Hell no, not me, you can't record a very long video like that either
I did say 'most'.
I wouldn't try recording a long movie like it either. Even 30-second vids have come up as hundreds of MB's before. But most videos here are short / instructional type vids, so they're less than a minute.
snes9x has a macro feature, that is a macro in its macro syntax
I've have searched the Snes9X program and the website dedicated to it but I still can't find anything about "macro". Could someone show me how to find it please?
You go to Input > Edit Input Macro, enter the commands you wish to enter, such as that posted above, tick the box, and when you click back to snes9x, it will fly through the commands you entered. It's useful for things like the Super Short Charge, as you don't have to enter it every time.
I had a quick look online for a list of the commands, but had no luck. I got < > ^ A B X Y L R, but there are no doubt others. Perhaps one of the experience TASers here could help us out?
You go to Input > Edit Input Macro, enter the commands you wish to enter, such as that posted above, tick the box, and when you click back to snes9x, it will fly through the commands you entered.
I probably have the wrong version of Snes9X. (probably the same story as SMILE, I had 1.32 up until last week. lol)
Also, ignore my bit about the input itself. I should be outcast for not looking, but there's a file called lazymacro.txt in the root folder of the emulator, which explains what you'll need.
Also, ignore my bit about the input itself. I should be outcast for not looking, but there's a file called lazymacro.txt in the root folder of the emulator, which explains what you'll need.
Alright, two quick questions: 1. How many frames are item pickup sequences? (You grab an e-tank and it says "Energy Tank".) 2. How many frames is the cool down time between shooting? And does charge beam effect this?
1. How many frames are item pickup sequences? (You grab an e-tank and it says "Energy Tank".) 2. How many frames is the cool down time between shooting? And does charge beam effect this?
1. Dunno, never counted that, should be easy enough to do yourself though, with frame advance.
2. 9 for missiles, 14 for normal shots, 15 for bombs, 19 for super missiles, 29 for a charged shot and 39 for a power bomb. In the memory watcher all times are shown as a frame longer, but you can actually fire a frame before the counter reaches 0.
It's a tool for watching memory addresses, which hold useful values (like speed, positon/subpixel position, boss health, cooldown values, ingame frame counters and so on). You could download the one I'm using here, though depending on the emulator version you use it might not work (as in, it will show no values).
To get it to work, open the emulator, go to help, click on copy settings for snes9xwatch, open the memorywatcher, press space and ctrl+v in the Snes9x family section in the document that pops up. Also it should be noted that this tool will only be usefull if you are using frameadvance when you are recording, I don't know if you are or not.
Alright, quick question: For IBJ what are the frames involved (laying bomb, bomb timer, jump height, when to lay 2nd bomb)? Sorry if this question is confusing and I really appreciate anyone who takes the time to answer.
EDIT: Using double bomb jump not hovering. (forgot to add that.)
EDIT2: Dammit, double post, sorry about that, I have to watch out for that more often.
I need to do some double horizontal bomb jumping that eventually goes into vertical bomb jumping from a morphed spinjump (Without high jump/spring ball), and I'm having real trouble with it. Does anyone have a macro or timing information for doing this?
Not really, sorry. Horizontal/diagonal bomjumping is one of the hardest and most unreliable things to do in a TAS, as far as my experience goes, and you pretty much always have to do it at least slightly differently depending on the situation. One of the best examples of horizontal bombjumping I can think of is Saturn passing the crateria missile lake in his low% run (which there is a thread for here IIRC), so you could check that out for help.
I eventually passed the HBJ issue, although I had to add in a single HBJ because I just couldn't get the angle needed to go all the way with double HBJ. Now, sorry to bug you with another question, but how do I manipulate Spore Spawn and Phantoon into optimal patterns?
If your TASing the original game, why would you ever need to fight spore spawn? You an get his supper missile tank from behind anyways. And for Phantoon, I don't really know but don't you have to find out a certain button to press right before entering the room for optimization?
IIRC Spore Spawn is predetermined, so you can't manipulate his patterns, they're always the same. For Phantoon, just stand outside his door and wait to enter, try to enter as early as possible, and if the pattern is wrong, wait one frame and repeat until you get a good one.
Is it possible without hi-jump to walljump up a single wall, get past an obstacle 3 blocks wide, and continue going up? I think I remember seeing a vid where this was done, but I haven't been able to reproduce it myself.