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Try to sync using this movie file.
https://tasvideos.org/UserFiles/Info/638816387799175733
Using Psx Disc Hasher from within Bizhawk
DEF4CB82 Super Adventure Rockman (Japan) (Disc 1) (Episode 1 Tsuki no Shinden).cue
E896F082 Super Adventure Rockman (Japan) (Disc 2) (Episode 2 Shitou! Wily Numbers).cue
41D5DB28 Super Adventure Rockman (Japan) (Disc 3) (Episode 3 Saigo no Tatakai!!).cue
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SJ wrote:
CoolHandMike wrote:
I had fun watching this tas with the interesting bugs and setups. Could you answer as to how you decided what was the end point of the playaround? It looks like you chose to show off a handful of characters in the 2P mode then ended the tas.
oh i ended it to early when i selected the credits scene haha this can be fixed very quickly
So you can just select to view the credits whenever you want?
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I had fun watching this tas with the interesting bugs and setups. Could you answer as to how you decided what was the end point of the playaround? It looks like you chose to show off a handful of characters in the 2P mode then ended the tas.
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Interested to see if I could get this to sync, but could you post the hashes for each rom used? Given the complexity this does not seem forgiving if even one game is not the correct one.
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Darkman425 wrote:
Quick question since I had a hash mismatch but didn't check sync yet. Do you happen to have the SHA-1/MD5 hashes of each disk so I can check that I got the right ones? There's a few file hashing tools that can work with that.
Here are the ones I need hash checked, with names taken from the Redump version I have:
Super Adventure Rockman (Japan) (Disc 1) (Episode 1 Tsuki no Shinden) (Track 1).bin
Super Adventure Rockman (Japan) (Disc 3) (Episode 3 Saigo no Tatakai!!) (Track 1).bin
Used the PSX Disc Hasher in Bizhawk.
52A2241B Super Adventure RockMan (Japan) (Disc 1).cue
A208716F Super Adventure RockMan (Japan) (Disc 2).cue
2E7F9291 Super Adventure RockMan (Japan) (Disc 3).cue
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JD wrote:
CoolHandMike wrote:
People are starting to repeat a lot of ones that were already brought up. Before bringing up any new ones, review these posts and make sure they are not in there. At this point I think there are PLENTY listed for any interested judges to take a look and see if any are acceptable under new rules. Once more have been decided upon either way a new single updated list to look at can be made. Note: There are couple loose ones in other posts not in these.
Few, if any, of the submissions mentioned here have been re-evaluated, especially those on DrD2k9's page. I don't know if it's cuz of lack of manpower or something else, but either way, it's really frustrating for me.
Why is this personally frustrating for you? Judges will look at these when they can.
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Darkman425 wrote:
I'm currently TASing a Metroid: Zero Mission hack called Metroid One Zone and I came across a glitch involving obtaining a suit upgrade and using a power bomb.
The power bomb explosion during the text popup for the upgrade lets the player regain control of Samus between when the upgrade name text is closed and when the armor screen needs to pop up. This doesn't work for energy tanks, power bomb tanks (due to needing them in the first place), or anything past the first missile/super missile tanks since those don't go to the armor screen and just return control back to the player.
I assume that this also works in the base game, although the only place I can think of where it's useful for a TAS is late Wave Beam for the 100% route since power bombs are found late game. Even then at best it would save a small amount of frames at best but as far as I could tell this glitch wasn't known at the time of the current 100% publication as it wasn't used there. Apologies if this is already a known glitch by others in the Metroid: Zero Mission community but never saw this mentioned in this thread at all.
EDIT: After some further testing using a power bomb to regain control mostly results in a time loss of around 10-20 frames depending on the room, it turns out. It seems the time needed to morph-unmorph placing a power bomb as well as the armor screen loading a bit later offsets the possible distance gained from getting extra control for a brief window. No wonder it's not used in the 100% TAS, but at least the glitch is worth mentioning when there are niche use cases in MZM hacks.
Does it affect the time after saving or for the boss death cutscenes like for Kraid?
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feos wrote:
CoolHandMike wrote:
However if you don't load the previous game's data then you lose out on powerups, but the saving and loading takes long and the powerups are typically not worth the time tradeoff.
Then maybe 3-in-1 is not worth it for standard? There, savegame only makes sense if it makes things quicker.
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feos wrote:
CoolHandMike wrote:
Let's go with completing all the discs. But what does that actually entail here? I would like to tas from beginning to end, from the start of the first disc all the way to the end of the third disc. So as far as a stopping point when switching discs should it be the very next frame after I press fire to defeat the last enemy in the first disc? Should it be the very frame after the last save point? Or should it be after the credits? And yes, each of these discs has its own credits as though they are individual games.
