Experienced Forum User, Published Author, Site Developer, Skilled player
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I don't really know if this counts as a bug, but if the description of the movies in the Featured Movie part of the front page is too short, you have no way of actually getting to the movie page (usually reached by clicking on "Read More").
I can't get to the movie page :(
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
Joined: 10/12/2010
Posts: 1183
Location: Germany
[19:49] <BimmyLee> oh no, psxhawk is too slow on a version it wasn't even released in
[19:49] <BimmyLee> what do we do?
[19:49] <Invariel> You act all sad and ask the user to upgrade to the latest version at a nominal fee to see if performance improves.
[19:50] <Invariel> If the problem persists, offer the user free service for a time (say, a year) to retain the customer.
[19:52] <BimmyLee> Invariel, thanks, I"m not capable of that kind of politeness and restraint in situations of that absurdity
[19:52] <Invariel> No problem.
[19:53] * Invariel uses his inherent powers of Canadianity.
later
[20:05] <Invariel> We need to start over with Masterjun, and just embed an SNES inside Masterjun 2.0.
[20:06] <BimmyLee> that sounds like it would hurt
[20:06] <Invariel> Wouldn't hurt us...
[20:06] <BimmyLee> good point
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
Joined: 10/12/2010
Posts: 1183
Location: Germany
Kurabupengin, could you please start checking if the videos you post are actually good? You are wasting everyone's time, seriously.
The fact that drifting gives you a boost is not a secret, but that guy doesn't even seem to notice that.
Here is a fairly optimized Level 1.
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
Joined: 10/12/2010
Posts: 1183
Location: Germany
The sprite data for levels starts at $07:C300 (look here).
According to the level data format the sprite data starts with a 1-byte header, then 3 bytes for each sprite and then ends with a 0xFF (which is why you see sizes of 5, 8, 11... bytes).
The first byte of the sprite data is the sprite header.
Each sprite is three bytes long.
|First | |Second| |Last |
YYYYEEsy XXXXSSSS NNNNNNNN
yYYYY = Y position
EE = Extra bits
XXXX = X position
sSSSS = Screen number
NNNNNNNN = Enemy number
(Note: The first byte being FF marks the end of the data)
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
Joined: 10/12/2010
Posts: 1183
Location: Germany
While you're at it, you might also want to spam the B button for a bit when you didn't move for like 2 seconds.
And also why don't you also press the B button when there is an enemy right in front of you. It will make it more efficient!
See, here are the addresses:
Address Length Type Description
$7E:0094 2 bytes 3 Player X position (16-bit) within the level
$7E:00E4 12 bytes 2 Sprite X position, low byte.
$7E:14E0 12 bytes 2 Sprite X position, high byte.
$7H:L0L0 42 bytes yes Read this address to get the winning value!
But seriously, creaothceann, do you understand the concept of a self-learning AI?
It has to learn to either avoid the message box or get used to it (the message box is a sprite, so it can detect that).
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)