(shouting)

A2MT Update Thread

Anthrax 2 Multiply Themodynamics
Locked
User avatar
Daizo
Posts: 293
Joined: 12 years ago
Location: The Underworld

Re: A2MT Update Thread

Post by Daizo »

Thanks guys, this saves me lots of time that you guys think its fine :)

Answer time:
1) This level is short, but not short enough that a mushroom or fireflower can break it (I can understand why someone would want to filter out a cape from a falling level). Why did you feel it necessary to filter out all powerups?
Its because if you get hurt you would disable your spin jumping thing, so to prevent it, Powerups are Impossible to travel with in my level, thats it basicly.
2) Why did you decide to force spinjumping? In the second half, I can understand it as a precaution against being accused of dickmovery for the thwomp jump, but in the first half?
Well Now that I think about it Its pointless in the first half, if someone wants to remove it, be my guest :) (if I have to fix it, I'll do it sense its just a small mistake)
3) Speaking of the Thwomp Jump in the second half, why is that there?
Well, its just to make the level interesting, um, er :P
4) The intention of the Rotodisc Shaft (the far right shaft in the second half of the level) is that we edge up along the sides to avoid the rotodiscs... but it is far easier to just fall straight down the middle. There is enough maneuvering room after the last Rotodisc to where you can do that and still avoid the firebars at the bottom.
Hmm, Well I wanted the player to think of the mistake he did and try again, but if thats too much, then it can be removed :)
5) What purpose do the random koopas in the first half serve?
Well I wanted to challenge the player a little, but if thats a little too unfair/not clever, then it can be removed or replace it with something else :)

But yeah, My C3 and other things need to be done before C3 starts, so thanks :)
Image
Image

My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
User avatar
Paralars
Posts: 0
Joined: 14 years ago

Re: A2MT Update Thread

Post by Paralars »

Alright, disregarding everything that has happened on the last two pages of this thread, let me tell you what I thought of this level the moment it was first posted.

It's a fast paced, short level where you fall the entire time, which is monotonous, but it's really a short level and with enough concentration and care, it's a minute of 'whoah, I almost died there!'.
And I think this is a nice theme for a level and it's not terribly un-fun either.
It's visually appealing and you can get it over with rather quickly.

It got a lot better in the recent version, but it still has problems, but those can be fixed.
Move the coin trails some spaces higher so you have more time to react when falling, and make them generally more intuitive in some parts.

Okay, it's not a level of a game where you have to interact with a lot of stuff, because it's really short and consists mostly of falling.
But I think it's a nice experience, its flow is funny and cute and its presence in the hack doesn't harm it at all. Worst case scenario: It's being played through in five minutes and forgotten about.

So, I think with these little changes we can change it so that nobody should have to complain about it anymore.
And if nobody is gonna make these changes, well, I'll do it. Just to get it over with.
User avatar
swirlybomb
a bomb that is swirly
Posts: 65
Joined: 12 years ago
First name: Swirlus Bomberton
Location: The Canadas

Re: A2MT Update Thread

Post by swirlybomb »

Okay, this seems like a REALLY BIG DEAL, so I went and played it myself. (The Great Pit, right?)

Wow this is REALLY LONG:
Some of the coin trails could be moved higher so that the player actually has time to react adequately (whoops Paralars just said this but I felt the same way); especially the parrot coins, because by the time you see a blue coin and try and register that maybe you should head in that direction instead, it's already too late and you've either missed it or are going to get hit (this doesn't apply to all of them, but still a couple).

The same goes for the chest, there's literally no warning that it might be there, so again by the time you see the blue munchers/buzzsaws off to your left, it's already too late and you just have to remember that it's there for next time. I'm not totally sure what kind of notification you could give that wouldn't make it excessively obvious, though, if that would be a bad thing.

Just a little graphical note, the completely-round buzzsaws just hanging out look kind of odd, maybe try filling the inner spaces with dirt and just having normal ones facing out on the outsides? The round ones that serve as 'corner' ones could probably come out too, since the entirety of the walls is death anyway.

