Posts for kuja_killer

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Ah, yea. im not very good at coming up with ideas, so i have been trying to at least add some enertainment value in some places. Like for example, the sliding back and forth during Air man's battle. And doing that sliding back and forth a bunch of times + a handful of 1 pixel jumps, for fun on the Yellow Devil fight (before he appears) The hack does not have instant weapon switching with Select button like other hacks. Otherwise i would of been able to do more stuff with the weapons, cause well you know... have to have as "few" pause menu's as possible. anyway, i did some little fun 1 pixel jumps with the Top spin before the boss door on the regular gemini stage now, in my current run here. I hope it'll look cool. and i like to try draining a weapon's lifebar down to 0 in alot of the boss fights, before wily stages. i did the same thing on megaman 10 TAS's
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oh thank you for the comments, been waiting for at least just 1, from someone. Yea that's true, about feeling like your literally watching or playing the game in fast-forward. That just seemed to be this author's intention with the romhack. Just to compare megaman's speed vs the original megaman 3: Original: Megaman's walking speed is 01.4C pixels/frame, sliding is 02.80 pixels/frame. - Speed resets to 1.4C if you jump during the middle of a slide. Hack: Walking speed is now 02.98, sliding is 03.CC, speed does not reset going into a slide-jump. Unfortantely though like you said, yea there's really no place to do any wall zips or any glitches at all. I would love to more than anything. The only oppurtunity to ever do a zip was halfway through Doc Gemini with Rush Jet on those little bubble fish, just like the original megaman 3 in gemini. That's all there is. :( The glitch where you can stop the music from playing by touching a instant kill spike on the very frame that you scroll a screen down, vertically.. -- it guarentee's you wont get lag until a boss fight.. It does not work in this hack. It seems the author fixed that too. I tried doing it at the start of Doc Gemini, and on the 3rd wily stage.. the 2nd area of those moving platform things. but it just doesnt work. You can stop the music and scroll the screen down, but megaman dies still after scrolling stops. im currently redoing this whole TAS all over once again, i started after needleman (screw his damn AI im not bothering with that) -- and i currently have 75 more frames so far to the start of Doc Shadow, 8 of them from less lag http://i43.tinypic.com/2cfr513.png
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http://tasvideos.org/userfiles/info/9924380407828672 sorry about that :( is that ok ?
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I decided to do a whole entire TAS myself of this rom hack. It took me about 1 month since i last posted. I really put alot of effort into this and tried my best. http://tasvideos.org/userfiles/info/9924380407828672 http://i44.tinypic.com/9add20.png Would this be TASvideos worthy at all even in the slightest bit ?? Wether it's the normal section, or "the vault" even ?? If anyone's willing to take a look. I'd really like to try submitting to this to the site here. I did study the current megaman 3 run alot, and i have extensive knowledge with the inner workings of mm3 specifically such as memory/RAM locations and such cause i've spent years attempting to make a mm3 romhack of my own. So i knew all the RAM addresses to look at in the hex editor and everything during the making of this TAS. I only had 1 small accident, in the Doc Needle after the first giant metool, i lost 13 or 14 frames to shooting from a ladder, i didnt realize that i did that wrong until i was up to wily 1. So when i tried fixing it so i reduce it down to about 3 frames, the next section always produced more lag than i originally got. (with all the flying mouse trap things) I tried desperately for hours and hours to fix that, but no matter how much i tried i couldnt ever get "less" or the same amount of lag frames as before. i was really becoming very annoyed and fustrated by that laggy section. so i gave up on that part, i hope it wont give off negative feelings to people. also i've redid the TAS a couple times from the beginning, and gotten about 8 to 10 something frames more until the needleman battle, but it's extremely difficult to get to the right or a perfect pattern for him. so i'd keep inserting 1 frame before the "in between" boss doors of delay...try going, not get the right pattern, insert another frame. try again repeatedly over and over, and never get the right pattern. until i literally lost all the time gain. there's other spots just like this that wouldnt work in my favor -- i would get more time than this current tas, about 10 to 15 frames up until the 2nd half of the Doc Shadow stage where i was trying to get enough energy in the Magnet Missle weapon to clear the enemies with as little lag as possible. But RNG would not give me enough small and big energy refills after killing each enemy on every imaginable frame number.
