Posts for Gigafrost

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Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Well, I created the save state that I said I would: http://www.kraftfam.org/~erk/nesvideos/rnf-100cd.zip I also noticed while setting it up that some CDs weren't there. I think they might only appear when you revisit the stage. Talk about bleh. If you want to experiment with specific CDs to see if that's the case, here's the movie file I made when I set up the save state: http://www.kraftfam.org/~erk/nesvideos/rnf-100setup.zip (Play through it, fast forward to the part you want, stop and experiment.) Although I didn't try and do the Lightning Bolt jumping, I looked to see if it at least looks like Megaman's ground state is reset when he fires and it looks like it is.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Good job, Mega. Looked great. :)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I know we don't need 100 SMVs, but I thought it'd be nice, if not helpful, to see where they all are. We'll see if I'm going to work on one. The idea of having to do it as Rockman scares me.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Alright, I think I've got an idea. Tonight or tomorrow, I'm going to try and create a Rockman save state with all the bosses beaten, all the gates open, and none of the CDs collected. Then, from there, we can figure out which CDs really can and can't be collected. (I envision a collection of 100 numbered smv files which shows where each CD is and how to collect it.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
FractalFusion wrote:
Gigafrost wrote:
I haven't really thought about a full CD collection run. It's a very interesting idea, though. Hmmm...
I was thinking that it might be possible for Rockman to get all the CD's. A combination of Ice Wall and Lightning Bolt may reach CD's that only Forte is supposed to get, but I have yet to verify it.
Yeah, now that you mention it, he might be able to. The one that worried me was the one on the other side of the spike pit, but the Lightning Bolt glitch could allow him to cross that. On the other hand, Forte simply can't dig up CDs since he doesn't have a Rush Search equivalent, so it's too bad there can't possibly be a Forte-only version of it.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Maybe dying to death could do it, but of course that'd look quite ugly. I haven't really thought about a full CD collection run. It's a very interesting idea, though. Hmmm...
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I thought it was funny, although I guess I knew which order to read them in. :)
now that's it, I refuse to vote on any more monopoly submission until there has been a full week without improvements. :p
Hmmm... isn't that what happened during the last Monopoly wars? Hehehe...
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Thanks Maza. The video looks nice and sharp. And the description(+picture) is great, Nach. :) For the most part, I was trying to be understanding of the busy-ness of the publishers and hyper-critical of those lost frames. Not to mention I have been incredibly mellow this week (combination sleep loss and the incredible feeling of relief of having this run off my back.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I'm surprised that even with the runs as fast as they are that the monopoly wars are still continuing. Y'all never cease to surprise me. Good job. :)
Experienced Forum User, Published Author, Former player
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Posts: 366
Oh wow... It's published! And here I was preparing to let it sink into the sea of unpublished/ungrued runs. Thanks to the mysterious publisher for taking the time to do this. I hope you enjoyed it. :)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
It sounds like it might be sufficiently different to warrant an attempt. I say make a "test" version... one that is not played with TAS precision, but simply as Luigi, showing all the differences. That would be the easiest way to decide (in advanced) if a TAS would really have a chance of being accepted/published, in my opinion.
Experienced Forum User, Published Author, Former player
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Posts: 366
Sorry I didn't comment after I voted. I didn't have the energy. But, yes, it was entertaining, and since I love frame shaving I voted yes.
Experienced Forum User, Published Author, Former player
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Posts: 366
Thanks for all the positive comments, y'all. :) Oh, and I had a chance to look at my own run again yesterday, specifically to pay attention to the second Ground Man fight. I'm pretty sure that it can't be improved without some much better luck manipulation. The reason I've decided this is because he simply tries to go into the ceiling too many times.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Copy Vision can be canceled by pressing L or R (IE trying to switch weapons.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
KDR_11k wrote:
Correct. He's designed to stop entering the ground (or ceiling) when Pirate Mines explodes on him regardless of whether or not he takes damage. To take advantage of this, I set them off when he's close enough to the ground/ceiling entry point where I damage him early but he still gets knocked around. Having one go off the moment he becomes vulnerable and another one the moment he'd be knocked back from it was not possible I suppose? Could you manipulate the rematch to be more like the first fight? The rematch had longer non-flashing periods if I saw that right.
Pirate Mines are rather slow to shoot so hitting then knocking isn't really possible. In particular, they're so slow because you're not allowed to fire a second one until the explosion from the first one is gone. However, I agree. The Ground Man refight seemed slower. As I said in my submission text the best I can come up with is that I fired at the ground instead of his feet in the first one and that may be the difference, but I'm not 100% sure that's the case. The problem is that it might really be a simple case of bad luck. (Which I tried to manipulate but you really only have so many shots between attacks.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Thereisnospoon wrote:
Worth the wait. One *MINOR* possible critique: You said you had an extra tengu dash before dynamo man? Could you have used that to dash up to him and hit him sooner? Regardless, awesome run. Star candidate.