I literally cannot find a purpose to making the player be spinning the entire way; the only reason for its existence in the second section is for the Thwomp-bounce, but even that's unnecessarily because it could easily be replaced by a normal enemy (one that allows a bounce regardless of spin-jumping or normal-jumping, like Dry Bones for example) if you really want to have an enemy-bounce in there. For that matter, why is there another A made of coins before the second parrot coin/chest? It's not like the player could have stopped spinning by that point, since there are no powerups and hitting anything is death.

The powerup filter is completely unnecessary, since there's only the midpoint just before it and you can't bring items from other levels, even capes get turned into merely being 'big'. I think affording the player an extra hit or two through this whole thing (perhaps one mushroom at the start and one at the midpoint) would make it a little more manageable. Taking out that room also frees up a whole sublevel for use.

That first firebar before the Thwomp requires really precise timing to get past, I think it could stand be a little lower.

The coin trail in the little rotodisc tunnel seems to exist just to be confusing, since falling straight down is the easiest way through. The first rotodisc also requires a lot of precision because it seems to appear exactly where you want to be.

Why are there invisible coin blocks atop the buzzsaw pits near the end? You don't have any extra hits anyway, and even if you did it's totally unfair to make the player die helplessly like that.

This is really nitpicky (and not so much an issue as it is a curiosity of mine), but why is just about everything taken from Map16 instead of the normal objects? I would think it'd be easier to use standard objects for things like walls and coins and blocks and the like.
This is my two cents, at least. With some changes, I think it can still work. To its credit, it's short and snappy I guess? I also would probably be capable of making changes (once I'm done with my own level) if no one else will and/or Paralars can't for some reason.


Edit: HURRDURR I SHOULD HAVE STAYED OUT OF THIS I SURE AM SMART
Last edited by swirlybomb 12 years ago, edited 1 time in total.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Image
User avatar
Argumentable
the biggest shit
Posts: 690
Joined: 15 years ago
Location: A butthole
Contact:
https://argu.talkhaus.com/

Re: A2MT Update Thread

Post by Argumentable »

Christ shut up
4.rar
This may take several tries, but here's a quick and dirty edit that doesn't even change anything. It's really hard to test though

Personally, I don't see a problem with having to replay it for coins or whatever cause you can beat it in 2 minutes
-Tried to fix some coin trails
-Lessened some saws in the first area
-Removed some rotodiscs in the second
-Added powerups
-Made it so there's actually pipe exits
Edit:
edit.rar
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
Cup
Posts: 0
Joined: 14 years ago

Re: A2MT Update Thread

Post by Cup »

Hahaha. That was pretty great. It was a silly level and very short. The ending was hilarious. I think it's fine just like that (argue's edit). It is essentially a joke level that will mix up gameplay from level to level, and I think those are very much needed.

That said, why on earth did DiddyB take out the snake portion!? I know my review of the the first incarnation of this level was quite positive, but it was mostly trying to give constructive criticism, the rareness of the snake part was like the one redeeming quality. If he's not still lurking the thread, I might suggest getting in touch with him for an earlier build and reincorporating that sublevel. It will need some tweaks to make it fair, but it will do wonders. Instead of a short joke level (it's fine as that) it would be more of a real level with that snake section between the two falling portions. It would mix up and slow down gameplay for a short while and add some creative variety.

If we can get a hold of it, we'd just need to shorten it up a bit and remove some of the more unfair obstacles. I can do this myself if we get it. It will makes things more complete. Again though, I find it quite hilarious as it is.

*Edit. I said ~level too much. Changed things to pronouns.
Last edited by Cup 12 years ago, edited 2 times in total.
User avatar
Argumentable
the biggest shit
Posts: 690
Joined: 15 years ago
Location: A butthole
Contact:
https://argu.talkhaus.com/

Re: A2MT Update Thread

Post by Argumentable »

Cup wrote: That said, why on earth did DiddyB take out the snake portion!?
I don't even know what this is but I'd like to see it
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
limepie20
Posts: 0
Joined: 14 years ago
Location: Doesn't Matter

Re: A2MT Update Thread

Post by limepie20 »

Well, I played this too and honestly, the very slight edits that you did make helped a lot.

