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I'm wondering about one thing.
It seems that "doubly power up glitch" didn't work completely.
Julius in this movie didn't get one orb of a pair as mklip2001 pointed. (Julius raises his power by getting a orb)
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adelikat wrote:
gui draw functions are done AFTER a frame is emulated, it was decided that is the most logical situation. However, ram viewing tools require to be updated BEFORE a frame is emulated. gui.text() is a nebulous hybrid of those two, so it isn't 100% clear which place to put it, but it was decided to happen BEFORE. If you need gui.text AFTEr a frame, use the events library: event.onframeend() to register a lua function that performs this task.
I think it seemes that gui.drawText() draws string which is on previous frame unlike gui.text().
And other functions named gui.draw*() draw a pattern which is on previous frame like drawText().
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Excuse me.
I have two questions about drawing by gui.draw○○ functions in GB mode.
1.Can I disable ClearType drawing on gui.drawText()?
I'm using "Misaki Gothic(美咲ゴシック)" which has bite-sized legible font.
But its legiblity is little perished if this font is drawn in ClearType.
2.How do I set timing of gui.draw○○() function to earlier than default ?
I think that drawing by gui.draw○○() function is delayed for 1 frame from gui.text() doing.
Here is a test code for the second question.
Lua: http://sdrv.ms/Je5K5x
And here is a result of this code.
Top left value is displayed by View -> Display FrameCounter.
Small sized letter is displayed by gui.text() (this value indicates framecounter).
Center big sized letter is displayed by gui.drawText() (this value also indicates framecounter).
capture: http://sdrv.ms/Je5Slm
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Sorry for lack of my description.
Kriole wrote:
Don't really understand why you keep throwing the crosses through the boss doors. I assume it saves time somehow? But slowing down to collect more hearts seems to cost quite some time aswell.
Isn't it possible like in the old games to jump in one direction and face another? That way you could get 3 candles with 1 cross with no delay. I dunno, haven't played this game pretty much at all.
mklip2001 wrote:
This was an interesting submission! It's neat to see something from you on the workbench which is unrelated to Bomberman. I think you did a good job with this. The Nicovideo encode also makes this better with how it shows the RNG usage.
That being said, I can't vote Yes to this for entertainment. The music gets really old, especially when it doesn't change at the start or end of battles. The boss strategies look all the same. The walking speed is slow, though I liked seeing him zip up the stairs. This gets a high Meh vote, but it's still Meh.
Kriole:
I imagine that throwing the cross at the boss door changes the character's hitbox in a way that lets him enter the door sooner. He didn't really have a problem with wasting hearts... in fact, it's clear he was deliberately skipping candles earlier to avoid having too many hearts at the end of the game. I don't think it cost him time to collect hearts at all since there doesn't seem to be any speed delay when jumping or landing. In fact, making wasted tosses seems to be useful in changing the RNG.
I would've liked to see a few backwards jumps if it could be done with no time loss.
I did it for the luck manipulation.
While exiting the room, Simon gets stiff after he jumped onto the exit for 5 frames.
But this stiffening can be solved by throwing a subweapon. It causes to reduce the Random Number consumption of a Magic Crystal.
And one supplementing big heart (= 1 cross) with whip attack loses 5 frames normally. And a supplementing from the candle which existing in the closest place from stair loses 4 frames.
So, there is no frame lost in the total.
And Simon can't turn around while jumping.
Derakon wrote:
I'm curious about the Minotaur fights. The Minotaur leaps backwards when it's almost dead, which delays the beginning of its death animation considerably. Is that leap just on a timer? Or is it caused by taking damage? In the latter case, if you started attacking when you were closer to the Minotaur then you might be able to kill it before it finishes its leap, which would speed up the fight significantly.
The reason why Minotaur leaps is very simple.
Its death animation will not begin before its leaping.
So, to kill Minotaur, player must lead to its leaping by attacking once at least.
And its leaping depends on luck.
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I felt an insanely impression as same as tas of maxim half-minute hero.
Was I watching a promotion video of this game ?
Of course, I can see that this is a very fast TAS.
But, if I was told that this video is just promotion video of NES game whitch has a few of glitch, I would believe.
Yes vote.
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Spikestuff wrote:
It's not official word that it is depcrecated because it isn't... it's just a not preferred one, heck "pi hack" and Croc 2 used vba... also Mario bros Deluxe tassers TehSeven and Got4n used/using vba atm.
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Spikestuff wrote:
You know what we need now... a glitchless run.
I want to do it.
But, I'm not willing to do because VBA for GB/GBC/SGB is depcrecated now...
Sorry for my selfish speaking.
But, Bizhawk is too heavy for my machine.
If I make it, I'll post to nicovideo.
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[quote="Comicalflop"]That's a tough video comparison to comprehend, but am I correct in assuming that when you jump and make a bomb, each time it pushes your x pixel position a little bit?[/quote]
Sorry for late my reply.
Yes.
Due to border height of changing the bomb unthroughable,
there is an instant that bomberman is sinking into unthroughable bomb(it is equal to sinking into the wall).
And in that case, bomberman can be pushed out from the bomb little a bit.