Posts for DDRKhat

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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Exactly the suggestion. Every time I got the game (2k8, 2k9, 2k10, 2k11) I always wondered if it was possible to beat the game with the starter deck. With the deck manipulation that you've learned it would surely be possible to manipulate the few equip cards into your hand and pull off a good combo? such as a lv6/7 synchro then equip then pow you win?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I would personally be interested in a TAS walkthrough just to see if it's possible to beat the entire game with the starting deck. No deck / Duel runner modifications.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Wow. Nicely done. I'll leave this in your capable hands then :)
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Now for the real cash question. Any chance you know of a memory address for the deck? Because knowing the decks data value would be nice to know if your RNG will give you the best draw you need to win as fast as possible.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
If you could give tips or anything on how to manipulate the RNG so that I can DRAW good cards, it'd be appreciated. Because the only things I managed to have luck changing the RNG was win/loosing the coin flip.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Sir VG wrote:
Congratulations! Family comes first. Take care of the new kid. And don't try to TAS child rearing. It ain't gonna work.
Damn. There goes my first plan xD. But it's fine, I get a few hours in the afternoon to myself so... :)
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Just to keep people informed. My progress on this will become an EVEN SLOWER crawl since my youngest daughter arrived rather recently. I do apologize for this so I'm gonna be kinda cheeky and ask if you guys could use this topic as a centrailzed hub for research on known glitches and stuff for me, it would make it alot easier on myself. I still fully intend to complete this but I'm kinda asking for your help doing the research cause I don't have the time to do it anymore :)
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Don't use the DOWN or RIGHT arrows. Those keys also seem to break the hotkeys. I've posted this issue.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Actually the in-game timer does not stop when in menus. At least it does not when your doing Time-Attack I'm not 100% certain for non time-attack.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I've posted up issues but not the one described above, If anyone could sit and document all the information nicely I'll go ahead and post it. Issue 4463: "Read Only" DTM ignored. Issue 4464: Hotkey Kill-Switch Issue 4465: Saves forced Issue 4466: Multi-Track Recording
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I haven't tried it yet so I'll post this then amend this if I find it addressed. Loading a savestate always seems to go into write mode, despite having "read-only" mode toggled in the emulator, this is a nuisance if I want to go back and confirm my input was done. Another thing I can think that I would like is the ability to ignore SRAM for certain games, I am trying to provide a input file that starts as if you've literally just installed the WAD onto the wii (fresh savefile etc). A earlier revision would fail to write SRAM if I set folder permissions so it could not but recent revisions complain about the inability to write and the emulation dies, so I have to keep going into the folder to delete the data. In regards to my recording it doesn't cause de-syncs but it does make the start look sluggish (because of the screen number difference pressing "+" to start MegaMan9 seems to take a bit, rather than happening instantly if those screens HAD been loaded) The issue of DOWN/RIGHT disabling HOTKEY usage still seems to exist. --EDIT-- I've gone ahead and flagged these up as issues with their Issue tracker. Issue 4463: "Read Only" DTM ignored. Issue 4464: Hotkey Kill-Switch Issue 4465: Saves forced Issue 4466: Multi-Track Recording
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I feel defeated inside. I tried all of this. (You realize you have to load the state and advance a frame to initiate to be able to export?) and went back WAY more than 5k frames just to make absolute certain.. No luck, it just ignores the input and cuts off where i've tried to do it. By step 13 you mean literally just do Step 5 right? Not go back to Step 5 and proceed (ignoring Step 13 this time).
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Great information. Thanks for that research will certianly benefit me when I get to needing energy. When you say it freezes 1 frame for the last pixel, do you mean that if repeatedly obtaining small pellets when near-full it would make very small pauses and thus barely detract from overal viewing?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
In regards to hotkey I personally use "Joy2Key" it turns my PS2 controllers inputs into Keyboard presses, and your right it's helpful MegaMan only uses 1 & 2. my setup is something like this; (Joy2Key) TRIANGLE to increment save-state (Joy2Key) L1 Un-pause (Joy2Key) R1 Toggle FrameAdvance (Joy2Key) L2 Load State (Joy2Key) R2 Save State U/D/L/R = U/D/L/R X = JUMP CIRCLE = SHOOT SEL = - START = +
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
The hotkey issue is becoming prodominantly the problem, I am simply unable to do do anything because it's so awkward to press the PAUSE button with my mouse whilst trying to hold down the inputs. I've got no clue what is causing this, I might see if I can configure my PS2 pad to get around the issue.. As for not liking the answer your right, 5000 frames of input sets me ages back... Sigh. The info is helpful however, I'll try going back 5000 frames (I found a few optimizations I could have done ANYWAY so it gives me an excuse I suppose...) Edit: Tried going back over 5000 frames, nothing. Also during the whole attempt I found those optimizations weren't possible, I can't squeeze the 5 frames I need to make the jump to the platform (prior to the 2 sidewards moving bots in the area you suggested) I even tried hitbox exploiting (hitting an enemy seems to shrink it's hitbox) but unfortunately im already half-in those bots by the time I can land the shot through it's shield so I just can't get to full height without the cost of frames. I suppose I'm stuck waiting for a update to Dolphin to be able to continue or restart and I really don't fancy restarting without good reason. the small plus-side in this is I've found the source of the hotkey issue. Pressing the keyboard RIGHT or DOWN arrows seems to nuke hotkeys, they become completely unresponsive, it's associated to those keys in general and not just something in configuration because changing the D-pad's keys to anything else allows me to continue without any issues. This did however give me an excellent excuse to wire up my PS2 pad.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
NrgSpoon wrote:
Uh... you didn't accidentally make the movie file read-only or anything like that?