Thanks for actually doing something, argu.
Cup
Posts: 0
Joined: 14 years ago

Re: A2MT Update Thread

Post by Cup »

Argumentable wrote:
Cup wrote: That said, why on earth did DiddyB take out the snake portion!?
I don't even know what this is but I'd like to see it
http://www.youtube.com/watch?v=AR8eIl5tUqs
User avatar
Paralars
Posts: 0
Joined: 14 years ago

Re: A2MT Update Thread

Post by Paralars »

I think the power up filter is necessary because you can see Demo's head at the end if you are big.
And I think the part with the treasure chest is missing.
User avatar
raekuul
D&C 112:13
Posts: 1856
Joined: 15 years ago
First name: Pokota
Pronouns: he/him/his
Location: Deti Plains
Contact:

Re: A2MT Update Thread

Post by raekuul »

The reasoning he gave when I asked him was that, and I quote,
Its because if you get hurt you would disable your spin jumping thing, so to prevent it, Powerups are Impossible to travel with in my level, thats it basicly.
Games Beaten In 2020, 2021, 2022, 2023, 2024
Image
User avatar
Argumentable
the biggest shit
Posts: 690
Joined: 15 years ago
Location: A butthole
Contact:
https://argu.talkhaus.com/

Re: A2MT Update Thread

Post by Argumentable »

Except that's wrong because it doesn't
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
User avatar
Daizo
Posts: 293
Joined: 12 years ago
Location: The Underworld

Re: A2MT Update Thread

Post by Daizo »

I still have a IPS with the snake part in it if you guys want it (I think anyways).
Image
Image

My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
User avatar
Paralars
Posts: 0
Joined: 14 years ago

Re: A2MT Update Thread

Post by Paralars »

I personally like the level better as a sort of short gimmicky fun ride.
User avatar
Paralars
Posts: 0
Joined: 14 years ago

Re: A2MT Update Thread

Post by Paralars »

I don't know which ROM I played, but it was a newer one, and the logs in Violet Velocity are garbled.
That's level 00B
User avatar
raocow
the death of the incredible huge
Posts: 4096
Joined: 15 years ago
Location: maybe the Wizards are the most complex, and the sales guys are up their daily
https://raocow.talkhaus.com/

Re: A2MT Update Thread

Post by raocow »

yesimbill and snackjack still haven't said ANYTHING, so if someone has an idea they want to use, or an old level they want to dredge, I think it could be arranged.
the chillaxest of dragonsImage
Image
Image
limepie20
Posts: 0
Joined: 14 years ago
Location: Doesn't Matter

Re: A2MT Update Thread

Post by limepie20 »

Alright, I'll just take their levels then, and if they ever appear, then they can get a level back.
SyStemkraSh5642
Posts: 0
Joined: 15 years ago

Re: A2MT Update Thread

Post by SyStemkraSh5642 »

I forgot to mention:
- Level 003's (Skyway to Wonderland) music is glitched; probably missing a .bnk file
- Level 122 (Phase Out) has a Map16 problem with its ground (Tiles c70 and c71, which are custom blocks)
Septentrion Pleiades
Banned
Posts: 0
Joined: 13 years ago
First name: Stephen
Location: Holstaurus Heaven

Re: A2MT Update Thread

Post by Septentrion Pleiades »

SyStemkraSh5642 wrote:- Level 003's (Skyway to Wonderland) music is glitched; probably missing a .bnk file
Is it something that happened during insertion? I never detected any glitch. I don't think I was given a bnk file with the music from Wyatt
Image
Image
Image
User avatar
Wyatt
Posts: 20
Joined: 14 years ago

Re: A2MT Update Thread

Post by Wyatt »

Woah, I totally forgot to put the SNES-compatibility header into the song. In my defense I haven't done music stuff in quite a while!

