1 page
^^
vv
List results:
Search options:
Use \ before commas in usernames
Viking
Precursor
I just tried the "reset Zebes"-trick, by equipping Plasma and Spazer at the same time. I walked to the large area to the left of Wrecked ship, stood half into the door leading to the water-filled room with a missile expansion, turned to the right and fired. The game bugged out, of course. But I could walk to the left.

What happened now was very interesting.

I walked to the left, towards my ship. I noted that the Power Bomb door there had become such a door again. But when I went out to the landing site room, Zebes was exploding. The doors was locked. If I jumped into my ship, I finished the game!

So, what I did was to take the elevator to Brinstar. When I looked at the map, I was surprised. If you look at the map in vertical rows, there were blue row-pink row-blue row-pink row etc! Mostly, at least... some rooms were all blue and some all pink. I had reset Zebes to HALF. Some Missiles, Power Bombs and Energy tanks had returned, some hadn't. Kraid wasn't there, but Crocomire was.

I was playing at an emulator.
Thread title: 
The automap 'corruption' is quite normal.

Exploding zebes is a result of performing space of space/time, rather than time.

http://www.elazulspad.net/ultima/instructions/stbeamemu.txt
Viking
Precursor
Quote from Ultima4701:
The automap 'corruption' is quite normal.

Exploding zebes is a result of performing space of space/time, rather than time.

http://www.elazulspad.net/ultima/instructions/stbeamemu.txt

Ah. This was the first time I actually made it, so I wasn't really sure about what it should look like.
The glitches surrounding the plasma/spazer combo seem very weird and surrounded im mystery.

At least, I don't fully understand them. For instance, the time-space beam works differently on consoles and emulators. Why? It maes no sense to me.
Simple.  Emulators are not designed to crash.  The console is not an emulated environment and does not provide failsafes in case things go wrong.  If the game decides to dump a gigantic array of garbage into ram, the console is surely not going to do anything to stop that.

Emulators strive to be more versatile than the original hardware.  No one wants an emulator that crashes.
PAGE BREAKER
Ready and willing.
Er... but doesn't the emulator simply dump garbage in the "emulator" RAM, rather than real comp RAM? I mean, it's fully contained and doesn't spread to the rest of your computer, but it's still a crash as far as the "SNES" is concerned, albiet not a fatal one. It'd seem merely that under that much stress, the difference between the emulator code and the actual machine becomes readly appearent, no matter how good you get. Not that that's a bad thing.
Viking
Precursor
My ZSNES crashes occasionaly when I'm playing Cho Aniki - Bakuretsu Rantou Hen (a weird one-on-one fighting game that's very gay). It has a habit of freezing.