Posts for kuja_killer

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what was the clear time?? or you want to wait until this has been published?? Im guessing maybe between 20:15 to 20:30 ohhhh sorry nevermind, saw your other post now, you said 20:04. wow
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Kirkq wrote:
I don't know how this game ends exactly.
After beating wily. ** there's some story scripts. You have to still press a button to get through them. I know he just said that. ** the ending is like freaking 8 minutes long or so, no input. It's like the SLOWEST ever of any MM game i've personally seen. Just the credits themself ** after the last image that shows a shooting star pass by the earth, there's input again where you have to press buttons to get through a bunch more text boxes. not sure if that's required in terms of being included when it's published, but it would be nice if people get to see what the real "clear time" is though. Probably 20-something minutes.
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im curious to know which one of those 2 paths actually saves more time before reaching the boss door. i think they're truly just about equal in length even though... "supposedly" that the bottom one may be faster. but i aint sure about that because... ** when coming to the split, you gotta go all the way to the left side of the screen and make the jump down there ** on the next screen there's a very long fall all the way down to near the very bottom of the screen. While the other path you only fall barly even 1/4th of the way down, LESS than that literally til you get to start moving to the right. ------------- ** at the very end of the split, the bottom path starts at the very bottom of the screen obviously but you cant ever get full falling speed when you do the edge jump ** the top path you'll lose time from starting at the top but you will have much more falling speed once passing down the bottom. ** The bottom path is easy for getting the correct pattern the wily starts with, but the top one is more difficult for ya to kill the screw enemies. So it's hard to say but the top path might be a little better.
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oh ive seen that happen before, i thought it was really annoying. like...in pump man where ya'd need rush jet in that screen with the 2 water shooting tower enemies, if you have a jelly thing on ya when you try to get on jet during the next screen, ya just slip right off jet and fall off instantly..i thought it was pretty annoying really :(
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one thing that always bugged me about mm9...with the concrete is how to do the zipping with concrete. I swear i've tried like hundreds of times before in the past, but only managed to succeed very few times.
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well i dont require it anymore actually. was just only checking one little thing on mm zero 1, but im done already anyway so it dont matter anymore. but the static problem i mentioned earlier is annoying though. :( i've tried all sorts of combinations of sound settings and other stuff, but nothing ever seems to get rid of this static that happens every now and then. :( and since it's happening in the latest version, and in one from years earlier... i wish i was able to like record it happening so you could hear what i mean, but heh. i recorded a quick little 10 second avi and stopped it when the static started and stopped, play back the avi in media player classic or whatever, but it's 100% crystal-clear the whole way. :-\
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yea yea that was defintely the 1st problem area in your shot, i may of been a tiny bit ahead. i dont quite remember exactly. only maybe 2 or 3 pixels that's all. near the very middle of the graphic but still never make it past it. well i dont remember, otherwise just precisly about where you were. but huh, serious?? so able to bypass it actually then after such a specific time?? wow damn. but i understand what your saying. hmm i rememer doing something like that during the birds, i was trying any sort of weapons possible that could reach the 1st bird on the left side of the screen. it's got 20 hp, everything would do 1 except commando, and rebound. would try jumping off rush jet to spam buster, but the bird was too high to reach so that didnt work. heh
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oh mannnn i just knew 100% already that itd be possble to rush jet for elec man specifically, but i didnt have it my TAS because i never thought of the idea of jetting the bosses until i started on gemini man :( And i just didnt feel like restarting even though it would of simply just took 30 minutes or longer, to do it.
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i have some things to report. well first of all i've been usually using a old version of VBA from many years ago Version 19.2 re-recording i know it's super old and all...and well there's 1 thing that's happened that really bugs me...i checked the latest version today avaiable for download which is 23.5 and it still happens :( the problem is about the sound. If vsync is on, and 0 frameskip, once in awhile like every 20 or 30 seconds, the sound is all static-y and messed up for a few seconds until it goes back to clear and normal...then repeats again every 30 seconds on average. i figure this must be something wrong with the emualator, not the comp because i've been on a total of 3 computers, and 1 laptop and this always happens no matter what. I dont know if there's some very specific combination of settings that need to be enabled/disabled or something. :( it doesnt ever make a difference wether "accurate emulation speed"...or accurate sound pitch is chosen...it doesnt fix it either way. and considering theres dozens of emulation and sound settings...i dont know what would possibly fix this :( ----------------------- 1 more thing, this is about "enable background input" I was trying to work on coding something on my NES megaman rom hack this morning, trying to study a little animation on megaman zero 1 GBA, and i have to use frame advance to go 1 frame at a time to watch it.. i need background input on both fceux and visualboy advance as im trying to compare some stuff im working on...but for whatever reason...VBA doesnt ever respond to the frame advance ..fceux does just fine...doesn't matter if i totally pause fceux and stuff...just vba wont ever work period 1 bit during frame advance..for background input, i made sure that one option was not checked that said "pause emulator when inactive" thing. i dont know what's up with that, im assuming it aint supported ??