1) Are each of these discs individual completable games?
2) If not and if these should all be considered one long contiguous game, then at what point should I switch discs from 1 to 2, and from 2 to 3?
What's the minimal required action in the previous disk that would properly continue in the next one? Is there any in-game prompt to swap a disk?
I think it makes sense to play them individually as separate goals, and then one continuous play as yet another goal since the game lets you carry over your stats.
The minimal required action to get to the next one is...nothing. There are no requirements needed to start up the next disc. However if you don't load the previous game's data then you lose out on powerups, but the saving and loading takes long and the powerups are typically not worth the time tradeoff. There is no in-game prompt to swap to the next disc.
Sorry saw your replay late.
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CoolKirby wrote:
Congrats on finishing your resync and finding new strategies too! It's great that we can finally publish this interesting game.
Well it is not a resync of Noxxa's since I could not find a way to convert that older Psxjin input file. Assuming others can sync this submission, hopefully this will be accepted and published. Thought it was an interesting game too.
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Fun looking game! I am curious though about the goal name part "No Cheats" when one of the requirements says "Bloodshed particles (unlocked by typing abacabb while in the "Cheats" tab in the pause menu);". I understand that there are three items that act like cheats too. So there are Cheats and cheats which is a bit confusing. Maybe a goal name part like "no modifiers" would be better?
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Noxxa wrote:
Nice to see actual gameplay improvements in this TAS! My original run was intentionally no-damage (explaining the differences with Bubble Man, etc) but I wasn't aware about being able to use Magnet Man's weapon like that on the final boss. I'm also pretty sure I knew about L/R weapon switching at the time, but iirc it was often times faster to select the weapon directly instead of cycling through all the weapons. Could be wrong here, since it's been 13 years, lol.
In any case, also good to finally see an actual legit run of this game :p
Ah ok yours was going for no damage, makes sense. The L R switching was probably faster in menu when you had to also use an energy tank to replenish a weapon. Surprisingly the weapon switching and firing can be done on the same frame as long as the cooldown for the previous weapon was complete. I did like your stylistic decisions on moving the cursor. I was thinking about doing something with mine but kind of lost motivation on style when the RNG changed for some fights after making some early disc improvements. Magnetman freeze effect helped a lot on that last boss for sure. Strange invincibility and the thing takes so many shots too.
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Made a user file for what I have done in this game. There are some differences with between the emulators where psxjin does not seem to have the standard Playstation loading screen. RNG differences between fights too, and not sure about what other differences could happen from the mismatched bios of orig.
If anyone wants to try to sync and check for improvements go ahead. If it looks like no one is interested in looking for improvements will probably submit soon.
User movie #638788106816673962
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CasualPokePlayer wrote:
CoolHandMike wrote:
What is the recommended way to play this back in Bizhawk or encode a video for it from Bizhawk? Taking a look at the bk2 file and it is 68.7 million frames long.
You just play back the bk2. Set to unthrottled. Optionally disable host rendering (Config -> Display -> Misc -> Absolute Zero) and sound output (Config -> Sound -> untick Sound Master Enable) for more speed.
For encoding a video, just do AVI Writer with native resolution and upscale later with AVISynth or whatever. Don't use the FFmpeg Writer, it will not be happy with the subframe input spam. Also of course use Sync to Audio (default) for encoding.
These instructions worked great. Once the file is replaced by a senior judge I will judge this.
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Noxxa wrote:
CoolHandMike wrote:
Noxxa, was looking at that Flashman and I cannot seem to replicate that pattern. I tried making all the same decisions you had and also using the MetalMan attack at the start, but he teleports oddly. Is there something I am missing there?
I have no idea. I don't recall doing anything special for that fight. Might just be emulation differences (this was made on an ancient PSXjin version), RNG differences, or maybe even ROM revision differences.
I'm not sure what exactly you mean by "teleporting oddly" - is it something that significantly hampers the fight?
Right after messing with that fight for a while, I think it is really that you just got really good rng for that fight and not any oddness. Specifically for most of the time in your fight you are able to really rack up damage since he stays in place to try and fire.
Once I am done with this I can post the file in userfiles. Then if someone else wants to modify tas could be adjusted. Aiming for April Fools submission similar to what you did Noxxa. Hoping this newer submission goes a little better than this unfortunate one with ludicrous rejection reasons like "I rejected it for hurting the user" lol. Just verified the emulator is using the correct J bios too.
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What is the recommended way to play this back in Bizhawk or encode a video for it from Bizhawk? Taking a look at the bk2 file and it is 68.7 million (sub?) frames long.