Posts for Boco

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For the record, 'the Clone' is named Copy Robot. And before anyone mentions the 'Bubble Machine', it's CWU-01P.
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Smirre wrote:
Rockman & Forte (Megaman & Bass) is like Megaman 9 Megaman X is Megaman 10 however MM X series is completely different
Rockman & Forte is not Rockman 9. Rockman X is not Rockman 10. Thank you for playing. Have a nice day.
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There could always be a limited implementation of Wiki that only allows editing by registered users or only allows edits to be psoted after review. Not exactly in line with Wiki's intent but it would work.
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I like the Wiki idea. Each game and author (and even movie, for detailed explanations and comments) can have separate pages, and you can still have a browsing format like the current style using transclusion. Also, some searchable interface or some way to break the current layout into separate chunks (to save the miniscule amount of bandwidth it takes for each of those 3~10k screenshots to load) would be nice.
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If you want the ROM, I have an easy step-by-step process for you. The disk sells for about $28 on eBay. A broken Famicom Disk System (with the drive belt snapped) sells for even less. Once you've obtained both of those, it's a simple matter of tapping the chip on the disk system for the bios, repairing the belt, and reading the data from the disk. This is, by the way, the only legal solution. ROMs you find that you didn't dump yourself aren't legal (at least, under US law - YMMV).
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Hadouken in X1 and Shouryuuken in X2 would of course be in the 100% versions but not the minimalist versions. I already have my favorite 100% routes for both games, but I have no idea how to do a minimalist run on either. The 100% route in X2 also needs to be optimised - as I mentioned, many, many orders are possible. I think it would be faster to get the Arm Part in Burnin' Noumander's stage in a minimalist run because then charged attacks can be used to run through some levels (like charged Rolling Shield and charged Chameleon Sting). But for a time attack, those weapons become less valuable, so not picking it up until the game requires it is fine. If upgrades are completely minimised (Leg Part and Zero's Arm Part only), the weakness order is probably best: Icy Penguigo, Spark Mandriller, Armor Armage, Launcher Octopuld, Boomer Kuwanger, Sting Chameleao, Storm Eagleed, Burnin' Noumander. The nightmare effect in Spark Mandriller's level won't trigger in this order - I don't know how much time it saves to have the Death Rogumer crash into the power plant - but if that's significant than Storm Eagleed can be taken down almost as quickly using dashing buster as Chameleon Sting (and can be completed second, with Burnin' Noumander third, so Storm Tornado can be used against Thunder Slimer and Utuboros, and Fire Wave can be used against Mole Borer - this should alo save some amount of time, though with proper use of turbo, etc., the savings may not be so much).
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Wodball wrote:
Does ZSNES have the capability to do re-record like Famtasia?
No, but SNES9x does (according to Blip, who just patched it) and should have a working release soonish.
Wodball wrote:
X would be doable, although we'd have to try to skip out on Sub tanks and heart tanks. I'm also not sure about what bugs there are to exploit. I think it would be better as a X-Buster only attack, which would be challanging, especially with Armored Armadillo, who will reflect it.
I don't understand why an X-Buster Only time attack would be better in any way, unless it was X-buster only with no upgrades - and even then, it wouldn't be impressive unless it was a clean run. I think 100% and minimalist time attacks should be made.
Wodball wrote:
MM7 would be just plain boring. The Megaman sprite is just bigger, so it's harder to avoid things. And it might be me, but the gameplay is... slower, though more fluid, than the NES games. Also, it boils down to who can kill Wily the fastest, which sucks because he has no known weakness.
"no known weaknesses" - what game have you been playing? Wild Coil, Freeze Cracker, and Thunder Strike all are useful or do significant damage. I agree taht the game is slower, though.
Wodball wrote:
But Rockman and Forte... it would be better, because if you do it with Forte, you'd be like Zero.
Forte can't attack and move at the same time, and doesn't have an attack that deals 3-3-4 damage. Not having a 3-damage attack while moving means he plays much slower than Zero. But yeah, he's still a lot faster than Rock.
Wodball wrote:
Of course, any planning is stupid without an emulator with re-recording capabilities!
No, it's not. A real run can be done, or planning usign real runs can be done in preparation for a time-attackable Emu. I'll make an X2 topic soonish. I think that'd be the easiest to time attack, but it requires planning to optimise the level order (which is pretty much undefined, even for a 100% run - 6 of the 8 levels can be completed 100% naked).
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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What's your reasoning for saying it's the 9th game in the series? Whatever happened to the Rockman World series, or Rockman Megaworld, or Rockman's Soccer, or Rockboard, or Power Battle, or Power Fighters, or Rockman Kiki Ippatsu, or Battle & Chase, or Superadventure Rockman, etc., etc? It's just a gaiden. The game's code calls it "ROCK8.5" internally. It's not 9. By thw way, INAFKING said in a recent interview that if the fan demand is enough, he'll make a Rockman 9 in glorious 2D with the gameplay style of 1-6 for the hardcore fans who grew up playing Rockman.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Nach wrote:
Megaman & Bass (MM9)
There is no Megaman 9. There is no Mega Man 9. There is no Rockman 9.
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Megaman VS Metroid is a very short game.. and prety easy, too. Fireman: Incoming Storm would be a better choice. Not any longer, but much harder.
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Post subject: Re: Jap easier ?
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Trax wrote:
How is the Japanese easier than the American one ?
