https://kb.speeddemosarchive.com/api.php?action=feedcontributions&user=Mikwuyma&feedformat=atom SDA Knowledge Base - User contributions [en] 2024-03-28T21:08:37Z User contributions MediaWiki 1.23.9 https://kb.speeddemosarchive.com/Verification_Guidelines Verification Guidelines 2013-05-29T23:10:03Z <p>Mikwuyma: Removed protection from &quot;Verification Guidelines&quot;</p> <hr /> <div>Congratulations on being chosen to verify a speed run. Verifying is an important part of SDA and helps us maintain the site's high standards.<br /> <br /> ==Confidentiality==<br /> Please do not give anyone the link to the run or the video files themselves. Furthermore, if the information has not already been made public by the runner, do not tell anyone the final time, what tricks were used, or any other information about the run. Some people prefer not to be spoiled. Finally, do not tell anyone who is not a verifier you are verifying the run -- not even the runner. This ensures that your opinions are not swayed by anyone else.<br /> <br /> ==Cheating==<br /> Be sure you are up to date on the [http://speeddemosarchive.com/rules.html official rules], and report anything suspicious you see to Flip immediately, either by email, SDA PM, or IRC. The runner will be given the opportunity to explain the situation.<br /> <br /> ==Quality (Capture)==<br /> The verification copies of the runs do not usually represent the quality of the final product. However, if you notice any serious problems with the video or audio quality (such as the picture going completely blank or the audio on only one channel, sounding overpeaked, or completely missing), or if you notice a missing segment/mismatched segments, please report it to Flip immediately. Also, if there are failed attempts in the video, please tell Flip when the run actually starts and ends.<br /> <br /> ==Quality (Gameplay)==<br /> SDA gameplay standards are high, but mistakes do happen. If you feel that the run does not meet SDA standards, then tell Flip. The reputation of the site cannot be maintained if sub-par runs are posted. Also, if the run is 100% or low%, make sure it actually meets the definition.<br /> <br /> Do not feel ashamed if you are rejecting a run. Ask yourself whether people would really want to see this run. Sometimes people submit sub-par runs just so they can get their name on SDA.<br /> <br /> If you are not sure what is considered reject-worthy, here is a small list of reject-worthy mistakes:<br /> <br /> *A death that costs a significant amount of time.<br /> *A poor, inefficient route and bad planning.<br /> *Using the wrong weapon against enemies or bosses.<br /> *Failing to use the fastest method of movement when it could have easily been used.<br /> *Numerous sloppy minor mistakes (missed jumps, whiffed attacks, failing to perform a shortcut) that cost a significant amount of time (significant depends on the run length).<br /> <br /> ==Timing==<br /> If you are asked to help decide how a run will be timed, give this information to Mike via email or SDA Forum private message (mikwuyma on the forums). Nate has no responsibilities as far as timing goes. If the game needs to be manually timed, please tell us when character control starts and ends. Unless if you are using VirtualDub (or another program that counts frames) to check specific start and end frames, DO NOT time the run yourself. If you are using VirtualDub to time the run, then please tell Mike the start and end frames. If you want to help time a run, but don't know how to use VirtualDub, just ask. Mike likes it when people help time runs, he just wants it done correctly.<br /> <br /> ==The Importance of Verification==<br /> Verification is what separates SDA from YouTube. In the past, there have been very few cases of a run being taken down after being posted due to verifiers missing something, and we'd like to keep that number as low as possible. Thus, we remind you that verifying is a serious task. If you're just looking to watch the newest runs before they're posted, verifying is not for you. When you volunteer to verify, you agree to commit your fullest energy to making sure that when a run is posted, it meets SDA's standards 100%. When a viewer sees the label &quot;VERIFIED: NO CHEATING&quot; at the beginning of a run, we want them to be able to rest easy in the knowledge that it is the truth.<br /> <br /> <br /> Return to the [[Main Page|front page]].</div> Mikwuyma https://kb.speeddemosarchive.com/NES_capture NES capture 2013-05-15T06:30:04Z <p>Mikwuyma: /* NES-101 (NES 2 Toploader) */</p> <hr /> <div>== Console Information ==<br /> [[Image:Nesconsole.jpg]] &lt;br /&gt;<br /> {| class=&quot;wikitable&quot;<br /> |+Nintendo Entertainment System<br /> |-<br /> |'''Resolution'''<br /> |240<br /> |-<br /> |'''A/V Outputs'''<br /> |Composite, RF<br /> |-<br /> |'''Models'''<br /> |NES, NES-101 (Toploader)<br /> |}<br /> <br /> == A word of caution ==<br /> The Nintendo Entertainment System (all models) outputs a video signal that is 240 lines of resolution. Recording this should not be a problem if you are using a standard definition capture device (one that only has composite/S-Video inputs) or a DVD recorder. You may run into problems if you are using a capture device that is designed to record high definition footage to try and record video from your NES. Most high definition video capture devices do not support video resolutions that are this low. Unless your high definition capture device explicitly lists support for 240 lines of resolution, it is safe to assume that it will not be able to record video from the NES and you will need a standard definition capture device to record the footage. Two commonly used capture devices that support 240 lines of resolution are the Dazzle DVC100 and the Ez-Cap.