Posts for kchrules

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Location: the 1950s
Highness wrote:
That explains why the AI seems strangly non-acting. :D Didn't think of this when I watched the movie. Thanks for pointing that out. Still a good movie though.
Yeah he does a lot of combo breakers.
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errror1 wrote:
gen is the version I played as a kid so it's the version I prefer anyway I watched it and it's not as good as this one http://www.youtube.com/watch?v=dLn-JLmxI0A
In case you didn't notice, he starts from a reset which means he plays on easy, the default difficulty. I play it on Very hard, the hardest difficulty, of course his is going to be faster.
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Post subject: Mortal Kombat 1
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I think a run of this game would do well on TASvideos. The game is not graphically superior to the SNES version, but it has blood and gore (ABACABB). Heres a WIP
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I'm not sure if this has been discovered yet but, there is a variation pause glitch in this game. Here is a demonstration of it in Fire man's stage: http://dehacked.2y.net/microstorage.php/info/1166238871/mmtwwtas.gmv Rom is Megaman - The Wily Wars (E).gen with the SRAM patch to allow game saving.
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Here some recommended screen shots for the movie I took:
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HOLY SHIT 2h and 16m must be the biggest improvement of any speed run ever. Defiantly loved this run. It kept me entertained. 10/10
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Mega Man 9 anyone?
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Sir VG wrote:
kchrules wrote:
Well you don't really need the leg chip at all: http://www.youtube.com/watch?v=jrM_3ptJ7Hg
True, but this is 100%, meaning he HAS to get it, otherwise you can't get the gold armor, thus not truly 100%. But thanks for the video. That was cool to see.
I know that this is 100% you're talking about, I was just proving you can get "leg armor required" items without it.
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Derakon wrote:
I would think that a 100% TAS would have as its top priority reducing revisits to the stages. Given the complicated dependency chains here (most of the upgrades require other upgrades to get), figuring out a route will be nontrivial. But the more time you spend planning the route now, the less time you'll spend re-doing your run just because you realized something halfway through. A quick look through a GameFAQs guide shows the following. Some of these may not apply in a TAS. Blizzard Buffalo: * Heart tank requires a ride armor * E-tank requires leg upgrade * Has the leg upgrade (no requirement) Tunnel Rhino: * Heart tank requires Triad Thunder and the arm upgrade * Head upgrade requires Triad Thunder and the arm upgrade Gravity Beetle: * Heart tank requires killing Blast Hornet. * Frog ride armor requires leg upgrade Blast Hornet: * Heart tank requires leg upgrade * Chimera ride armor requires Tornado Fang Crush Crawfish: * Heart tank requires a ride armor * Hawk ride armor requiries Triad Thunder and arm upgrade Volt Catfish: * E-tank requires a ride armor * Armor upgrade requires Gravity Well and arm upgrade Neon Tiger: * Arm upgrade requires Tornado Fang and leg upgrade Toxic Seahorse: * Kangaroo ride armor requires Frog ride armor Anything not listed (E-tanks, heart tanks) can be gotten without special upgrades. In short, you need to get the leg upgrade to get the arm upgrade, and the arm upgrade to get the head and armor upgrades. You need the Frog armor to get the Kangaroo armor, and a bunch of tanks require ride armors as well (Chimera and Hawk will probably be the favorites for dealing with those). IIRC you also must get the Chimera armor to be able to use any armor, even though the Frog and Hawk armors don't have it as a prerequisite. As a first pass, I'd say the following: Tunnel Rhino (get Tornado Fang) Blizzard Buffalo (get leg upgrade) Blast Hornet (get heart tank, Chimera armor) Neon Tiger (get arm upgrade) Gravity Beetle (get Gravity Well, heart tank, Frog armor) Volt Catfish (get Triad Thunder, E-tank, armor upgrade) Crush Crawfish (get heart tank, Hawk armor) Toxic Seahorse (get Kangaroo armor) Blizzard Buffalo (get heart tank, E-tank, exit) Tunnel Rhino (get heart tank, head upgrade, exit) Doppler stage 1 (get golden armor) This uses just two stage revisits. It's also possible to backtrack in Blizzard Buffalo after getting the leg upgrade to grab the E-tank; I don't remember the stage layout at all well enough to know if this'd be preferable to getting it during the revisit. I've basically ignored boss weaknesses here on the theory that dealing 4-5 damage per strike vs. 2-3 damage (with the X buster) doesn't make all that much of a difference compared to avoiding a stage revisit. However, it may be possible to keep the number of stage revisits the same while nailing weaknesses better. Tunnel Rhino in particular will be annoying with his lengthy invincibility. Fortunately Neon Tiger is hit before Gravity Beetle. Again, this is just a rough first-pass route; I haven't put much thought into it at all.
