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Joined: 11/26/2006
Posts: 115
dezbeast wrote:
Just to let you guys know I've started working on this game already. Right now I'm in the process of researching this game. Hey Bag, it's great that you posted all this info about the game. I shall definately put it to use. Is there anything else I should know?
BOMF seriously ripped the game apart...if you use the full charged-uncharged-full charged strat on bosses you should come ahead in time quickly. Will you provide your WIPs while you progress?
Active player (278)
Joined: 5/29/2004
Posts: 5712
I made a .zip file containing all the test runs I made that could possibly be of interest. I think I tried to organize them by which revision of VisualBoyAdvance you need. The descriptions aren't always very good, though, and a few of them have added colors because I was into that for a while. http://www.box.net/shared/0quxt714ga I probably already mentioned this before, but make sure you have a working plan for weapon energy for the rest of the game before you go beyond the first 4 levels. Then you won't get stuck wondering if you should have conserved or refilled somewhere.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
PreddY wrote:
Will you provide your WIPs while you progress?
I will provide WIPs.
Bag of Magic Food wrote:
I made a .zip file containing all the test runs I made that could possibly be of interest. I think I tried to organize them by which revision of VisualBoyAdvance you need. The descriptions aren't always very good, though, and a few of them have added colors because I was into that for a while. http://www.box.net/shared/0quxt714ga I probably already mentioned this before, but make sure you have a working plan for weapon energy for the rest of the game before you go beyond the first 4 levels. Then you won't get stuck wondering if you should have conserved or refilled somewhere.
Thanks in advance.
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
I have decided to resume running this game. I was burn't out after doing the Megaman X run, so I gave up on it. Thankfully I still have my run. Really I just jumped straight into Megaman IV, and got overwelmed by the amount of avoidable lag the game had. I'm already 6 frames ahead of Bag's run. That's from lag reduction alone. And I'm only past the top of Pharoah Man's stage with the quicksand. Unless this thread continues to be silent I will get this done. It's my 2nd favorite gameboy game ever.
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Joined: 5/29/2004
Posts: 5712
Don't forget to use the 3-1-3-1-3-1-3-1-3 method on bosses with the Mega Buster this time. I don't know if I posted a movie of it, but it's the same as what I did for RockMan World 3. I think you have to adjust it in some way for the first Ballade fight, though, since you only need to take off 18 points rather than the full 19. Maybe just leave out one of the uncharged 1s, whichever is fastest to skip.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
I tested some time ago and I recall that Beat's intro alone took longer than the time saved killing the hippos. So as of now I am deciding not to collect the parts. If there's anything I may have overlooked let me know.
Active player (278)
Joined: 5/29/2004
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I think the one way you can skip the Beat scene is to lose all your lives after collecting the last part... only I'm sure that would take much longer. :/
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Just to let you know, the reason why I'm taking very long is because I have changed my approach with TASing. What I do now is work on the game until I get bored and then I stop, where as in the past I would sometimes force myself to spend a whole day on my runs. But I will continue till done so long as you give me feedback. I will PM you from now on since there's no one else posting anymore.
Joined: 8/27/2006
Posts: 883
Why via PM ? It's not because we are not posting that we are not reading ;)
Joined: 11/26/2006
Posts: 115
continue this! i am reading, just not posting until i get WIPs ;)
mklip2001
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Location: Georgia, USA
Good luck dezbeast! I'll watch WIPs too, though I may not be able to comment on much except for surface details. It's been a while since I've played around with this game.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Hi dezbeast. Hows progress going on this?
Joined: 5/19/2010
Posts: 259
Location: California
dezbeast, are you still working on this?
#3201
Skilled player (1307)
Joined: 9/7/2007
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Location: U.S.
So im guessing this is dead now.
Skilled player (1307)
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So when im done with Puggsy, I think I might want to try my hands on this next. Any ideas on how this should go?