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http://www.mediafire.com/?p26lp78rmv01gg0 okay i thought i would maybe just give this a try myself currently. FM2 file for fceux, i used FCEUX 2.15 for the recording. I started with magnet man. i got up to the boss door so far. but im not so good with doing boss fights. :( This is my first time TAS'ing any megaman game "other than" megaman 10 for the wii. So it's not going to be perfect. but it should be decent though. I know i made some couple frames of mistakes though because of this crazy speed compared to the original megaman 3. Some points ** megaman's horizontal speed, RAM $400 and 420 remains the same between slide-jumps. it does not get reset in any way unless you land on the ground. ** the rush jet and marine trick where you get them early through shadow and spark, no longer works. the author fixed that in this hack ** the author used a patch made by rock5easily called "rockman 3 lite" which reduces lag. When i tried out my attempt yesterday, i only had just 2 frame of lag throughout the magnetman level, im sure i could have avoided it most likely.
Experienced Forum User, Published Author, Player (48)
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Would anyone maybe be interested in doing a TAS for this Rom hack possibly ?? It's called "Rockman 3 Burst Chaser" http://rockman2ips.tripod.com/Rockman3BC.zip - this is link to IPS patch download for a Rockman 3 ROM, "not" megaman 3. I feel this has a very special unique-ness compared to hundreds of other rom hacks because, it's all about SPEED. Megaman's running speed is doubled (probably more than that even) sliding is ridiculously fast, as well as most bosses and enemies. All the levels are twice as long as they originally were in megaman 3, to account for this ridiculous speed increase in virtually everything in the game. I think a TAS of this would be perfect. Maybe up to 5 minutes quicker than the original megaman 3 in comparison. *just a guess* http://www.youtube.com/results?search_query=rockman+3+burst+chaser - there are some videos on youtube in case people need to see the proof/evidence.
Experienced Forum User, Published Author, Player (48)
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Is this still being worked on?? or kinda quit ?? Just wondered if i may ask.
Experienced Forum User, Published Author, Player (48)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
I just say "rom hack" like everyone else does. But on the japanese 2ch rockman dicussion thread that i've been hanging out at for years.. everyone always uses 改造 most of the time.
Experienced Forum User, Published Author, Player (48)
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Concerning critical hits In Bank 21 - 85B77 hex during the hit detection stuff ----------------------------------------- 21:9B67:20 C5 9C JSR $9CC5 - this is the main critical hit checking routine It's a bit complex here which i dont fully understand but you probably will. It will start by writting an FF to [temp], read megaman's HP in $B0, it does a whole bunch of LSR's, then check the general purpose timer at $92 which increases by 1 every single frame. And at the end is this: 21:9CE4:A5 92 LDA $0092 = #$77 21:9CE6:25 00 AND $0000 = #$58 21:9CE8:D0 05 BNE $9CEF To get the status of the Carry flag Then finally.... 21:9B6A:90 41 BCC $9BAD - if carry is clear, no critical, if set, then critical.
Experienced Forum User, Published Author, Player (48)
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I saw the video just fine, not directly from here, as it was a white box. But going on the actual site, i saw that mario video just fine. :) And i really liked it. IE 8, win XP
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Personman wrote:
Here's a WIP: http://www.youtube.com/watch?v=DeFNAgQyBjM (Nitsuja found and posted this in the Hourglass thread a while back)
wow awesome so far. :) i just knew someone would be interested considering how close it is to megaman games. :) I'm defintely going to follow this.
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i really wanna see someone do a TAS of rosenkreustillete. that'd intrest me a bunch. [URL]http://www.rockmanpm.com/?p=doujin/rosenkreuzstilette[/URL]
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no, nothing works on those 3 guys except buster and their own gameboy weapons. all 8 of the main weapons just reflect right off the 3 guys.