Enemies give more EXP, levels cost less, and enemy placement is overall less inconvenient. Also, one of the harder bosses (the giant) isn't in the Japanese version (he's a Gemma Fencer instead). For an example of how different the levelling system is, in v2, I am less than 100 EXP away from having levels 8-1-1 when I pick up the hammer. Keep in mind that I get the hammer before beating Parapa Desert Temple. But that really doesn't make time attacks easier. The US version can be run faster because the Fairy can pick up items - in the Japanese version, you have to go out of the way to pick up keys in order to get the Holy Glove, Holy Boots, Raft, etc.
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Bob Whoops wrote:
Bisqwit wrote:
(free in the rights sense, you can use its source code and modify it).
Why can't you just say open source??? I always get confused when you say free :p
Open Source and Free Software are separate movements. http://www.gnu.org/philosophy/free-software-for-freedom.html
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xebra wrote:
Also, why again is everyone time attacking the Japanese version? It's an easier game so I think a video of the American version would be more impressive. Sleepz said something about Famtasia throwing an error when he got on elevators ... I simply cannot reproduce this error. I've experienced no problems whatsoever with Famtasia and the American Zelda 2 ROM I am using. What specifically is the problem?
Go to Death Mountain and try the elevators there.
Smirre wrote:
Bisqwit wrote:
"Common ROM availability" isn't one of the factors considered when making timeattacks.
Ya I know it and I have watched it but isn't it a bit silly if only a handful of people can actually watch the timeattack? Wasn't timeattacks were made for everyone that everybody can enjoy these master pieces? There isn't avi video file of Zelda 2 and watching that fmv file really does need sources to get the rom and bios file. Google doesn't help finding these either.
What part of "wait until v3 is finished" don't you understand?
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xebra wrote:
What I mean to say is you can beat a palace for 9000 XP on one game, save and exit before the XP counts up, start recording your video, then on an empty slot create a new character.
You have to start recording from reset, and the trick only works as long as the console is running (it's similar to getting a free tetris in Tetris by starting the game after watching the demo get a tetris but before it's counted). So I'd need to start from reset, beat a palace on a saved game, save, quit, start a new file, etc.. not worth it.
xebra wrote:
Also, forgive me for not having watched your FMV yet, I don't have a copy of the Japanese ROM, but are you making an effort to skip all the automatic battle squares on the overland map by colliding with a monster as you step on the square?
In the places where it takes less time to do a monster encounter than a spiked tile, I do the monster encounter. But this will also be improved in v3, as I need to influence the monster movements better and the 60 fps hack should do that.
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xebra wrote:
Also, is it necessary for this speed run to start with a "fresh" zelda cartridge, or just an unused character slot? I think exploiting / showing as many interesting glitches as possible is a boon to any time attack, so I think the experience glitch you can use to get instant XP as soon as you start should be considered.
Do you mean starting with the Triforce, so you have all spells and level 8 in everything? or do you mean saving while the EXP is counting up to 9000? or what? The game should be played from a clean save, which means making a new file.
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Trax wrote:
With this trick, I can complete the first palace in about 2:30, and I could set it down to less than 2 minutes if I can control the trick neatly.
For reference v2 of my run completes Parapa Desert Temple in 1:39. v3 will, of course, be faster.
fuwafuwa wrote:
If you mean the "fast run" caused by pressing both left and right at the same time... It's not so new or impressive.
I was thinking of not exploiting negative-edge. It's useful in three places: jumping over Saria river, avoiding spiked tiles, and using elevators about 2x faster. If it skips doors, that's even better. But I don't think it should be used. Maybe v4 will exploit it.
xebra wrote:
Also, don't forget to find strategic places in the palaces to clear the screen with jump and cast fairy to fall somewhere else. There are many places you can do this that will transport you somewhere you want to be considerably faster than walking, though it will drain most of your magic. I haven't watched your FMV yet, so sorry if you already do this and I'm just stating the obvious ...
I was very much considering using this, but I don't know of any locations where it would be useful. I think it can only be done in areas where blocks fall from the sky (or is it any area with an open ceiling?).. so it wouldn't be terribly hard to check each tile for where it leads.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Two people have tried TMNT. famtasia seems to have some difficulties in a certain part. Metal Gear was stopped because it was boring, but it's doable, so feel free.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Make maps. Or, if there's a screenshot key, I can make maps for you over the next few weeks and then you can use them.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Find one of the broken NESes and then ask me in the chan and I'll walk you through it. Then one of us can post the method and results here foir curious onlookers.
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Deviance wrote:
At the beginning of the video it says: "The homepage of this emulator movie: http://tasvideos.org/" I actually didn't notice the word emulator until I paused it since the screen lasts for about a second at most. But putting a long disclaimer at the beginning of the movie may be distracting. (i.e "this movie was made with savestates, and slowdowns on famtasia emulator, it is not a continuous, one-sitting run etc.)
In the older videos, there is a screenshot of the Famtasia info window, which gives the movie's title (and author), compeltion time (in frames and minutes:seconds), and rerecord count. In the newer videos, this information (along with "Created in Family Computer Emulator 5.10"), minus rerecord count (why?) is in subtitles at the beginning of the video. Please pay more attention before you claim that they're not tagged.
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It's very possible with the select warp. You can even bypas the Nightmares and walk straight up to the Wind Fish if I remember correctly..
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For VirtuaNES, set the throttle to whatever FPS you want and switch between that number and 60 using your throttle key (TAB or something). It's a feature Famtasia is lacking.
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Some games crash like that at certain points (like in the US Zelda 2 in Death Mountain you get unknown opcode in Fam 5.10).
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If the VirtuaNES movie started from system reset, though?
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NESRocks wrote:
boco u got to level 100 using save state, right? it's impossible lol to do without emu :P
Err, no, I got in the 100+ range by playing on a real NES. I think I died in the 130s.
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