Experienced Forum User, Published Author, Player (63)
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this debate has been going forever it seems :( Im not saying you, just lots of people bring this up. It's easy to tell. Megaman 10: ** Time attack: timer never ever stops for anything period except in that other pause menu with the options about retry, quit game, and whatever. ** Playing normal game mode: It DOES stop when in the weapon menu, and "outside" of normal game playing like the save screen, stage select, item shop. All you have to do to confirm, is when playing the game normally, open the weapon menu on any level, just sit there for 5 or 10 minutes...then immiedately get a game over and save the game...you'll notice the timer only go up by 20 seconds or so. fastest way to test is commando man where you can quickly kill yourself off with the quicksand pits.
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ah heh, it was pretty fustrating for me just to put my hands on a bunch of keys at once while trying to work in dolphin but i always was getting through though, just very uncomfortable i'd have my left hand on left side of keyboard for jump/shoot/weapons, my right hand fingers on arrow keys for moving, but the hardest part - put my mouse right up against the keyboard below it, and trying to get my right thumb to reach the mouse click buttons, to click the pause/unpause button from the top of the emulator for frame advance. it's a really screwed up feeling, but how i was getting through. so yea basically like the first setence from ddrhat. i dont have any wired controllers id be able to use to setup myself unfortanetely.
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the major rush jet part will come from in the middle of wily 3, across that super long spike pit that's at least 3 screens long, where there's a teeter-totter thing. and jet needs to be used too on the first elevator riding part. so it's cruicial to not run out of jet while going over that extremely long spike pit, just saying (because of the 1st elevator) and any parts from the first 2 levels
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the M tank specifically, takes freaking foreverrrrr, because it only does 1 weapon at a time, and if all the weapons even just a little bit of them all not full, it would take literally 30 seconds. probably longer than that, just to use a M tank. i probably exagerated that a bit too high, but it does take a very long time to use it. SNES MM 7 was the only megaman game ever as far as i remember, that makes it fill ALL weapons at the same time, not one at a time. Would of been nice if that was done on mm10, but nope :(
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wow nice. alot more stuff not aware of being done and figured the plan about jetting that last vertical screen would work, just barly enough time for it, thats good. didnt think itd actually be totally possible to jump right over the very final sunflower, thought waiting was needed too like the one by the conveyor belt, huh wow. yup jet is defintely always helping more in alot of places rather than the wheel. :) -------- use my wily1 video while working on wily 1, rush jetting to get extra heigth during the NES boss fights is extremely important. and the rush coil for every single one of those static block layers throughout the level. ---- i know you DONT need to be told this, but well, man i feel like sooo "ughhh" not having this in my wily1 tas, because we weren't aware at the time about how rush jet can actually be much better then the wheel, so we didn't know...but now that we do, you'll be able to place these 2 changes in your run compared to mine. ....
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you mean waiting for the sunflower to shoot, and the pass it was faster than taking damage on rush jet ?? wow that's crazy. rush jet - no stopping or waiting...but time loss because of mm being pushed back from the hit damage. no rush - have to wait, the continue and edge jump to then conveyor belt without stopping. huh interesting. i cant use dolphin now for awhile since my comp just suddenly out of no where suffered a hard drive failure, so now im on a laptop for unknown time. :( (i was playing kirby 64 on the n64 emulator - mupen, when it just happened totally out of the blue.) this laptop has a stupid integrated graphic card making dolphin BSOD this thing. ugh. but the computer ran dolphin (any revision) 100% fine perfectly all the time...so i cant do any tests and experiments for awhile really sucks.
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oh, and just for the record, about that spot with the flower, this whole thing i mentioned may also apply to this spot right here too. Well. probably not actually cause ground level is way too low after that final conveyor belt. :( Like being on rush jet, get to ceiling level so you cant go any higher, then jump off jet up the ladder, instead of wheel from the bottom when you jump over that 2nd lazer flower. prob might not be worth it cause you need the speed when falling onto that conveyor belt, and would cost some time to get on jet again. Ah well. damn. :( but this one could be considered too that may or may not work: --------- i was also doing a Wily 2 TAS a few weeks ago, but i gave up and quit after the fight with the 2 birds, i was well over 1 full second past what rockmanda's run was, JUST literally after the birds fight, but it was impossible to get past one of those stupid crushing pillar things. It's not random, it's time based, you might figure a way to get through it maybe, without being forced to stop and wait once you get to wily 2 on this Full Run. I know it's a bit off since your doing solar right now, just only saying
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got it covered, this repersents the issue. --------------- i've been really getting an urge to redo chill TAS again maybe... because i was doing some tests last night and got extra time on the screens with time bombs. Instead of using the wheel up the ladder on the 1st bomb screen, rush jet appears a tiny bit ahead, and same with the next bomb screen when jumping off the last ice block "after" the whole jet-fire-wheel stuff. So it's possible to get chill TAS down to 1:28:40, maybe even 1:28:38 or 36 out of pure luck
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yea i personally use the VirtuaDub program myself. load the AVI, under the sound tab there's this "audio from other source" click --- select the .WAV from dolphin then i gotta go to "compression" and make sure to set the compression to the right codec ( i always pick the Xvid codec ) ..then File --- Save as AVI. VERY Important that ya always set the compresison thing so that it doesn't ever spit out a 500 MB file. But well for me, i dont know why the audio is always lagging behind (it always did that in dolphin anyways in the WAV file, i dont know if it's because the default HLE audio is slower and laggy compared to LLE audio or whatever. I have no clue whatsoever. :( i still seriously wish the dev people would add audio automatically when you record an AVI directly from the emu, it's still NOT present in the latest dolphin revision...im afraid they aren't ever going to do it. Every other emulator in existence records audio and video both at the same time so you never need 2 seperate files, nes snes gameboy, genesis, n64....why not dolphin. *sad*
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oh yea i forgot about that whoops, 1 extra frame lost about getting the very first blade, just 1 pixel away from hitting him, really sucked. :( i do know it's important of course to get to the center of the room as much as possible on normal runs to make mm walk as little as possible. But no, i did not actually finish with blade, finished with the ball, had 4 HP left. cause i only did 2 damage with the blade instead of 3 at one point.
