Posts for Megafrost

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You create the walls and launch them into Burner man? I always created the wall on top of him right as he became vulnerable and then pushed the wall.
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http://www.kraftfam.org/~david/R&Frun.zip For whatever reason, the folder that I hold my stuff in changed names.
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Besides, Giga can't finish his video unless he gets FAIRY.
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I've noticed a problem with Alpha 4 while working on version 2 of my MF run. Everytime I want to watch my run, I have to close the program and delete the Metroid Fusion save game file. If I do not, I end up with a major de-synch when playing my movie. Namely, I load a save game which completely skips the intro(which I have not done in my run).
Post subject: Re: Good pick, though I'd prefer zero mission. Ah, well
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Xerophyte wrote:
The only glaring issue was wasting a few seconds of vulnerability on some boss or other (#2 or #3, I think) due to the need to dodge for a bit, but I'm assuming that can be ironed out in a final version.
Are you talking about the jumping plant? I probably could've unloaded a whole lot of missiles into the thing, but because of the way the boss works it wouldn't have been any faster. The only way I could possibly improve that boss(apart from optimizing the Core-X fight) is to manipulate luck so that it wastes only 3 jumps instead of 4.
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In case anyone is interested, I made a trial run of Metroid Fusion with the alpha 1 version of the emulator. It is far from perfect, but I learned quite a few tricks while making the movie. http://www.kraftfam.org/~david/Fusion.zip Finishing time: 0:43 Items collected: 1%
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http://www.kraftfam.org/~dtk/R&Frun.zip It should go all the way to the middle of Cold Man, but I still think it's possible to go the museum level faster.
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I'm abandoning my run. Now I've learned the hard way: Trying to make the first version a perfect run just burns you out.
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So which would be faster? Destroying the thing and having another one appear on the right side, or letting it bounce twice?
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Highness wrote:
Well.. Would that be possible to use with the advance frame then?
I'm pretty sure it'd be simple. From frame to frame, you could hold down: back -- down+back -- down -- down+forward -- forward, etc.
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This isn't anywhere near as impressive as Acmlm's Tetris run. In the earlier levels, Marsh seems rather unsure on where to put a piece, moving it back and forth before dropping it. Couldn't he just load a previous state after deciding where he wants to drop it so he doesn't end up with any time wasted? I also did not see any luck manipulation. It looked to me like he waited for the long straight piece to come to him, instead of forcing it to come earlier. And in the later levels, he bails out and decides to clear out one line at a time instead of four. Thus, I vote no.
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Hmmm... I think I might know how to manipulate luck in this game. The events that happen in any given room seem to be based upon either what you did in the previous room, or what you did in the room before that. While waiting for the met in the first room of the museum to pop up, I did a little extra jump to waste time, and the room after that I accidently lost a frame. This changed the third room so that I could go 3 frames faster(instead of 2 frames faster), and the fourth room was changed so that it was around 20 frames faster.
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There are probably a few optimizations I can make other than the ones I noted in the museum level. Some of the tougher enemies(which take more than a fully charged blast and 3 pellets) I killed might be destroyed faster. I would usually jump out of the slide to shoot the remaining shots, but I think it might be faster to press backwards to get out of the slide. So in short, I don't want to try hex-editing. Besides, I've seen what you've done with Burner Man's level...
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I...I just found a way to improve the museum level...now I gotta go all the way back and fix that, and then redo all the robot masters...
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Well, if Giga is going to show off his first level, then I'm going to show off the improvements I made to Pirate Man and Ground Man's levels. :p http://www.kraftfam.org/~dtk/incomplete_rockman_run.zip Re-doing the levels cut about 200 frames off the time. Around 117 frames came from Pirate Man's level(including a 3-frame improvement on the boss fight) and around 80 frames came from Ground Man's level(14 frames improved on the boss fight). One thing I would like to note about the fight against Ground Man: I'm well aware that by starting off with a fully charged shot, I end up needing an extra shot to finish him off. However, if I didn't start off with a charged shot, he would've started off transforming into the spiked car, which I have no way of preventing. I didn't try hitting him with a Remote Mine ASAP, as the explosion would've been low and wouldn't prevent him from going into the ceiling. I might try seeing what happens if I enter the room one frame later or something.
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From what I remember hearing, the minimum amount of items is 2(assuming the 75 missiles each you get from killing Kraid and Ridley don't count as items). Red Scarlet put up a technical demonstration of some sort proving that the above was possible.
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School and swimming have been taking up a lot of time. I haven't been working on the run much. I did finish re-doing Pirate Man's level. I improved it...I think it was 117 frames. I hope randomness doesn't make Ground Man's level slower, 'cause I'm not very good at manipulating it.
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If you are what you eat, then I must be really beefy. :p
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Blechy wrote:
There is a trick I found in X2 that should be used more often in platform game runs. Because of vertical acceleration when you fall, when you are going to fall down, jump early so that by the time you're going down, you're already falling at a fast rate. That wasn't very articulate. But this wasn't done in the last run, and is very necessary in future ones. In mega man games past the 2nd, it's not necessary because time saved by sliding is greater than time saved by optimizing vertical acceleration.
In the experience I've had with my Rockman & Forte run, I've found that it's still necessary to jump and get some vertical acceleration, although you jump much later. I've found that most of the time, a 3-frame jump as early as will get you over the edge is usually the fastest when going down. It's still only 2 or 3 frames faster than just sliding off though, but get enough jumps like that and it will add up. It may or may not be the same with the other Megaman games, but there should be some experimentation to determine if sliding off the edge is really faster.
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While I do move right fast as hell, it only lasts 1 or 2 frames. EDIT: Someone suggested the idea to me of trying to use the ice wall to warp into a wall. I did a very small amount of testing on it. As far as I can tell, it will either warp you left away from the wall, or the ice wall itself will start moving left. I don't want to spend endless amounts of time testing to see if it's possible to warp into the wall, but should someone else confirm that it's possible and an explanation on how to use it, then I will try using it.
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I've discovered a little warping "glitch" that can be used with the ice wall. If it appears solid on top of you and you're not high enough that it'll warp you up so you're standing on it, it'll warp you to the right instead. With this in mind, I'm gonna have to re-do Pirate Man's level(and as a consequence, redo Ground Man's as well). Burner Man's level is un-affected, since I don't have any ammo to spare.
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It's not me making it. It's Gigafrost. Don't worry about it, he's almost done with version 1. And yes, there will probably be a version 2.
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Since the time attack is taking a lot longer to make than I thought it would, I'm going to show y'all what I have so far. The current video ends as I'm teleporting into Tengu Man's level. http://www.kraftfam.org/~dtk/Rockman.zip During the Ground Man fight, you'll notice that the first time he dives into the ground, I attach a remote mine to the ground and detonate just a few frames too late to knock him out of the ground. This was intentional to control him.
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Getting 100 points in each level of any given world unlocks an additional level to play for fun, and a bonus game to play at any time.
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The funny thing is, I was just thinking about what a QFG speed run might be like when I saw this thread. If speed runs were ever considered for these games, wonder if it would be possible to implement re-recording in a PC emulator or something? Of course, I doubt anyone would do that.