VIP 5 2019 - To everyone there is a boon, and a time to every rom hack under heaven
Re: VIP 5 2019 - Like steel soles to the platformer protagonist
I think there is something wrong with the RNG (bad seed?), if it causes the boss to appear on the top row so many times in a row. Then again, if this was better designed, it should only appear on the bottom and middle rows.
Unless you can reflect the shots by cape thwacking. Unlikely though.
I'm surprised the 1st phases are your least favorite, considering how the 2nd phase wastes your time.
Unless you can reflect the shots by cape thwacking. Unlikely though.
I'm surprised the 1st phases are your least favorite, considering how the 2nd phase wastes your time.
-Banned in Antarctica
Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
Re: VIP 5 2019 - Like steel soles to the platformer protagonist
you know a boss is good when it has the seinfeld logo next to its health bar
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
I honestly didn't know there was a VIP 6, even if it's technically not finished yet. Other than peeps not being able to contribute/quit, has there been any news on this game? Is the progress at an indefinite standstill or is it expected to be finished one day?
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
Jerry, this apple is subpar!
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
It's actually made in post-XP version of Paint.Grounder wrote: you know a boss is good when it has the seinfeld logo next to its health bar
Like
Font is Monotype Cursiva.
Julius Fun Facts!:
Indefinite standstill. All the project leads have basically jumped ship due to complications within the devteam. I'm sorry.KirbyComment wrote: I honestly didn't know there was a VIP 6, even if it's technically not finished yet. Other than peeps not being able to contribute/quit, has there been any news on this game? Is the progress at an indefinite standstill or is it expected to be finished one day?
#1 mega cd enjoyer AND "making fun of"-er
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
The thing about randomness is that sometimes you do get stuff like that eight times in a row. I had test playthroughs where I was able to hit him with every attack every round too. But yes, it should've been made to not happen at all, or at least weighted to not have it happen quite as much. As far as I can tell from a quick look, this uses the vanilla RNG, but with the player's X position added to the result. No checks whatsoever for an impossible-to-hit position, only checks to make sure none of the clones overlap with each other.
So this boss actually works fairly normally on any emulator that isn't BSNES. However, BSNES and a real SNES would have severe, though not fatal problems, especially in regards to palettes.
Re: VIP 5 2019 - Like steel soles to the platformer protagonist
One more Julius related post:
If you wait around during the very final phase, the arena will continually get darker and darker, until finally...
... and you die.
Huge shoutouts to Eye for spending sweat, tears and (presumably) blood to get both carol bosses in this hack to work.
It was by no means an easy task and things even looked kind of hopeless at times, so I'm just so glad that we're able to see them in action!
If you wait around during the very final phase, the arena will continually get darker and darker, until finally...
... and you die.
Huge shoutouts to Eye for spending sweat, tears and (presumably) blood to get both carol bosses in this hack to work.
It was by no means an easy task and things even looked kind of hopeless at times, so I'm just so glad that we're able to see them in action!
this is getting laundromatic
- KobaBeach
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
better julius life bar, i had Bold on and i forgot about it
Grounder wrote: you know a boss is good when it has the seinfeld logo next to its health bar
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
That was VIP quality!
Also, i'm all for "raocow" becoming "raocow!"
Also, i'm all for "raocow" becoming "raocow!"
I really like how this looks, actually lolThis Eye o' Mine wrote: ↑4 years agoAnd also the effect when you beat the boss looks more sci-fi retro
Re: VIP 5 2019 - Like steel soles to the platformer protagonist
That fast bit before the last midpoint reminded me of Flappy Bird.
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
I love the terrible high-speed brutal weapon levels, and the see-saw at the end of this one in particular. But it's not quite the same without the level of sheer high-energy panic from raocow's first experiences with them
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Re: VIP 5 2019 - Like steel soles to the platformer protagonist
a story about Super Mario World's Speed and Jump Interactions
SMW has a "Jump Speed" table at $00D2BD, aka the "The faster you're moving, the higher you're jumping" table. "Jump Speed" only has 16 intended entries. If Mario is going too fast, the Jump Speed taken will start taking his Jump Speed from the "Deceleration Table", which contains a bunch of $00's and $01's -- and so effectively, his jump gets eaten.