<br /> <br /> == Nintendo Entertainment System ==<br /> <br /> The standard Nintendo Entertainment System contains audio and video two video outputs, RCA Composite and RF. Use the composite video output and do not use the RF output. The RF video outputs an inferior quality signal and the video will contain vertical lines affectionately nicknamed jailbars. The NES also features one RCA audio connector (the red plug). There isn't another connector for the white RCA audio connector plug because the NES only supports one channel of audio. <br /> <br /> The standard Nintendo Entertainment System suffers from some problems loading games successfully after they are inserted into the console. These problems have a variety of causes, from the console's 72 pin connector to its game lockout chip. For help with NES maintenance and troubleshooting, [http://www.hardcoregaming101.net/nesmaintenance/nesmaintenance.htm Hardcore Gaming has provided a helpful tutorial]<br /> <br /> <br /> ==NES-101 (NES 2 Toploader) ==<br /> [[Image:NESToploader.JPG]] &lt;br /&gt;<br /> The redesign of the NES offers some dramatic improvements in the reliability of loading games, but takes a major step back in video quality. The NES-101, also known as the top loader or the NES II featured a new top loading system for inserting cartridges. The NES II also uses a new and more reliable 72 pin connector. Nintendo also eliminated the lockout chip. These improvements allow the top loader to successfully load games much more consistently than the standard NES. Unfortunately Nintendo eliminated the Composite Video output. The only video output the top loader has is RF. <br /> <br /> It is possible to modify the NES Toploader to add composite video output and RCA audio out. This will allow for the Toploader to output video and audio that is of the same quality as the original NES. This modification is acceptable by SDA's rules. You can perform the modification yourself by following the steps here. There are people online that also a [https://forum.speeddemosarchive.com/post/offering_nes_top_loader_av_mod_service.html service you can pay for]to have your toploader modified to include these outputs. <br /> [[Image:TopLoaderMod.JPG|frame|middle| A modified NES toploader]] If you absolutely cannot get your NES Toploader modified, you can use a VCR to convert the RF signal to a RCA composite video and audio outputs. Connect the RF input from the console to your VCR and then connect your RCA cables to the A/V out section of your VCR to your splitters or DVD recorders. The quality of your footage will suffer because of this. &lt;br /&gt; [[Image:Jailbars.JPG|frame|left| A sample of the vertical lines or jailbars you get with RF video]]</div> Mikwuyma https://kb.speeddemosarchive.com/Contra/any_%25 Contra/any % 2013-04-16T05:24:54Z <p>Mikwuyma: </p> <hr /> <div>[[Category:NES]]<br /> [[Category:Games]]<br /> <br /> {{sda run|http://speeddemosarchive.com/Contra.html}}<br /> <br /> <br /> = Current Fastest Time =<br /> [http://www.youtube.com/watch?v=5EtECO0hE10 10:11 by David Heidman Jr.]<br /> <br /> = Stage 1 =<br /> You need to collect Spread and R by the end of the stage. Jump as little as possible. The jump from the high cliff is a tight two frame window, but you have to make it. <br /> <br /> There are a few different strategies for the boss fight and they all rely on a bit of luck. The SDA run uses a quick and reasonably reliable strategy. There are two turrets as you approach the base wall boss. Run past the first turret and drop down to the bottom level of ground and continue moving forward and start building up spread rhythm. After the second turret fires at you jump up to reach ground just a bit above you. Continue moving right until you reach the end of the platform and jump forward while shooting at the core. You will land on the platform right in front of the core. Duck as you land and mash the B button.<br /> <br /> = Stage 2 =<br /> Refer to the [https://kb.speeddemosarchive.com/SDA_Knowledge_Base:Contra_game_mechanics_and_glitches mechanics page] on getting spread rhythm for these base stages. The boss fight is about timing. Start on the left side and start and move from left to right taking out the cores. The boss will appear suddenly in the middle after the cores are destroyed and move from right to left. It's important to have a straight stream of spread that hits the boss as it moves. You'll need to be jumping in the same direction as the boss (but slightly ahead of it) and fire a straight stream of spread directly upwards to kill it quickly.<br /> <br /> = Stage 3 =<br /> The height of your jumps in this stage is random (refer to the glitches page). This can cause you to reach platforms sooner than you normally do and it may catch you off guard. There is a potentially difficult jump as you reach the bridge. You'll need to jump over the flames that move across and depending on the randomness of your jump height this jump can be extremely tight. The item carrier on the left side of the screen has barrier and you'll need to trigger it so that it lands on the platforms above you so that you can collect it without losing time.<br /> <br /> On the boss it's possible to take it out in one mouth cycle, but it requires good spread rhythm. It is recommended that you take out both arms because if you don't kill the boss in one mouth cycle it will open its mouth again immediately.<br /> <br /> = Stage 4 =<br /> Spread rhythm is the key here. Refer to the glitch video on getting the stage 4 boss quick kill. To get it, you need to get the best spread rhythm that you can and hope for the best.