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huh wow, looks we all did the exact same things. Well not like messing around with weapons, just when to do the wheel's, rush jet's, etc. Except i never could manage to do the jump off the top block in the lightbulb battle before. And cancel rush coil on the spike pit part to get a normal jump instead of full jump, those the only 2 differences. But my sheep battle might be slightly faster than yours. I hit the 2nd ball quite a bit earlier than you did. http://www.a3share.com/members/1119/sheep1.PNG Although, the 3rd ball cant do 5 damage after that, only 4, so that's only just 1 single frame of time loss. I think i shot the 2 balls - backward-forward, ..not forward-backward oh yea figured, i did start with backward first when i looked over my tas from a couple months ago. not sure which method you chose. http://www.a3share.com/members/1119/sheep2.PNG ---------------------------------- this one is really interesting, because you do NOT have the solar weapon yet, it allows ya to do the jet-wheel about 2 or 3 frames earlier than normal, but only for that reason. Wow http://www.a3share.com/members/1119/wheel1.PNG
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I've personally never heard of such a thing like using an external program outside of an emulator, in order to use a debugger and hex editor on the program, (i dont mean normal windows-related stuff, just game emulators specifically) ..but i aint so sure this will really work out very well. I have very much experience and knowledge working with debugging and hex editing (NES mainly, and i know some SNES assebley) ..but using this program directly on dolphin.exe....i just dont know. I dont feel very confident about it without dolphin's OWN debugging tools like most other emulators. I tried doing a test just to find megaman's HP. And it was a failure. I started with a "unknown" search for anything, and get 200 million results, i go to this one spot in chill man and take 3 damage from the sheild guy every time, and refine the search on the memory viewer thing with just "decreased since last search", about 8 times or so until i got down to less than 10 results. All of them show the very exact same value changing at all times nonstop. with negative 20,000-something hex. But there was only one address with negative 40 hex. So i added that to the other side of the window, freeze the address, get hit by the enemy again, but it didn't work. And i KNOW these other duplicate addresse's dont affect it either. http://www.a3share.com/members/1119/fgjnfhn.PNG i do believe you that some stuff can be found, but it aint going to be easy, that's for sure. --------- this is a typical normal day for me when working on my NES megaman rom hack with fceux's debugging tools. Im not trying to show off or anything, sorry if i give that impression, dont mean to. :( http://www.a3share.com/members/1119/nes.PNG
Experienced Forum User, Published Author, Player (63)
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i'd bet the RNG is 255, (FF hex). a RNG based on FFFF (65,535) would just be ridiculously stupid. (understandable for RPG games, but NOT megaman by a long shot)
Experienced Forum User, Published Author, Player (63)
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no far too slow, by about a second a half or more. you gotta travel to the right more than that screen with the 3 bombs, and your far lower to the ground, so even a wheel isn't enough, then the screen with the bomb-wait, still have to travel a bit more compared to the left path, cause your waaay at the far right edge of the screen, while the other path has ya in the middle almost. and the only way to possibly ever get past the 2 eyeball creatures as fast as possible without getting hit is with the pink ball weapon which he doesn't have at this time yet. and then even if you get up there, shoot the ice cube in the way, and jump down ontop of the bomb on the absolute correct frame, you'll land too far to the left on the ground to gain back any time when you jump up to the higher ground, so yet even more time loss, and it also makes the rush jet-wheel-fire trick 100% impossible most likely.
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oh huh well that's certainly interesting. and i personally had a serious urge, i just couldn't stand it, wanting to try 1 little experiment of my own with rush jet in the first section, about how jumping off the ice cube saves 2 frames...well i was going to see what'd happen if i did this: but it's a failure. :P about 0.08 time-loss compared to the ice cube jump
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oh so then you were still allowed to do it a bit, just only for enough amount of time, to not lose any frames before the next "screen scroll" case. I see. nice. (the walk back-forth) anymore longer in the 1st and final hallways would of probably resulted in a lost frame huh ? wow. that's what i'd figured then. the sliding does last longer on 10 compared to the nes games i think, so it's probably 0.02 to 0.04 (hex, not decimal) pixels deducted from mm's walking speed. which is like 80 to 120-something frames (or less) until losing 1 frame. nice. :)