Replace the text in the .txt with this and it should work, no .bnk needed

Code: Select all

t67w235

	$ED $80 $6D $2B
	$ED $80 $7D $00
	$F0

#0l8 r16
@1$ED$2E$26v235
o4[c+f+g+]5c+
[c+fg+]5c+
[f+g+>c+<]5f+
[fg+>c+<]4fg+b>c+r4/
$ED$81$00
(7)[@5v210o5
ddc4<a+4a>d4dc4<a+a=72
>ddc4<a+4a>d4dg4a4a+a+4
a+a4g4fb+4b+a+4af+4c
ddc4<a+4a]>d4d<gg4aa+4
(7)a+8^1
(9)[o3@6v235
g+=144>d+4c+2f+2
<g+1^2g+4a+4
b2>c+4d+4f+4c+4<a+4f+4
g+2b4>c+4<a+4f+4c+4f+4
g+=144>d+4c+2f+2
g+1^2g+4a+4
b2>c+4d+4]f+4c+4<a+4f+4
g+2b4>c+4<a+4f+4c+4<a+4
(9)
>a+4f+4d+4c+4d+1g+1
$ED$81$02
(7)o5d4d<gg4aa+4
(7)a+8^1
r2o3@6v235g4g4a4a+4
(9)>>f+4c+4<a+4f+4
g+2b4>c+4<a+4f+4c+4<a+4
(9)
>a+4f+4d+4c+4d+1g+1

#1r4
@1$ED$2E$26v155
o4[c+f+g+]5c+
[c+fg+]5c+
[f+g+>c+<]5f+
[fg+>c+<]4fg+b>c+r16/
$ED$81$00
(8)[@5v200o4
a+a+a4g4fa+4a+a4gf=72
a+a+a4g4fa+4a+>d4d4dd4
dc4<a+4a>d+4d+d4c<a4a
a+a+a4g4f]a+4a+dd4fg4
(8)g8^1
$ED$81$0C
(9)>f+4c+4<a+4f+4
g+2b4>c+4<a+4f+4c+4<a+4
(9)
>a+4f+4d+4c+4d+1g+1
$ED$81$02
(8)o4a+4a+dd4fg4
(8)g8^1
r2$ED$81$0E
@6$ED$4E$88<g4g4a4a+4
(9)>>f+4c+4<a+4f+4
g+2b4>c+4<a+4f+4c+4<a+4
(9)
>a+4f+4d+4c+4d+1g+1

#2r16
@4v130
o3c-1^1
c+1^1
b1^1
>c+1^1r4/
$ED$81$00
<(3)[@4v130a+=168>c8^1
d1^=168
<a+1>c8^1
d1^1]2
(4)[@3o3l16v215
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
bb>g+g+c-c-g+c-
c-c-g+g+c-c-g+c-
c-c-g+g+c-c-g+c-
c-c-g+g+<a+a+>g<a+
g+g+>ee<g+g+>e<g+
g+g+>ee<g+g+>e<g+
a+a+>f+f+<a+a+>f+<a+
a+a+>f+f+<a+a+>f+<a+
bb>g+g+<bb>g+<b
bb>g+g+<bb>g+c-
c+c+a+a+c+c+a+c+
c+c+a+a+c+c+a+c+
d+d+bbd+d+bd+
d+d+bbd+d+bd+
d+d+bbd+d+bd+
d+d+bbd+d+bd+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
<g+g+>ee<g+g+>e<g+
g+g+>ee<g+g+>e<g+
a+a+>f+f+<a+a+>f+<a+
a+a+>f+f+<a+a+>f+<a+
bb>g+g+<bb>g+<b
bb>g+g+<bb>g+c-
c+c+a+a+c+c+a+c+
c+c+a+a+c+c+a+c+]2
$ED$81$02
(3)2
r2r1
(4)2

l8
[r1]99

#3r16
@4v130
o3[f+1^1g+1^1]2r4/
$ED$81$00
(5)[@4v130d+=168f8^1
g1^=168
d+1f+8^1
g1^1]2
(6)[@3o3l16v205
d+d+bbd+d+bd+
d+d+bbd+d+bd+
d+d+bbd+d+bd+
d+d+bbd+d+bd+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<gg>d+<g
eebbeebe
eebbeebe
f+f+>c+c+<f+f+>c+<f+
f+f+>c+c+<f+f+>c+<f+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
a+a+>f+f+<a+a+>f+<a+
a+a+>f+f+<a+a+>f+<a+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
>d+d+bbd+d+bd+
d+d+bbd+d+bd+
d+d+bbd+d+bd+
d+d+bbd+d+bd+
<eebbeebe
eebbeebe
f+f+>c+c+<f+f+>c+<f+
f+f+>c+c+<f+f+>c+<f+
g+g+>d+d+<g+g+>d+<g+
g+g+>d+d+<g+g+>d+<g+
a+a+>f+f+<a+a+>f+<a+
a+a+>f+f+<a+a+>f+<a+]2
$ED$81$02
(5)2
r2r1
(6)2