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oh god i actually really laughed out loud seriously at the backwards dashing between the boss doors. that was the best part to me in my opinion hehe. :p i saw you use the bomb to hit him once, when the lifebar was about halfway down. huh, that was a surprise. well whole thing was cool. I honestly think that mm10's hard mode put in way more enemies in the levels compared to mm9's SuperHero hard mode. It's so ridiculous the amount of stuff added. :p I'm also done with my special stage 1 TAS this morning too, with 1:42:80 - but i have a savestate at the final hallway that i'm going to start from, to try to be funny, or use up all the weapon energy in every single weapon except the rush's and gameboy weapons or whatever. just something enertaining-looking i hope. edit: Link to video Tried to be creative like diggi when possible. :) and this took almost 2 weeks to do, much longer than any other tas i've done. Hope you guys like it.
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Oh hmm i think i get what your saying sgrunt. Gosh maybe i'll have to look at the DTM, playing that back in dolphin. I just chose not to because im not sure if it has a fast-forward feature, or GOTO frame # xxxx thing. Cause i really wouldn't want to wait 20 minutes just to see the 1 little tiny part i had my attention on :( But im thinking now then that it really is just 4 frames per piece like normal actually. ah well
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I'm still not quite done yet. I restarted all over from the beginning as i got a bunch more time on a few screens. No, nothing works on the 3 gameboy guys except buster, and their own weapons unfortanetely. there's something really bugging me now all of a sudden i notice in your Full Game TAS, in EVERY single level that has a boss door when entering from the bottom edge of the screen. In reguard to sheep, strike, the 2nd set of boss'es on wily 1, wily 2, and wily 3. I only downloaded the MP4 file directly from the publication file, not the DTM to play in media player classic frame by frame. Well when you enter those doors, there's 4 frames of it opening right?? They always take exactly 4 frames for each piece of the door to open/close. So about 16 total. BUT when im frame-stepping through your video, every door piece takes just 1 frame each, 4 total. How did you manage to make that happen? I've tried every single possible combination of edge-jumping i could manage reguardless of losing a bunch of frames before reaching the door, but i've never duplicated what's going on when you touch the doors. Is this somehow specific to just regular game playing mode somehow?? I'm at the boss doors on special stage 1 currently, and it always takes 4 frames for each door piece. I even double checked my other runs and compared them to yours like 2 copies of MPC by each other, and the doors for you always take 1 frame, 4 frames on my side. It's really weird.
Experienced Forum User, Published Author, Player (48)
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well for me im currently using dolphin 7571, TAS'ing just 1 level on megaman 10 currently for the past week, and well i obviously got to savestate nonstop constantly a million times. and sometimes when i try to save, it'll say like "could not state"...or "state not found", and i'll be forced to close the whole emu then reopen and it'll be fine. It happens 1 out of 10 times on average probably And also it just randomly crashes whenever it feels like while im frame advancing (once in awhile even when i click the savestate button). it's pretty fustrating. But i can still do my stuff though just fine. http://www.a3share.com/members/1119/crash-log.PNG I also want to know how the hell to STOP dolphin from creating this "exceptioninfo.txt" file that i dont care one little bit about. It keeps growing constantly nonstop. One time it was like 260 MB until i deleted it, and it started over again, now up to 75 MB. Is it possible to stop this txt file from being created in any possible way?? :(
Experienced Forum User, Published Author, Player (48)
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daaamn crazy stuff. :) it is amazing that because of bass's dashing being much faster than protoman's sliding would save a couple dozen seconds literally in comparison just for a single stage. Nice. :) Also by the way someone in this thread mentioned about the special stages and that they wouldn't be interesting, and considering they are not apart of the main game anyways. I decided i'd want to try TAS'ing one or two of them maybe. I started on the 1st one on Saturday night and almost finished it with it currently. I'm not up to the boss room just yet. I defintely cant think of the most creativity like diggi in the megaman full game TAS, but i tried to be creative and enertaining whenever possible. So if anyone would be interested in wanting to see, i'll have it done very soon. http://www.a3share.com/members/1119/rush-slide.PNG - It took me several HOURS to do this last night about that one thing diggi mentioned before about using the little jelly blobs to slide right off rush jet and gain an extra frame or two instead of being on the last pixel of rush's head. I get to do that in 2 different spots.