mklip2001
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Joined: 6/23/2009
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Location: Georgia, USA
I don't really have any ideas, but I'd be happily encouraging this run! This is something that I'm pretty sure a few people have been waiting a long time to see done well. Lag reduction is going to be a pain, unfortunately.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Active player (463)
Joined: 1/28/2008
Posts: 140
Location: Germany
i think i might try on this game since there isn´t anyone who wants to lay a hand on it.. i can´t guarantee that it won´t take much time but i´ll try to get something going for this, any help is appreciated. yeah that´s it for now, wish me luck :)
2-do: Smurfs Nightmare, The (EU) GBC 10% fin : Mega Man: Dr. Wily's Revenge improvement: submitted Mega Man II Improvement: submitted Mega Man IV Improvement: submitted Mega Man V Improvement: submitted future plan: -n-
Post subject: wip pharao-halfring
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so i started this with the help of Mothrayas (thank you again for your help) this is what i´ve done so far so pls tell me your opinions and yeah this is it for now. Link to video
2-do: Smurfs Nightmare, The (EU) GBC 10% fin : Mega Man: Dr. Wily's Revenge improvement: submitted Mega Man II Improvement: submitted Mega Man IV Improvement: submitted Mega Man V Improvement: submitted future plan: -n-
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Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
The first jump out of the sand to the platform looks suboptimal. Also, I haven't researched this, but is it possible to slide under the platform? Or does Mega Man die before he gets low enough? The final enemy before Pharaoh Man, you kill using a powered up shot. I believe you can progress slightly faster if you fire non-powered up shots before he even appears on screen, and kill him quickly as soon as he appears. The boss fight itself looks like you don't always hit Pharaoh Man at the soonest possible moments. I have my doubts about switching to Pharaoh Shots so early in Ring Man's level, and grabbing a tiny refill, but without seeing a TAS of the whole thing, it's hard for me to judge the strategy employed. Edit: Also, to what extent was doing Pharaoh Man first researched? He is the "obvious first choice" based on that no weapon can significantly damages him that makes sense to use in a TAS. However, when looking at how laggy this game is, and how often enemies end up in your way, having the Flash Stopper can be quite useful to speed up the stages themselves.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Location: Germany
# The first jump out of the sand to the platform looks suboptimal. - charging up would be as laggy as just going underneath him as far as i tested and i also have to spent time for killing him -> so i left him out / i´ll look into this again to see if there is a way to get a better outcome! #Also, I haven't researched this, but is it possible to slide under the platform? Or does Mega Man die before he gets low enough? - you cannot slide under those platforms :( The final enemy before Pharaoh Man, you kill using a powered up shot. I believe you can progress slightly faster if you fire non-powered up shots before he even appears on screen, and kill him quickly as soon as he appears. - same as above i´ll look into this one and try to get something! The boss fight itself looks like you don't always hit Pharaoh Man at the soonest possible moments. - the hits were all perfectly timed it just looks bad and Mothrayas send me some advice today how to do it better. the ( 3-1-3-1-3-1 still is faster then just charging up) -> will improve here! # I have my doubts about switching to Pharaoh Shots so early in Ring Man's level, and grabbing a tiny refill, but without seeing a TAS of the whole thing, it's hard for me to judge the strategy employed. - switching early is just for lag reduction/faster killing - as charging the buster fully to kill one of those cannons is not enough as you need 2 more single bullets - and dont forget the lag for charging up while those cannons or planets are on screen.. for ringmans-stage i´ll have to get 2 small refills and 1 big one. Edit: Also, to what extent was doing Pharaoh Man first researched? He is the "obvious first choice" based on that no weapon can significantly damages him that makes sense to use in a TAS. However, when looking at how laggy this game is, and how often enemies end up in your way, having the Flash Stopper can be quite useful to speed up the stages themselves. - well bag of magic food tested around a lot before i even started this run and since i also did rta runs of this i have some knowledge. Pharao-stage: can easily be done without any weapon most of the enemies die fairly easy to a charged buster or a bullet Ring-stage: with pharao so much easier and faster to kill enemies spawning in some retarted positions => lag reduction Toad-Stage: it has potential to be done first, but rain flush just helps on the sand parts and having no pharao for the birds in the rainy passage is just a Lag-fest.. so yeah.. Bright-Stage: to do the fastest in this stage rushcoil would be needed as we can jump over that large spike pit ( rush coil is available after toad ) also fighting bright with pharao is faster than with buster - also this stage has a lot of lag if you go with the buster.. ring/pharao helps out a lot.. so yeah the order as it is in my point of view is the fastest atm.. still thanks for your opinion and suggestions! glad to have some interested ppl here! :)
2-do: Smurfs Nightmare, The (EU) GBC 10% fin : Mega Man: Dr. Wily's Revenge improvement: submitted Mega Man II Improvement: submitted Mega Man IV Improvement: submitted Mega Man V Improvement: submitted future plan: -n-
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SmartFrame wrote:
# The first jump out of the sand to the platform looks suboptimal. - charging up would be as laggy as just going underneath him as far as i tested and i also have to spent time for killing him -> so i left him out / i´ll look into this again to see if there is a way to get a better outcome!
I'm not sure what you're saying here, or how one kills a platform.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Nach wrote:
I'm not sure what you're saying here, or how one kills a platform.
I'm pretty sure he's referring to the scorpion(?) enemy that he has to go underneath before he can jump up to the platform. From what I understand: yes, that results in a sub-optimal jump, but killing the enemy to allow for a better jump would cost more time than the jump would save.
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Scepheo wrote:
From what I understand: yes, that results in a sub-optimal jump
Not sure why that results in a sub-optimal jump, it looks like there's plenty of room to jump earlier after the slide following going under the enemy.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
GoddessMaria
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I don't exactly know how the physics and such work in this game, but couldn't an earlier slide make it work better?
Current projects: failing at life
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I'm not sure what you're saying here, or how one kills a platform.
haha.. welp my fault i thought you understood that i was talking about the scorpion :) so yeah as far as i have tested it out, killing that scorpion / just sliding under him doesn´t take much and it doesn´t give much either..
2-do: Smurfs Nightmare, The (EU) GBC 10% fin : Mega Man: Dr. Wily's Revenge improvement: submitted Mega Man II Improvement: submitted Mega Man IV Improvement: submitted Mega Man V Improvement: submitted future plan: -n-
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