#4l16
$EF $2F $00 $00 $F1 $04 $00 $01
v0c16
$EF $2F $10 $10 $F1 $02 $68 $01 
v255
$30[$D7]29$18$D7o3l16
@10ggt57[d]4t47[g]4r4t67
/
(10)[@21c4@10g8$D7$D0$D0@10g8$D7]3
@21c4@10g8$D0$0C$D0@10g@21c8@10g4
(10)3
@21c4@10g8$D0$0C$D0@10g@21c8@10g@21c@10gg
(11)[$18$D0$D0@10g8$0C$D4@10g@21c@10g@21c8@10g8$0C$D4@10g
$18$D0$D0@10g8$0C$D4@10g@21c@10g@21c8@10g@21c$0C$D4@10g
$18$D0$D0@10g8$0C$D4@10g@21c@10g@21c8@10g8$0C$D4@10g
$18$D0$D0@10g8$0C$D4@10g@21c@10g@21c8@10gggg]2

(10)3
@21c4@10g8$D0$0C$D0@10g@21c8@10g4
(10)3
@21c4@10g8$D0$0C$D0@10g@21c8@10g@21c@10gg
(10)3
@21c4@10g8$D0$0C$D0@10g@21c8@10g4
(10)3
@21c4@10g8$D0$0C$D0@10g@21c8@10g@21c@10gg
(11)4

@21c4@10g4(12)[@21c8@10g8]6
@21c4@10g4(12)5dddd
(10)3
@21c4@10g8$D0$0C$D0@10g@21c8@10g4
@21c4@10g4(12)6
@21c4@10g4(12)5dddd
(10)3
@21c4@10g8$D0$0C$D0@10g@21c8@10g@21c@10gg

r2g4g4g4gggg
(12)15dddd
(12)15dddd
(12)15dddd
(12)15dddd
(12)15dddd
(12)15dddd
(12)15dddd
(12)15dddd

#5r16
@8v180
o3[c-1^1
c+1^1]2r4
@14v245/
$ED$81$00
o2(1)[l8d+a+d+a+d+a+d+f4
b+fb+fb+fb+
g>d<g>d<g>d<g>d<
g>d<g>d<g>d<gd+4
a+d+a+d+a+d+f+4
b+f+b+f+b+f+b+
g>d<g>d<g>d<g>d<
g>d<g>d<g>d<g>d<]2
(2)[l16g+g+>d+<g+g+g+>d+<g+g+g+>d+<g+g+g+>d+<g+
f+f+>c+<f+f+f+>c+<f+f+f+>c+<f+f+f+>c+<f+
eebeeebeeebeeebe
eebeeebeeebed+d+a+d+
c+c+g+c+c+c+g+c+c+c+g+c+c+c+g+c+
d+d+a+d+d+d+a+d+d+d+a+d+d+d+a+d+
eebeeebeeebeeebe
f+f+>c+<f+f+f+>c+<f+f+f+f+f+f+f+f+f+]4
$ED$81$02
(1)2
r2>d4d4f+4g4
(2)4

#6r16
v185
[@22c4]30r=144/
$18[$D1]60
$30[$D1]34
$18[$D1]64
[$D1]60
$30[$D1]68
$18[$D1]12
$30$D1$D1
$18[$D1]9$48$D1
$18[$D1]32
$30$D1$D1
$18[$D1]12
$30$D1$D1
$18[$D1]9$48$D1
$18[$D1]32
r2r2r2
$18[$D1]29$48$D1
$18[$D1]29$48$D1
$18[$D1]29$48$D1
$18[$D1]29$48$D1
$18[$D1]29$48$D1
$18[$D1]29$48$D1
$18[$D1]29$48$D1
$18[$D1]29$48$D1
S.N.N.
Posts: 561
Joined: 14 years ago
Location: Ontario, Canada

Re: A2MT Update Thread

Post by S.N.N. »

SNES compatibility is going to be a null point soon though. Banks over x380000 in the ROM are SRAM mirrors in BSNES, so any data stored there won't function correctly. I just found this out myself the other day as well, which also damages things in SMWCP2, but since A2MT's ROM is substantially more congested .. well ..

