Posts for Bag_of_Magic_Food

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Is it still doing that for you? I tried arriving at Part 2 from a variety of links and resizing the player, but I never had the video fail to load on me yet. You did click the links I gave in this topic and weren't just following my account as I uploaded things and sometimes trashed them when the uploader choked, right? Maybe YouTube just hated you that day, and you should try again.
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Just upload whatever the auto-scaler in the video player handles best.
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p4wn3r wrote:
If you run them on a DS, you won't get crashes or freezes, but the game will be very slow where it was supposed to crash. I don't know about GBA-SP, I assumed it was functionally identical to the original. I know the DS uses a different BIOS.
Is there a possibility that loading a different BIOS into VisualBoyAdvance would help with the bug?
zhangsongcui wrote:
In Woodman event, you cannot encounter a battle or the game will be freesed.
Then would avoiding all random encounters be enough to avoid the bug?
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Heh... I haven't gotten around to playing 4 yet, but maybe it got higher sales in Japan for trying to be "more like the anime", or so I heard, plus it followed a game that was well-liked, and I've also heard good things about its multiplayer battling. 4 sounds like it might be one of the shortest to play a single game of due to its focus on replays rather than giving you all the content the first time through the story. I mean, not every Battle Network TAS can take 40 minutes longer than the previous game, right? 6 is said to be a pretty breezy one too.
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So the programmers relied on a quirk that only existed in the very first Game Boy Advance model for the game to run correctly there?
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Yay, YouTube has started working now that I've switched to the old uploader, so I may have some videos to show you tonight. Okay, it's ready! Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7
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That's what I did in the videos I recorded, pressed A after a message had been fully visible for 5 seconds. Only I'm not sure if I made the videos right, since I just uploaded one a few hours ago, but YouTube says it's "still being processed", so someone else might beat me to it if I can't figure out what's wrong.
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You know, MegaMan Battle Network 3 is still the only game in this series that anyone's done a speedrun of for Speed Demos Archive. It would be interesting to compare how much the emulator tools would change what the best strategies are. If no one has started encoding this MMBN2 run yet, I'll begin recording some quick and dirty YouTube videos now so that everyone can watch more easily. Now, while reviewing the run, I started wondering something: Is there reason that, at the very beginning of the FreezeMan attack, mtvf1 couldn't have jacked into the Center's computer rather than Lan's computer to retrieve the RedFrag faster, since Lan was going to Dr. Hikari next anyway? It's been a long time since I played up to that part of the game, so I may be forgetting what's stopping you from doing that, like if you're forced to examine the first white ice block before you can break any more, or if there's an important NPC you need to meet that I didn't notice, or something like that. Hey Mothrayas, I'm pleased that you found MC Diggity-Do to be the best character in the game. =) I would go with the punching out the Dominerds, though.
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Your URL is missing the word "watch".
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hegyak wrote:
I watched some WIPs on the forum did I miss something in between WIP 2 and now? Guess so.
Yeah, when mtvf1 didn't respond to the thread for a week, I figured it was to take a break, not to continue working at the same pace in secret. :P I agree that the greater density of battles helps stave off the boredom of watching the Mega brothers run through more mazes. It's best in the first half, where the dreaded license exam gauntlets take a variety of chip combinations to get through quickly. But even in the latter half, I like that mtvf1 had multiple ways to get instant wins. It looks like going back to Netopia in the real world to begin the hunt for ice block cures was a good idea, seeing how many times you were able to simply jack out and back in to Ms. Millions' bag to reset MegaMan's position there. That whole FreezeMan.exe quest makes the road to BombMan.exe look like nothing! I also got a little annoyed by how many times Lan was forced to run all the way to the Okuden campsite again, as if we didn't see enough of him running diagonally through the Government Complex in the first game. I think they could have kept that place a side-quest-only area after QuickMan. Oh, and I spotted at least one error in clearing the dialogues: mtvf1 didn't know you can clear the bees at the campground with Start once you have everything, and it was too late to fix by the time I mentioned it, so that cost a few seconds. mtvf1 also admitted that MegaMan may have collected more copies of certain chips than he really needed, as some planned chip trades didn't work out as expected, but I'm sure that it doesn't add up to anything worse than the cumulative tiny mistakes in my Battle Network 1 run. :) By the way, for anyone who hasn't played this game, the deal with the QuickMan.exe areas is that they're full of invisible dead ends, where if you try to pass over one, you're treated to a 5-second cutscene of the floor exploding in front of you. Therefore a good speedrunner will appear to be taking a circuitous path through what looks like a clear area, but isn't. Then the "WoodCustom" Style that MegaMan changes into is a power-up of a semi-random nature that you're supposed to receive in a random battle before taking on ShadowMan.exe, and then again after every few hundred battles, but mtvf1 delayed it until after ShadowMan.exe by skipping the secret forced random battle in Mother Comp1 via the glitch described. The "Custom" part is the reason MegaMan begins receiving 7 chips at the beginning of each battle. I don't believe mtvf1 ever took advantage of the Wood elemental power, though.
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benkodaniel wrote:
Yammato Spear pierces through all types of shields, and it doesn't even need to charge up.
Ah, really? I only noticed a couple of shielded enemies the Spear worked on, whereas the Power punch worked on almost everything, but maybe I'll have to play through again and make a damage table or something.
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FractalFusion wrote:
This run takes damage, twice, on the shield cannon things in Mr. X's stage 1, like the published MM6 run. Wouldn't it be better just to kill them? Certainly, it is possible, since both this run and the published run kill a shield cannon in Knight Man's stage!
Ah that's right, and Power MegaMan punches through most shields, so it would be worth testing whether switching to Rush Power for just the charge-up time would be helpful in getting through shielded enemies faster!
