Posts for Dragon5

Experienced Forum User
Joined: 2/23/2013
Posts: 10
Broken mechanics? Glitchy and awful graphics? Poor sounds? That ending???? 10/10 Sorry guys, but I laughed extremely hard at how stupid that ending was when it reused Ryu's backdrop and called her a wrestler. I doubt the group was able to even beat the regular SFII to even know the endings other than Ryu's. Vault it is.
Experienced Forum User
Joined: 2/23/2013
Posts: 10
I was skeptical of the game choice, but this run wasn't too bad. It got boring at times, but I don't blame you. This might be a good game for the vault. If there were something between Vault and Moon, I'd place it there. It's too good to represent the vault, but it's not good enough to be a moon. I like the run anyway.
Experienced Forum User
Joined: 2/23/2013
Posts: 10
Impressive skills, but I'm voting meh since it wasn't horrible. It's just not really entertaining. It was pretty repetitive and probably deserves the vault. Sorry.
Experienced Forum User
Joined: 2/23/2013
Posts: 10
Very good run. It exploited invulnerabilities, hitboxes, and bugs I was unaware of. The only thing to make it better if it were to show off more of the game like Floogal said. Despite the game being mediocre (or at least to me compared to the other SOR games), this run blows my expectations. I vote Yes!
Experienced Forum User
Joined: 2/23/2013
Posts: 10
This is some good work and the LUA made it even better to watch. I'm wondering how you managed to get the game running at 16:9 ratio. I thought it was impossible without some heavy hacking.
Experienced Forum User
Joined: 2/23/2013
Posts: 10
Although I'm no master of MKII, I have played the game enough to know how it works. Nice work with punishing the troublesome AI, but I found it a little too repetitive. This is a good game choice if one were to show off its other features. I'm sorry but I had to vote no since it did not show off much of the game. Fighting game speedruns are not too entertaining especially because it's the same thing over and over. I was also hoping you'd fight Jade since mostly everybody I've seen play tries to fight her. This would be good for the Vault. I honestly think this would be more entertaining if Smoke and Jade were challenged to show off even harder fights. Noob Saibot would take too long to do in any TAS (50 consecutive victories? That's gonna be hours of work). I doubt anybody would have that much time to do 35 fights with a second player combined with the 15 in the ladder (including Smoke and Jade) before reaching Kahn. I wouldn't blame anybody for not fighting Noob because he takes way too much time to reach, and viewers will probably be bored halfway through. Overall: Interesting? Somewhat, because it has beat the game in a third of most MK players' time. Entertaining? I'm sorry, but not really.
Post subject: MMF Issues
Experienced Forum User
Joined: 2/23/2013
Posts: 10
I'm trying to tool-assist a Multimedia Fusion game called Freedom Planet to be able to search for bugs. I'm an alpha tester for the game and I thought this program would be handy if I ever wanted to see how to replicate a bug. The only problem is, however, it won't let me load a save state without either messing up the game or crashing it. Before you even tell me about the syncs: I've messed with them all and have had no luck. You can download it from freedomplanet.galaxytrail.com. I've tried everything and I've had no luck with reloading states. I can load them if I'm "behind" in the video, but not ahead.
Experienced Forum User
Joined: 2/23/2013
Posts: 10
I don't mean to double post, but I'm just leaving a post that this is now finished. And despite the possibility that it may not be 100% accurate, it is rather close. Use as you wish if you should TAS this game (credit for this effort would be appreciated), I'm no TASer yet I enjoy watching them. I just like to bring data out of a game for others to see, though this was a bit more complicated than what I'm used to.
Experienced Forum User
Joined: 2/23/2013
Posts: 10
Thank you. I'll start working on frame data for everybody now since I found this emulator to be very comfortable.
Post subject: X-Kaliber 2097/Sword Maniac data (Damages + frames COMPLETE)
Experienced Forum User
Joined: 2/23/2013
Posts: 10
I'm no TASer, but I have watched your videos and have noticed how you all go in-depth in the game. I've provided damage values and the addresses to those values. I also have now presented frame data. I'm smart enough to give that much. Recovery numbers are the frame right before you can move again. I have not tested whether you can attack before then, but you are welcome to try. While playing the game in frame advance, I noticed I have to hold the button for at least two frames. I do not know whether or not it is me as a beginner to this, but I should note it anyway.
P1's Health
7E0A18
7E0A19  
P2's Health
7E0A28
7E0A29

Max Health- 160
Stun is always 16 frames
Jumping peaks at 22-24, lands on 48, fully recovers at 60
Crouching takes 3 frames and input will only be accepted from the third frame onward.  To go from crouching to standing follows the same rules.
Guarding takes one frame to start, and 16 frames to recover from.  I don't think it will be too useful unless you want to avoid taking damage

(Numbers provided are earliest times reactions are possible or made)
Characters	
Slash/Gear
Attack1- 8 	15 frames, hits on 10
Attack2- 12 	~40 frames, hits between 8-10 (this attack has come with several different results; averages are shown here)
Attack3- 12 	10 frames until projectile, hits immediately after first frame, 30 frames of recovery after hit or leaves screen
AirAttack2- 12	hits on 8 + 32 frames of recovery on ground if missed

Tattoo/Tatoo Man
Attack1- 12	32 frames, hits on frame 12
Attack2- 16	24 frames until it releases, 18 frames for maximum extension, 65 frames idle, 18 frames retraction after period or hit.  Hit makes retraction exactly how many frames it took to hit while extending.

Chainsaw/TT
Attack 1- 4	9 frames per shot for 27 frames
(Below 120)
Attack 1-14	30 frames, hits on 8
Attack2- 24	22 frames,  frontal hit starts on 4 through 10, back starts at 14 through 18 

Kane/Cocktail
Attack1- 7	12 frames, hits  6
Attack1(repeated)- 5	16 frames, hits on 2
Attack2- 11	12 frames before releasing (becomes mobile after 28), 20 frames for full extension, 20 frames for it to curve down, 30 frames for return (if unmoved, WILL vary depending on the distance), 6 frames recovery after catching hat
*Interesting bug: if hat attack is used to hit enemy in corner, the hat will spin around Kane's head until he moves to catch it.  Requires some experimenting (no problem for you guys)

Dr. Blast/Dr. Mad
Attack1- 4  18 frames, projectile is useless after 25 frames
(Below 120)
Attack1- 9	8 frames, hits on 8
Attack2- 12	60 frames, hits on 15
Attack3- 7	hits on frame 2, 25 frame recovery
~300+ frame transformation. Lost count

Spuke/Creepy
Attack1- 15	30 frames, hits on 16
AirAttack1- 8	hits immediately after frame 1
Attack2- 11	hits immediately after frame 1, 10 frames after hit
Attack3- 13	25 frames, 16 frames of recovery after destroyed

Raptor/Siegdyne
Attack1- 12	20 frames, hits on frame 10
Attack2- 16	55 frames (22 if hit), hits on frame 15
Attack3- 18	18 frames to summon, hits immediately after first frame, 16 frames of recovery after destroyed  UNBLOCKABLE!