I've not done anything quite so daft, no. I and Administrator have FULL write access to the movie file, I've tried running dolphin as non-admin/admin. I tried doing my new input and saving it into a new file and recently tried (in pure abandon hope) that a copy-pasta would (somehow?!) fix it. The odd thing is that I didn't change ANYTHING to do with the file prior to it become "locked up", I didn't change it's location permissions or anything. Possibly related; As of recent it seems that DOWN or RIGHT and my "frame advance" button (B) seems to kill hotkeys, I can manually frame advance pressing the pause button but otherwise it just is completely unresponsive.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Bump. I've hit a brick wall and cannot progress. My dolphin refuses to save new input into my input file and so I cannot get any further, I went back to further optimize a earlier screen and now I can't progress at all regardless of how far I rewind and try to record from. So sorry folks but it could be quite a while before I even manage to get to Tornado Man and beat him because of this issue and real life issues.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I'm also getting this issue. I think it has something to do with the way the save-state is saved (this is just an uneducated guess here). Because the controller is being polled more than once, maybe something odd is happening during a save-state and so we're saving the STATE of the poll of a button being held down in a odd format (Maybe 011, 0 off 1 on) and so that's causing the button to get locked. Again, just an uneducated guess, but I seem to be able to unjingle it sometimes by using a earlier save-state. Sometimes when I'm close to desired thing (jumping/etc) I make three save-states, the last RIGHT before I need to do something and it won't be accepting input, but if i use the one the frame before then it's fixed, albiet the input might not always get put into the input recording. This is just my experiences feel free to pass them on if you think it may help eliminate the issue.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
That is fine I can understand the "my pace" (I follow the same rules due to kids XD" just wanted to see if TC1 was still coming along.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Progress is coming along slowly. My recording has become alot more stable thankfully, but I do have a rather busy life unfortunately (kids.. love 'em <3) I'm just a screen away from Tornado Man. Slow I know but I've restarted twice now, and I get the feeling I'm gonna have to re-record the stage a few more times trying to get a optimal pattern for Tornado man. I hope not but guess we'll find out.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I hate to doublepost and bump but... Is this still being made?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
AngerFist wrote:
Ram watch should be available in cheat search.
Know any RAM addresses off-hand? Edit: Or any suggestions on how to find values that are worth watching?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Hmm. I shall have to look into it some more, I was jumping the first frame possible upon getting ontop of the ladder and it seemed to take just as long to get to full speed. I'll keep looking into it though, if only we had RAM watch and someone knew the address... As for your vertical acceleration I understand now, I mis-understood what you were referring to, thanks for your insights on that.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I understand that I should always re-open it before playing the .DTM, that is not what I'm going on about, I am on about it simply refusing to accept input if i load a save-state more then once for example, or upon loading said-save state it refusing or locking input to last frames' Thanks for those suggestions, I wasn't really sure if hopping at the top of a ladder did give that improvement so I guess I'll go back and start again haha. 9 hours down the drain 8D Also, I do like your suggestion of using "Base" save-state to work on a screen, get the frames I need to do things then do it for real later, may save alot of re-doing so I'll try this. Thanks. [Edit] Are you certain about obtaining full-speed from a ladder if you jump at the top? I just did it and Megaman still seems to waste 3 frames. Waste 1: Get to stop, facing way you came onto ladder Waste 2: Turn to face direction being held Waste 3: Don't move (For unknown reason?) Frame 4: Finally start moving in desired direction. Also, I'm not sure I fully grasp why you are saying I should jump as high as possible, when I don't need to go any higher? How will vertical acceleration help when im trying to go horizontal (And when vertical will gain me no benefit going horizontal)
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
scrimpeh wrote:
I like what I see so far, though there seem to be a few improvements on a level of frame precision. Can't you summon rush earlier in a few screens? Why don't you jump on the solid platform at 0:57? Can't you turn around earlier when jumping from a ledge after that part? By all means, keep it up!
Any chance you can give me time indexs to further suggest? Glad to find out I've done moderately fine so far. I don't jump on the solid platform at 0:57 because it offers no time advantage, by the time I get there on the rotating platform I would've landed there by jumping off rush anyway so it just saves a little power on Rush. Any particular spots you can mention about frame precision? As for "turning earlier after 0:57" I assume you mean near 1:15? If so, no, even a single frame earlier meant that I wouldn't be able to jump without hitting the enemy above me (or so late that I can't, and simply fall off the platform)
A whisper in the wind~~
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