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Lol, Ponyville doesn't just need a hero, it needs some new safety ordinances!
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Yeah, 6 may actually be the best choice for this, because you get the useful Rush armors without the lengthy "screen fades in, screen slides over, screen fades out" bit for them. And I think the level selection screen had the only song taken from the arcade game.
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As an aside, I noticed a strange behavior in the game today: Whenever I use H-Burst, MegaMan loses his ability to charge up his Buster for the rest of the battle. Is this supposed to happen, or have I discovered a bug? Currently I'm using WoodCustomV2 style with no PowerUps (in order to test a few things at minimum levels). I also noticed that the spellchecker pays no mind to words with numbers mixed into them. ... Okay, I've figured out that it does depend on the use of PowerUps, as it only happens when I haven't increased Charge beyond 1. Maybe what happens is when the game returns use of the Mega Buster, it disables charging at level 1 without bothering to check if a Style's equipped? Anyway, I still need to investigate whether it happens with any other Program Advances. Don't forget that mtvf1 has already submitted: #3385: mtvf1's GBA Megaman Battle Network 2 in 1:40:14.35
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RT-55J wrote:
no limitations whatsoever,
Tim Follin did a Starsky and Hutch video game, huh? I wonder if this has anything to do with Treasure Master's title theme being a rip of Starsky and Hutch's. Can anyone think of other games that "borrowed" music from other popular media? I thought it was interesting that the final castle in the NES version of Fantastic Dizzy uses a tune from Monty Python and the Holy Grail. Link to video
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Can we also name some arcade conversions with exceptional soundtracks for NES, like Double Dragon and Kiwi Kraze?
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Mothrayas wrote:
Near the end of Centaur Man's stage, you used the bottom entrance for the boss fight. Isn't the top one faster in the PSX version because you could almost freely hover there? It would save one screen transition.
Yeah... But by falling down, RockMan gets to slide across a few more tiles of ground rather than hovering over them at jumping speed!
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Hmm, that's a little annoying that Blower wouldn't come out. I checked an old document from when I did a "thousands of tries" test on all the exchangers, and only Netopia's had it, and only in W code. But then, that was when I was carrying the bare minimum of chips possible to own. It's likely that as your library expands, the game adjusts what has a better chance of being awarded, and certain possibilities get "crowded out" from appearing in the set of random chips to dispense. Well, if that doesn't work out, you do still have plenty of other Fire chips to use Fire+40 on! Now I'm starting to understand the repeating action of the M-Burst a little better; it's only confusing because hit points count down so slowly in this game. It looks as though firing on the center panel of the enemy's side is ideal if you want to leave him with no room to escape it. Now I only wish I understood how the Prism is multiplying damage so much!
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Mothrayas wrote:
Pretty sure you could save more than 7 seconds in game with the PSX version. Every time the NES version would switch weapons would save about a second each time due to instant weapon switching.
Well, it does have kind of a long intro/load-up sequence...
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Oh that's right, a PanlGrab P would get you close enough to use, and be in the same code as, your Blower! Suddenly that very first chip you can collect in the game doesn't seem so useless now. I was curious about what you tested on SnakeMan, since you will need to keep him from hiding while you attack. Did you say that M-Burst worked perfectly?
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I liked this topic better when it was about My Little Pony redoing stories from The Simpsons. Link to video Ah, there we go.
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All right, I just checked, and here's the process. First you need to win back your passport. Then you need to talk to the hiccuping man walking back and forth near the radio. Then you can talk to the girl who forgot her camera to receive your Guards. But as you said, if you were close to having enough chips to make all the trades you wanted anyway, then that may not be an efficient use of Lan's time. Or if you just wanted to make two more trades late in the game, you could wait and get the 20 Guards from the kid behind the house in ACDC Town. I just realized this week what you meant to do with the Blower: Since it's Fire, and attack boosters affect individual hits, those Fire+40s you bought will make it do crazy amounts of damage, right? Like if you only wanted to use the Blower one turn, you could also draw all three Fire+40s and your Atk+10 to get (20 + 40 + 40 + 40 + 10) * 8 = 1200 points altogether! Although, with all the bosses in the second half of the game who hide in the back all the time, you may need to use an AreaSteal before you can get that to work, I imagine.
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Oh, yeah, I remember a track from Little Samson that used 11/8 time.
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Hey, and you also got Chng.bat! Great job! I was stunned that your reward for drawing all 5 Spreaders was a single attack worth 1000 points of damage, but then I read the guide more closely and realized the Mega-Burst is 10 shots of 100 in quick succession. I like how useful the Atk+10 chips have been in tweaking the damage output of certain chips, so that even a simple CrossGun can be crucial to wiping out a pack of viruses fast. Of course, any chip that hits multiple panels is valuable when the game forces you into more regular battles, right? I saw you get a FireSwrd N, and later I noticed you also had a HeatShot B and a Heat-V S; are these the chips you plan on stacking Fire+40s onto? I also wondered why you didn't use your WideSword more efficiently in the battle against two Mettaur2s and a MettFire, but then I realized you were lowering your Busting Level enough to get a Guard chip--just as I did back in the oven before FireMan! But wait, are you using that Guard in battle, or is that the chip you plan to give to Jim? I ask because I saw you were talking about saving up chips to use in the 10-chip trader, but are you aware that a character in front of Netopia's castle will give you 30 Guard * chips by the time you need to find one for Jim? Similarly, just as you arrive home from that trip you can find someone behind a house who gives you another 20 Guard *s, so that ought to give you at least 5 uses of the 10-chip exchange before the FreezeMan episode. Finally I'd like to know, is there a reason you entered Yumland 2 from this angle the second time? Was it just because you would keep getting into a battle if you ever turned at all or something like that?
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