Good question (and good idea). It's been too long and I can't remember if I tried that, hehehe.
KDR_11k wrote:
Often GM stopped flashing while on his way to the ceiling and the mine only blew up when he reached the ceiling. Do the mines not stop his jump if they explode before he reaches the ceiling?
Correct. He's designed to stop entering the ground (or ceiling) when Pirate Mines explodes on him regardless of whether or not he takes damage. To take advantage of this, I set them off when he's close enough to the ground/ceiling entry point where I damage him early but he still gets knocked around.
Bag of Magic Food wrote:
How does dying put you into the next level?
I assume it has to do with the fact that you teleport to the next area after the boss fight. Because of that, I guess they set up the respawn point just after the boss dies. At least this would explain why it doesn't work against King. (Doing that against King does result in you having text on your screen when you go through section 3 again, though.)
Atma wrote:
though a question, since you managed to zip after beating Tenguman, wouldn't it have been possible also with Burnerman, since a bridge forms over the spikes there too?
Good question and thought. If there's any reason why you couldn't, it'd be that the bridge extends out instead of simply appearing.
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Finally, 1.3 years after I started, it has been submitted. You can go here to see the final version: http://tasvideos.org/forum/viewtopic.php?t=3470
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Alright y'all. I've got good news all around. Only a verbal update because it's so late at night (for me). At this rate, though, I should be able to finally finish up the game tomorrow! Yay! The hex-edit went well. There were a lot of desyncs since 6 lags (one caused by music loading) were all 1 frame shorter. Taking into account that Pirate Man took 1 frame longer to load, this puts me at an additional 5 frames faster because I skipped that energy. Yay! Burner Man didn't desync at all. Yay! (Lion? Bear?) Coin pit went well and was where the 5 lag desyncs occured. Also had to hex-edit in some shots to manipulate luck, but overall I entered the room using up my last Tengu weapon and filled it up all the way at the bottom. Yay! Magic Man died a quick death. Yay! Nothing spectacular about the place after other than Battlestar Galactica. Hmmm... Ground Man... errr, close enough, but I think I was faster before. This time around, despite my luck manipulation, the best I could do was damage him at odd intervals to stop him from doing attacks, and to manipulate him into doing those attacks. Hmmm... After Ground Man; went well. Before I did it I had tried to update here but, unfortunately, my computer had locked up despite a long post. So, I was just going to get to Tengu Man and go to bed when... I triggered the Tengu Man appearance scene 154 frames faster; I barely had enough time to get off of the platform when it disappeared! This also sped up the Tengu Man fight itself by a little bit because Tengu Man was a bit closer. And... now try to contain your excitement... because of the unique setup of the Tengu Man arena after he dies, I managed to find a zipping glitch! More info when I submit tomorrow... :-D
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Yeah, he would have had to be a ninja, too, in order to dodge his own attacks (stabbing himself.)Of course, then his coolness will be too high a level and Chuck Norris might have to put him in his place.
Experienced Forum User, Published Author, Former player
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Posts: 366
Truncated wrote:
I haven't been following this thread, and I also haven't played Fusion beyond the two first missions, but now I took a look at it. My question is, is there anywhere where the extra items save time? So far it looks like you're running trough everything efforlessly, so 0% would be the same as any%. Correct or not?
I think the only extra items that would save time are missiles. As fast as Megafrost is killing some of these bosses, missiles are still the fastest way to kill. I think an any% runner will have to make some careful measurements, but because of the linearity of the game it shouldn't be as complicated as, say, Super Metroid. (I believe that getting some more missiles will make the game faster.)
Experienced Forum User, Published Author, Former player
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Posts: 366
Just reassuring y'all that I have made progress; Pirate Man is dead, again, for the third time. Unfortunately, the part immediately after him desyncs when I hex-edit it in. Unlike the boss fight, though, I expect it to be fixable with a little more hex editting, but I've got control of the TV again so I'm watching anime already. ^.^;;
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Okay, I suppose now I need to put some more work into it. Right now the biggest obstacle in my way to working on it all day saturday is that I can't work on the run on my laptop (PowerBook G4 running MacOSX 10.3), or at least I assume I can't because the SNES9X I played with couldn't play back the MMX runs without desyncing. So, when I have a get-together with a friend (like I do this weekend) I can't work on the run in my room while we're watching stuff. But, anyways, thanks for continuing to support the run. :)
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Wow. That was a very clever idea! Good show!
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
The only progress I made was that I tested that I can't simply hex-edit to redo the stuff. I have to redo the Pirate Man battle, which I'm not too happy about because it's an overall boring battle, in my opinion. Hopefully I'll be able to hex-edit parts after it, though.
Experienced Forum User, Published Author, Former player
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It might be nice to know the shredder glitch in case it helps with the normal speedrun, though. Unless there's already a good enough strategy, I guess. (You'd be the one to know, Spider-Waffle.) About that jump being doable, I guess people should experiment. But... hmmm... I hate that dam(n) bomb part...
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