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04-21-22 04:19:48 AM
Jul - General Chat - Surgeon General's Warning: Boredom is unhealthy for keyboards New poll - New thread - New reply
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Xkeeper

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Posted on 10-13-08 02:17:38 AM Link | Quote
<object width="425" height="344"><embed src="http://www.youtube.com/v/f54smomyLe0&hl=en&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>


I can't believe I made this. I just can't.

Good lord it's like a miniature DDR clone for a NES ROM.

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Sails
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as a video game‎‎‎‏‏‎ grows old its content and‏‏‎ internal logic‏‏‎ deteriorateÿ
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Posted on 10-13-08 02:18:02 AM Link | Quote
We're sorry, this video is no longer available?

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Xkeeper

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Posted on 10-13-08 02:19:02 AM Link | Quote
GIVE IT A WHILE IF IT ISN'T WORKING.

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Kirby Mario
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Posted on 10-13-08 02:21:35 AM Link | Quote
Wow. That will probably take some of my free time .
Tiden
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Posted on 10-13-08 02:21:36 AM Link | Quote
This is trippy

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Xkeeper

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Posted on 10-13-08 02:23:50 AM Link | Quote
For the intrigued:

Main Lua file
Required Lua file

FCEUX
Lua pack, to be extracted in FCEUX's directory

The ROM

Basically, open ROM, hit "Run Lua script..." and pick music_pulsewave.lua, then go.

...

Yeah.

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ReiNi
さよなら*へヴン
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Posted on 10-13-08 04:27:08 PM (last edited by Reimu at 10-13-08 01:28 PM) Link | Quote
ξ・∀・)
----------------------------
Wow, this eats your time forever.

I wonder... the emulator seems to have an nsf player... would it be possible to port this to use it on that? (so you get it for whatever song)

Edit: Ah, it doesn't let you run Lua scripts on that... =/

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Posted on 10-13-08 04:46:53 PM Link | Quote
Originally posted by Reimu
Wow, this eats your time forever.

I wonder... the emulator seems to have an nsf player... would it be possible to port this to use it on that? (so you get it for whatever song)

Edit: Ah, it doesn't let you run Lua scripts on that... =/
Not only that, but for the most part each game's sound engine is different; for example, none of the other Pulsewave ads use these bytes for their music. (Though in my opinion they're really not that great anyway)

By the way, it's currently set up to play itself, so if you want to actually play it:


-- Auto-hit notes?

autoplay = true;



Just change that to "false"

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Surlent
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Posted on 10-13-08 07:18:18 PM Link | Quote
This tiny game is awesome.
Not only the music is very catchy, the whole presentation was out crafted nice. I like these pixel explosion effects, that thing looks really good. Although I still suck, on the first attempt scored an 18 hit combo only.

Thinking how a tiny 40KB of a self-made game/ROM today can be pure fun ...
Cool.



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Posted on 10-13-08 07:20:36 PM Link | Quote
Originally posted by Surlent
This tiny game is awesome.
Not only the music is very catchy, the whole presentation was out crafted nice. I like these pixel explosion effects, that thing looks really good. Although I still suck, on the first attempt scored an 18 hit combo only.

Thinking how a tiny 40KB of a self-made game/ROM today can be pure fun ...
Cool.



it looks best when you disable the game's normal background and sprites. (FCEUX -> Config -> Display -> Turn off those two.)

The gap for hitting beats is usually within 4-6 pixels. "Great" is 7-8, "Close" is 9-10, and "Miss" is everything else.

The gap of 4-6 is more mandated by how it determines when a 'beat' is.

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Surlent
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Posted on 10-13-08 07:26:04 PM (last edited by Surlent at 10-13-08 04:26 PM) Link | Quote
I often find myself tapping the 'A' button in rhythm with the beats than the notes actually, so this kills any bigger combo for me (58) so far

You made the combo display three digits (or more) ? Let's see if someone can manage 999+

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Posted on 10-13-08 07:28:05 PM Link | Quote
Originally posted by Surlent
I often find myself tapping the 'A' button in rhythm with the beats than the notes actually, so this kills any bigger combo for me (58) so far

You made the combo display three digits (or more) ? Let's see if someone can manage 999+



You can change which notes it considers as a beat:


			if i >= 1 and i <= 2 then lastbeat = timer; end;



i is the channel. e.g., if you wanted to ignore nothing but the drums, make it >= 0 and <= 2.

That may help

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Boing
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Posted on 10-14-08 12:02:57 AM Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


Holy crap I completely suck at this.

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Posted on 10-18-08 11:18:13 PM Link | Quote
<object width="425" height="344"><embed src="http://www.youtube.com/v/gd8f5CiwaaE&hl=en&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>



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DigitalBasic
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Posted on 10-18-08 11:23:02 PM Link | Quote
That is awesome.

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Posted on 10-18-08 11:49:54 PM Link | Quote
ξ・∀・)
----------------------------
Best script ever. I like the lock-on thingy it has...

I been thinking in giving bosses a laser attack in a symilar way... Except it'd be much simpler (draw line, if y=where the line is -> take damage/die)

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Jul - General Chat - Surgeon General's Warning: Boredom is unhealthy for keyboards New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

29 database queries.
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