our version? And not to be pessimist but we are faster than 14 frames at 2nd screen.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Phil, I thought your project was paused due to SNES9x 1.51 problems? We'll be waiting on that for a long time, so there's no reason for someone else to not pick up the project. The published run is really outdated :(
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
I liked that run... how much of an improvement could we be looking at? 5 seconds? 30 seconds? More? It would be pretty damn awesome to see a movie that completely destroys the original.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Yes, paused doesn't mean stopped. And doing and beating an existing run just for the sake of beating it and take some sort of honor or something and some days, (or max 4 weeks) later, being beaten because 2 serious guy are already hardly working on it, is 100% stupid. Also, it would reduce by alot the surprise of our improvements over the current run. The reason it is paused is that me and Angerfist were talking with snes9x team and such. We must know if the problem will eventually be fixed or not. But now, we are waiting an answer from anomie. If he didn't answer until sunday or monday, we will be, and sadly, forced to do it on 1.43 and restart from 0.
Post subject: Don't provoke me!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Yeah, I hate this game... but I know how competent you guys are and I want to see this run done. And I never heard you had stopped it, anyway... Angerfist, I hope your run does better than THIS ONE. I really do.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Skilled player (1605)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
So... um... it's been 2.5 months... what is new with this one?
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It's in work. It will be finished someday. Slowly but surely. There are much more things that need to be tested than I thought first.
Active player (253)
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
dave_dfwm wrote:
Is this 'glitch' worth anything? http://dehacked.2y.net/microstorage.php/info/1711431371/cv4invincible.smv
I belive moozooh first (?) discovered it. It could be useful here and there but we always kill (assuming it wont lag, 'cause then we wont bother) any enemies in our path so I do not think we need to utilize that trick in our run. But who knows.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
I have no idea if I was the first to actually discover it (unlikely), but I did post it on the previous page.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Well, in fact the glitch is useless but still cool. However, in both videos, the tarzan is used twice like if it was the only way to do the glitch. The invincibility is due to some sort of bug at some area and doing the tarzan only make it last longer. Here is a video that shows where is that area. http://dehacked.2y.net/microstorage.php/get/137380066/Invincibility%20area%20stage%203.smv
Active player (253)
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
Take a look at this: When a bat ring is whipped from the top, you can get high vertical leaps. This may be useful in some rooms. Here is an illustration of a possible shortcut. Unfortunately, the bone dragon wasn't moving the way I wanted him to, so I had to wait a bit. http://dehacked.2y.net/microstorage.php/info/577507746/c4batnew.smv
Active player (253)
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
Another example: http://dehacked.2y.net/microstorage.php/info/1383736737/c4talljumps.smv Not sure if either of these are faster (I'm sure they could be with better enemy manipulation) Either way, I think that even if they aren't faster, they could at least add more entertainment value to the movie.