SMW has a "Jump Speed" table at $00D2BD, aka the "The faster you're moving, the higher you're jumping" table. "Jump Speed" only has 16 intended entries. If Mario is going too fast, the Jump Speed taken will start taking his Jump Speed from the "Deceleration Table", which contains a bunch of $00's and $01's -- and so effectively, his jump gets eaten.
video games
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Re: VIP 5 2019 - Like affordable and spacious housing to a Tokyo resident
死ぬがよい
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: VIP 5 2019 - Like affordable and spacious housing to a Tokyo resident
Version 1.04 of VIP 5, which raocow was playing last time, introduced a bug in the one room castle level, and if you saw the previous LP you already know what I'm talking about. When the text at the start finished, you would get a wall of D printed across the entire space in where the text was in front of the vehicle, which wouldn't go away until you died and restarted.
The cause of this was a latent mistake that was activated by one of the changes in the update.
So what it's supposed to do is print lines of blank tiles over the text to make the letters disappear. The way tilemaps on the SNES are structured is that each tile has one byte defining what graphic to use, and another byte defining a couple other attributes like what palette to use. Hence, the way they achieved the text disappearing effect was by having a DMA upload to the tilemap from two bytes in RAM ($FC for a blank tile, and $38 for attributes). DMA is basically a mechanism for quickly moving data from main RAM or ROM into palette or video RAM.
At first I thought the problem was that they mistook the way one of the DMA settings worked. You can set whether DMA increments the source address or not, and the amount of bytes it transfers in each go (1, 2, or 4). Since they basically just needed to transfer two specific bytes (for tile and attribute) several times repeatedly into the tilemap, they set transfer size to two bytes, and set source address increment to off so as to transfer the same two bytes every time. The problem is that if you set source address increment to off, then apparently it doesn't even increment internally during a single unit of transfer, meaning that rather than doing the attribute $38 and then the tile $FC for each slot in the tilemap, it just did $38 for both.
Now, while this is a misinterpretation of the way the SNES hardware works that could cause a lot of bugs in other situations, it actually turned out not to be the cause of this one. The real cause is that they got the order of tile and attribute bytes the wrong way around. If they'd gotten that right, it would've instead used the tile byte for both, which would've still been formally wrong but would've produced the desired result as the attribute byte is largely irrelevant for a blank tile anyway (except for the lowest bit, which happens to be the same between both bytes in this case).
Regardless, the reason none of this was caught at first was sheer luck; $38 happened to also point to a blank tile in the graphics data. Until version 1.04 that is, at which point they reworked the credits sequence with the custom enemy names and post-credits message. As part of this they put a couple more characters in the relevant GFX, one of which was the infamous D that appeared in the glitch.
Man, Infamous D is a good name for a rapper.
The cause of this was a latent mistake that was activated by one of the changes in the update.
So what it's supposed to do is print lines of blank tiles over the text to make the letters disappear. The way tilemaps on the SNES are structured is that each tile has one byte defining what graphic to use, and another byte defining a couple other attributes like what palette to use. Hence, the way they achieved the text disappearing effect was by having a DMA upload to the tilemap from two bytes in RAM ($FC for a blank tile, and $38 for attributes). DMA is basically a mechanism for quickly moving data from main RAM or ROM into palette or video RAM.
At first I thought the problem was that they mistook the way one of the DMA settings worked. You can set whether DMA increments the source address or not, and the amount of bytes it transfers in each go (1, 2, or 4). Since they basically just needed to transfer two specific bytes (for tile and attribute) several times repeatedly into the tilemap, they set transfer size to two bytes, and set source address increment to off so as to transfer the same two bytes every time. The problem is that if you set source address increment to off, then apparently it doesn't even increment internally during a single unit of transfer, meaning that rather than doing the attribute $38 and then the tile $FC for each slot in the tilemap, it just did $38 for both.