Well you don't really need the leg chip at all: http://www.youtube.com/watch?v=jrM_3ptJ7Hg
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Snes9x 1.43+ improvment 9 works for me. The rom I use is Mega Man X (U) (V1.1) [!].smc Nice work! 10/10 for you! Love all the tricks that make this run nonstop!
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I definitely loved this movie, the quick boss fights, the glitches, and the non-stop action. Voting high for this movie.
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mega_man_3 wrote:
Alright, I re-uploaded it and HERE's the link: http://dehacked.2y.net/microstorage.php/info/832211729/mega_man_3-megaman6WIP%281%29.fcm Hope you guys like it! :D
It says the movie is invalid.
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Post subject: Dk king of swing emulation bugs
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Here are some problems I found: -The intro scrolls up instead of down -If hold on to 2 pegs with both hands, you flip in different angles. -Barrels will make you stand in air. I tried almost every VBA version (except 20), and all share the same problems.
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Post subject: Re: ... drunk = fail
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Shinryuu wrote:
What I've investigated and seen in this game so far. I really recommend to calculate or try to make your subpixels perfect as possible to attain fastest time as possible. You can gain frames with this, like happened in Deign's Rockman run. Subpixel addresses X (High) = $480 X speed (High) = $4C0 X (Low) = $4A0 X Speed (low) = $4E0 Y (High) = $600 Y speed (High) = $660 Y (Low) = $620 Y Speed (low) = $680 If you are curious about your something you can check and compare some of your movements from Deign's run to see if you have done something wrong somewhere. I hope to see this run done.
I don't know much about pixel addresses and stuff like that.
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Nitrodon wrote:
Standing completely still would bore the audience. Try to find some sort of middle ground between the two extremes.
I know, I was joking about it. Thats why "could" was italicized.
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Sir VG wrote:
That and a couple of other spots, like while waiting for the platforms at the beginning. But that's just me.
I could stand still.
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Sir VG wrote:
NOW it's starting to actually look like a TAS. Though the constant L-R movement is a bit annoying.
You mean fighting the miners?
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Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
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Sir VG wrote:
Bablo wrote:
This looks more like a catwalk than a speedrun. In fact, your Gutsman stage could be improved playing in real-time. I won't even start listing things that went wrong in your WIP.
Oh, like the 80,000 score bonus, getting the bonus point icons, not dealing with the miners properly, not shooting Gutsman fast enough, climbing the first ladder in Cutsman... And that's stuff I observed in real time.
How can I manipulate 50,000s?
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Post subject: Mega Man/Rockman "Low Glitch" Run
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It's cool to see all the warping glitches in this game. It would also be cool to see a TAS of the game normally right? I made a quick runthrough of the first 2 stages: http://dehacked.2y.net/microstorage.php/info/1817831836/mmlgr2.fcm
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*cough* Mega Man 8 *cough*
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Post subject: Problem with hotkeys
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I assigned the save and load state hot keys to 2 of the buttons on my controller that I use. Every button I use on it works, but it wont cooperate with the hot keys.
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Just wondering, what is the name of the rom you are using? i.e. Rockman x2.smc. I want to watch the WIP but don't have the right rom.
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How about a run where you beat lavos right when you get to the End of time?
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