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Darkman425
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Joined: 9/19/2021
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Location: Texas
Link to video May as well put this here since it was a quick one to make. This is what happens if Mega Man is exactly where the cutscene is supposed to move him to in the Mega Man 3 Wily castle.
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Darkman425
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Joined: 9/19/2021
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Ryu's gonna need a lot of water without any ice after all the pounding he's been taking. On a more serious note I can't imagine how tough it is to actually get charge moves like Sonic Boom mid-combo. Were those moves used as soon as possible in those trials or were there some delays to get the rest of the string complete in a quicker manner? Either way, great work!
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Darkman425
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That really depends if the slowdown fix is a matter of heavy code modification or adding extra processing hardware to the cartridge itself. Apparently the slowdown problem disappears if the 68k processor is overclocked and doesn't cause problems due to the game structure. The game allegedly had a troubled dev history, this being Minakuchi Engineering's sole Genesis developed game and all. It would be a huge undertaking to rework the code to be optimized without breaking the already shaky code. Having something outside the base code to run the game better is more likely. The M2 port of the Sega Genesis Mini more likely has the emulation CPU for Wily Wars clocked at a higher than normal rate if what I looked up was correct. I would have to verify by testing the Genesis Mini release in BizHawk to be sure. Edit: The slowdown is also still present in the English version of Wily Wars from the Genesis Mini when played on BizHawk. I just tested the Gemini Man fight and there was very noticeable lag when Gemini Man shot his bouncy laser on screen. This gives me proof for myself that the Genesis Mini does adjust the CPU cycles for Wily Wars since the one video showing off the reduced lag is on the Yellow Devil fight, one of the notorious lag generating spots of the collection.
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Darkman425
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Joined: 9/19/2021
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That's actually neat. I'm close to finishing up the rest of my preliminary run so I gotta see if this can work on the last boss of Wily Tower as well. This seems to affect any boss fight that has a life bar that refills. The Wily Machine in Mega Man 3 might also have this work out but that room also involves having to run back to the other side of the room for the cutscene.
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Darkman425
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While not as fast as the Monty Mole games, it certainly has that same feeling of peril. It's quite notable how tight some rooms really are when looking at the leftover time some rooms are cleared with.
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Darkman425
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Location: Texas
There's a bug with user files that I found. Selecting a system for a user file is supposed to narrow down the game list but it brings up an empty list instead. At least I can still select the game as long as I do not select a system for said user file.
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Darkman425
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I've tried to get the Mega Man 3 boss rush skip to work but I think either BizHawk 2.7 doesn't seem to emulate the glitch behavior properly or the ROM versions have different behavior with regards to Rush Jet disappearing during the teleport animation. I'm using the (J) (Alt 1) version since it's that's the only one BizHawk properly emulates the SRAM for and every time I tried to get the glitch I got a hard lock with a garbled mess across the top half of the screen. I wonder if this glitch works properly on real hardware or not.
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Darkman425
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New site has a spacious look to it. I dig it.
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Darkman425
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Neat, the escape jingle actually got to play fully this time.
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Darkman425
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I've seen mention of the name "stocked meat glitch" on this old Speed Demos Archive page for the game near the bottom for their 6:46 time. I feel that it's the right name to give the old branch. Technically my run isn't avoiding all major skips since it skips the first Gen-Bu fight and the entire jailbreak sequence.
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Darkman425
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I did a cursory look and it takes about an hour for a regular person to roll over the score at a million points. While probably publishable I don't think the game has enough variety to have a score attack that remains interesting for the entire journey. This run is short and straightforward enough that I can see someone getting a quick bit of enjoyment.
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Darkman425
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Joined: 9/19/2021
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Location: Texas
There might be a chance that the skip is version dependent? This uses version 0.02 of the hack while from what I can find the latest version is 1.01, released on October 2016.
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Darkman425
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Joined: 9/19/2021
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Location: Texas
Of the levels past world 8, levels A-3, B-2, C-2, and D-4 would be interesting to see in a minimum coin route. The other levels would either still feel similar to a regular run or also take the same workarounds seen in earlier levels.
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Darkman425
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Joined: 9/19/2021
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Location: Texas
Personally, I'm more of a Dr. Pepper sort of guy. That aside, this run was fun to watch with all the close calls and floor soda avoidance throughout the run. On stage 3-2 it seems possible to get fewer sodas but I assume that avoiding them would take more time than just going through them at that point.
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Darkman425
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Joined: 9/19/2021
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Location: Texas
A TAS that has slower gameplay compared to RTA speed run gameplay without reason is enough for me to think this run isn't acceptable for publication.
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Darkman425
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Location: Texas
I'll be honest I just did manual brute forcing for getting desired RNG values for what I searched for. Mutant abilities of course took a lot more planning to figure out what I should shoot for since going in blind for that would be a mistake. The reset value order had a loose pattern so finding the values for slot 3 death gaze and slot 1 telepor wasn't too hard manually. Now getting the right meats was a different story. While the mutation type and values are offset by 9, monster encounter types and meat drop checks are offset by 3.52, meaning that there are a possible 512 results for meat drops. Another part that makes meat drop manipulation harder is that I also have to consider the step count since even if I find a good drop I generally had to either burn steps to get the fight or I'm in a position where I can't reach the right tiles for said fight. While I did get a few of the rarer meat drops I definitely was going for good enough from where I was positioned on the map. The only other real problem with RNG manipulation manually was NPC movement, most notably the one in the Sea Palace next to the Blue Key room. One problem I ran into was that even if I got the right movement direction RNG the NPC might still take a long time to actually move. The other problem was the key room had a higher encounter rate such that I couldn't really get an RNG value where I could get them to move, get the key inside, and get them to move again.
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Darkman425
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Joined: 9/19/2021
Posts: 247
Location: Texas
Outside of the saw glitch and the Japan exclusive glitches I'd say that this game surprisingly holds together pretty well. It's just got weird quirks such as the meat transformation chart being labyrinthine with a few extra quirks where some monsters are impossible to transform into.
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