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Hey i got a quick question. I was trying out the latest dolphin revision 7571, since i know i would need to sooner or later and stop using the 2.0 version, but there's something weird here i ain't sure how to fix. I've been messing around with the freaking graphic settings and everything else for an hour literally and cant seem to get things to look smooth or non-scaled. It's weird. I never encountered this back on 2.0. Here's what i mean: http://www.a3share.com/members/1119/untitled.PNG It's like some graphics are all scaled or something. Notice the parts i circled. the numbers at the top, and especially the large energy over there, and the left side of mm's body all dis-jointed-looking kind of. Has that ever happened to you diggi?? Or is it smooth?
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oh, right my mistake. yea i understand now. Well darn, that's a bummer. ----- I don't mean to change the topic all of a sudden for only just a momment, and this probably sounds stupid but i was messing around last night for 10 minutes to see if save data could be corrupted by resetting the emulator after pressing a button to save to one of the 8 files. i thought it was odd that once you press a button, it takes i think 4 or 5 frames until the DAT file is modified in the dolphin save's folder where the megaman 10 DAT files are kept. (i forgot already, just went really quick) Another 3 frames until it says the message "data saved" but it only saves 1 time though, not multiple times, ha. I realize that's only meant for RPG games such as pokemon - http://tasvideos.org/1702M.html chrono trigger and some others. oh well
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what?? I thought it could from simply press start to pass it without bothering to read anything...are you sure that wasn't possible through dolphin?? Or was this just only specificially console JUST because it required hitting like the "back" button on the 360 controller...and whatever the equivalent is on the wiimote and ps3 controller. I have those "back" and "confirm" buttons or whatever they're called tied to Q and W on the keyboard, weapon switching to A and S, and Jump/shoot to Z and X
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no that's not what i meant exactly. Just, if there was a new one to pop up somewhere on a forum, youtube, or someone's website after [some time], our friendly japanese fellows out there, usually will notice them extremely quick and spread it around. Such as diggi's full game TAS, the date on the nico video is the 25th, 3 days ago which is exactly when sqrunt uploaded that encode to youtube. it's at like some 131,500 views or so last time i saw earlier. And nearly 7000 comments which is far more than tasvideos and other forums combined. Honestly, it probably may be more popular over there in japan then it is anywhere in the world right now. my own megaman rom-hack, there's 3 videos up on nico-nico that i didn't ever know where there at all until after a week or so. Some random japanese person uploaded a couple playthroughts of my first 2 levels about 1 year ago, and they have between 2000-5000 views each. edit: by the way the person who uploaded it on nico-nico (the full game TAS), is the same person who went and uploaded Mothrayas recently completed megaman X3 TAS which is even more insane with 179,000 views and almost 9800 comments. Dont know if he's aware of that.
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diggidoyo wrote:
Looks like this run is branching out a little bit. And of course, Nicovideo, where it has over 100k views. o_O
yea the japanese do catch on to things extremely well and fast. I personally post on a japanese 2ch log for megaman rom-hacking that i've been apart of for a few years, and the people there always catch on to any english rom hacks within a day or two that may have popped up somewhere on the internet. My 2:47:21 wily 1 TAS may be really weak with only 400-something views, that fact doesn't bug me or anything, but well.. I felt like looking at the "insight" stats a minute ago cause i was curious, and it showed that about 30% of the 400 views all came from japan alone.
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nahh i seriously doubt it. megaman 1 and 2 were programmed in 1987-1988, and it was quite poorly done considering the endless number of bugs and glitches. it's NOT the games that were bad, just the coding in my personal opinion. It was greatly improved very much starting from mm3 and up. megaman 10 programmed in 2009/2010, and i'd think they'd test everything much more thoroughly, and programming things more accurately compared to 20 years ago for NES. sure there's just a couple little tiny things like the tripple blade bypassing invisibility, commando man's totally screwed up routine where you can fire every frame only if he's in the jumping phase, but there wont going to be any serious game-breaking glitches and stuff like the NES games. Not trying to sound negative or anything like that, just only saying if you know what i mean.
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voted yes