You could always shoot for no compatibility, but enjoy the mass storm of purists who get pissed and refuse to play it because of that. Alternately, you could do your best to keep the data within everything except the last chunk of the ROM.

(the "you" is in general, by the way.)
User avatar
raocow
the death of the incredible huge
Posts: 4096
Joined: 15 years ago
Location: maybe the Wizards are the most complex, and the sales guys are up their daily
https://raocow.talkhaus.com/

Re: A2MT Update Thread

Post by raocow »

I'm pretty sure those purists only exist on smwcentral, though. Like, the only crazies that I have encountered about that came from that site.

Not that we shouldn't try or anything, but I don't think it's a make-or-break kind of thing.
the chillaxest of dragonsImage
Image
Image
S.N.N.
Posts: 561
Joined: 14 years ago
Location: Ontario, Canada

Re: A2MT Update Thread

Post by S.N.N. »

raocow wrote:I'm pretty sure those purists only exist on smwcentral.
Do some research before you jump to conclusions please. -WE- (SMWC) were criticized for not being purists by OTHERS about a year or so ago, which actually sparked the creation of the addmusic you guys hold so dear to this project now. Because of that, I'm now warning you guys that the same thing will probably happen to you (harsh criticism from several other communities, and even members within your own) for not being functional on all emulators. This is exactly why I'm bringing it up now - because I don't want the same ordeal to happen here.

It may not be a "make-or-break" kind of thing to certain people, but there has been a fine division in the ROM hacking community over the past few years. People are gonna want to play this on BSNES or on a real console, and if they can't .. welp, enjoy the backlash.

Is it a simple fix? Honestly, maybe not, but it really depends on the state of the ROM and how full it is after the data gets transferred over to a fresh one. Might be wise if SyStemkraSh or someone else in charge did that once the last few levels are inserted (not to mention it opens up some patches you can only use on a clean ROM, such as FastROM).
User avatar
raocow
the death of the incredible huge
Posts: 4096
Joined: 15 years ago
Location: maybe the Wizards are the most complex, and the sales guys are up their daily
https://raocow.talkhaus.com/

Re: A2MT Update Thread

Post by raocow »

Fair enough I suppose.

I still think emulation purists are crazy (but I'm probably seen as crazy in regards to other things I hold dear.)
the chillaxest of dragonsImage
Image
Image
S.N.N.
Posts: 561
Joined: 14 years ago
Location: Ontario, Canada

Re: A2MT Update Thread

Post by S.N.N. »

I personally don't care too much about emulator accuracy as long as I can play a game, but I figure if people here want a hack that is accessible by as many people as possible, then it's something that should probably be done. That's actually part of the reason I posted up that tool the other day, but for some obscure reason, mentioning the x380000 issue completely slipped my mind.

On a related note, I'm actually curious to know -why- the ROM is as big as it is, especially with only 50-60 levels in it. I wonder how much garbage data from old designers is left inside it...
User avatar
raekuul
D&C 112:13
Posts: 1856
Joined: 15 years ago
First name: Pokota
Pronouns: he/him/his
Location: Deti Plains
Contact:

Re: A2MT Update Thread

Post by raekuul »

Alex wrote:ZSNES is the only really terrible emulator.
I would beg to differ, but ZSNES also suffers from having no more developers interested in the project, while 9x does at least have proof of updates for the past few years.

I think the best thing that can be said about ZSNES these days are low resource requirements, but even that might not be true anymore.

Anyway, I will be testing on ZSNES and Snes9x (same versions as Alex),plus I may also fiddle around with bsnes just so see what happens.won't be doing that after all, as even the least cpu-intensive bsnes build pretty much requires dual processors, which I can't access at this point in time.
raocow wrote:I still think emulation purists are crazy (but I'm probably seen as crazy in regards to other things I hold dear.)
It would be cool if we could get ASMT and A2MT to play on an actual SNES, but to do that we would have to be ultra-picky on emulation purism.
Last edited by raekuul 12 years ago, edited 1 time in total.
Games Beaten In 2020, 2021, 2022, 2023, 2024
Image
Locked