<br /> <br /> = Stage 5 =<br /> With good spread rhythm, it's possible to take out the first gunner and run through the first set of bombs without stopping. Refer to the mechanics video on the second series of bomb jumps. The snow plows can be taken out quickly at point blank range. To save some frames you can jump up and forward into them as you finish them. It's recommended that you do this when they turn dark red as they only can take 15 more shots.<br /> <br /> Where the boss appears in this stage is random. Shoot up and get spread rhythm.<br /> <br /> = Stage 6 =<br /> Refer to the mechanics video on the timings for the flames. Refer to the Exo strat in the mechanics video for saving a few seconds getting the barrier. The boss attack pattern is random. Mash fast and hope he doesn't jump. You can be a bit more aggressive when the boss turns red as it can only take 14 more shots.<br /> <br /> = Stage 7 =<br /> Refer to the video on the timings for the flames and claws for this stage. While it's theoretically possible to get past all of the gunners after the last set of claws without ducking, getting over the first one is impractical. You want to jump as their first shot gets a bit close to you (but not too close) so that you'll have enough height to make it over their second shot as you take them out. The timing on them gets a bit tricky. It's an eight frame window on the jump.<br /> <br /> = Stage 8 =<br /> This stage is pretty straightforward and you should do exactly what the SDA run does.</div> Mikwuyma https://kb.speeddemosarchive.com/Contra/any_%25 Contra/any % 2013-04-16T05:15:46Z <p>Mikwuyma: /* Stage 2 */</p> <hr /> <div>= Current Fastest Time =<br /> [http://www.youtube.com/watch?v=5EtECO0hE10 10:11 by David Heidman Jr.]<br /> <br /> = Stage 1 =<br /> You need to collect Spread and R by the end of the stage. Jump as little as possible. The jump from the high cliff is a tight two frame window, but you have to make it. <br /> <br /> There are a few different strategies for the boss fight and they all rely on a bit of luck. The SDA run uses a quick and reasonably reliable strategy. There are two turrets as you approach the base wall boss. Run past the first turret and drop down to the bottom level of ground and continue moving forward and start building up spread rhythm. After the second turret fires at you jump up to reach ground just a bit above you. Continue moving right until you reach the end of the platform and jump forward while shooting at the core. You will land on the platform right in front of the core. Duck as you land and mash the B button.<br /> <br /> = Stage 2 =<br /> Refer to the [https://kb.speeddemosarchive.com/SDA_Knowledge_Base:Contra_game_mechanics_and_glitches mechanics page] on getting spread rhythm for these base stages. The boss fight is about timing. Start on the left side and start and move from left to right taking out the cores. The boss will appear suddenly in the middle after the cores are destroyed and move from right to left. It's important to have a straight stream of spread that hits the boss as it moves. You'll need to be jumping in the same direction as the boss (but slightly ahead of it) and fire a straight stream of spread directly upwards to kill it quickly.<br /> <br /> = Stage 3 =<br /> The height of your jumps in this stage is random (refer to the glitches page). This can cause you to reach platforms sooner than you normally do and it may catch you off guard. There is a potentially difficult jump as you reach the bridge. You'll need to jump over the flames that move across and depending on the randomness of your jump height this jump can be extremely tight. The item carrier on the left side of the screen has barrier and you'll need to trigger it so that it lands on the platforms above you so that you can collect it without losing time.<br /> <br /> On the boss it's possible to take it out in one mouth cycle, but it requires good spread rhythm. It is recommended that you take out both arms because if you don't kill the boss in one mouth cycle it will open its mouth again immediately.<br /> <br /> = Stage 4 =<br /> Spread rhythm is the key here. Refer to the glitch video on getting the stage 4 boss quick kill. To get it, you need to get the best spread rhythm that you can and hope for the best.<br /> <br /> = Stage 5 =<br /> With good spread rhythm, it's possible to take out the first gunner and run through the first set of bombs without stopping. Refer to the mechanics video on the second series of bomb jumps. The snow plows can be taken out quickly at point blank range. To save some frames you can jump up and forward into them as you finish them. It's recommended that you do this when they turn dark red as they only can take 15 more shots.<br /> <br /> Where the boss appears in this stage is random. Shoot up and get spread rhythm.<br /> <br /> = Stage 6 =<br /> Refer to the mechanics video on the timings for the flames. Refer to the Exo strat in the mechanics video for saving a few seconds getting the barrier. The boss attack pattern is random. Mash fast and hope he doesn't jump. You can be a bit more aggressive when the boss turns red as it can only take 14 more shots.<br /> <br /> = Stage 7 =<br /> Refer to the video on the timings for the flames and claws for this stage. While it's theoretically possible to get past all of the gunners after the last set of claws without ducking, getting over the first one is impractical. You want to jump as their first shot gets a bit close to you (but not too close) so that you'll have enough height to make it over their second shot as you take them out. The timing on them gets a bit tricky. It's an eight frame window on the jump.<br /> <br /> = Stage 8 =<br /> This stage is pretty straightforward and you should do exactly what the SDA run does.</div> Mikwuyma