Now, while this is a misinterpretation of the way the SNES hardware works that could cause a lot of bugs in other situations, it actually turned out not to be the cause of this one. The real cause is that they got the order of tile and attribute bytes the wrong way around. If they'd gotten that right, it would've instead used the tile byte for both, which would've still been formally wrong but would've produced the desired result as the attribute byte is largely irrelevant for a blank tile anyway (except for the lowest bit, which happens to be the same between both bytes in this case).
Regardless, the reason none of this was caught at first was sheer luck; $38 happened to also point to a blank tile in the graphics data. Until version 1.04 that is, at which point they reworked the credits sequence with the custom enemy names and post-credits message. As part of this they put a couple more characters in the relevant GFX, one of which was the infamous D that appeared in the glitch.
Man, Infamous D is a good name for a rapper.
- Piesonscreations
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Re: VIP 5 2019 - Like affordable and spacious housing to a Tokyo resident
King DeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDeeDee...
- KobaBeach
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Re: VIP 5 2019 - Like affordable and spacious housing to a Tokyo resident
King DoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDoDo
DoDonPachi
DoDonPachi
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: VIP 5 2019 - Like affordable and spacious housing to a Tokyo resident
baby shark
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: VIP 5 2019 - Like affordable and spacious housing to a Tokyo resident
Mario: I can't jump up there, the mud is in the way :(
Mario on Yoshi: I AM THE MUD
So yeah, no springboard jump required. But it sure looked cool!
this is getting laundromatic
Re: VIP 5 2019 - Like affordable and spacious housing to a Tokyo resident
hey there everyone this is raocow playing the sonic 1 special stage
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: VIP 5 2019 - Like fish that be ruddy to tales that be muddy
I think that the way to get up to that blue platform is to spinjump off of the highest saw. I'm not sure if it actually goes high enough, but it LOOKS like it might work. The reward is just skipping most of the sawblade section, I guess.
occasional watcher of the lets plays and haver of too many usernames
Re: VIP 5 2019 - Like fish that be ruddy to tales that be muddy
Time for my daily gif post of things raocow missed or other interesting tidbits!
You can actually drop down an innocuous trail of coins at the very beginning of the level and end up here:
After pressing the switch, the dragon coins of the level turn deep red, like so:
I think it's a pretty neat secret in the sense that it makes the coins easier to collect, without being absolutely necessary to uncover.
Good Stuff!
You can actually drop down an innocuous trail of coins at the very beginning of the level and end up here:
After pressing the switch, the dragon coins of the level turn deep red, like so:
I think it's a pretty neat secret in the sense that it makes the coins easier to collect, without being absolutely necessary to uncover.
Good Stuff!
I believe the actual way to make it up there is letting the momentum of the yellow platform carry you like so:
this is getting laundromatic
Re: VIP 5 2019 - Like the discovery of a more recent banker's burial site to a numismatist because ancient coins are ble
Please don't tell me that you lost another tooth today
ワンワン
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Re: VIP 5 2019 - Like a post-game powerup to a hack player
i said it wasn't a tooth!
the chillaxest of dragons
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Re: VIP 5 2019 - Like a post-game powerup to a hack player
I've never liked those "shell bounces around hitting on/off switches on the top of the screen while you platform on switch blocks" levels. I've never seen anyone be able to read those in real time and it usually just devolves into memorizing the timing for when things change through trial and error, mostly ignoring what's actually happening on the top.
I also think it's kinda dumb to put a boo-ring in an autoscroll level because their positioning is based on where it was the last time it was shown on screen, making some attempts harder than others. Which kinda goes against the idea of learning through trial and error.
I also think it's kinda dumb to put a boo-ring in an autoscroll level because their positioning is based on where it was the last time it was shown on screen, making some attempts harder than others. Which kinda goes against the idea of learning through trial and error.
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