Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
In terms of taping .avi segments. Sorry about that. Basically, I didn't make an AVI of most of the lake battle. It's boring. Edit: #8 is here: http://rapidshare.de/files/13753150/mm64tas8.avi.html
Joined: 2/6/2006
Posts: 15
Location: Inman, SC
Sorry, I was watching the videos. Don't worry about the lake battle. It is boring. I am getting number 8 now.
Joined: 1/23/2006
Posts: 352
Location: Germany
You should have redone the intro dungeon to use straferunning before adding more stuff to the movie... That really stands out like a sore thumb.
Joined: 2/6/2006
Posts: 15
Location: Inman, SC
Its been a good 3 or so months and I was wondering what happened. The project just kind of.......uh....died.
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Sorry, man. I've had so much to do and I lost interest. Maybe later if nobody picks it up for me.
Joined: 2/6/2006
Posts: 15
Location: Inman, SC
Hey man, don't worry about it.
Joined: 2/3/2006
Posts: 69
Do you still have the AVI copy of your last WIP anywhere? I'd like to see it.
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Which part would you like? I have 8 .avi segments.
Joined: 2/3/2006
Posts: 69
Sorry, I forgot all about this. Anything that isn't horribly force-timed like the lake fight would be great. Basically I'd just like to see a few segments to get an idea of what an extremely precise run of a Legends game looks like, as I'm doing an SDA run of MML2. So whatever two or three segments you think are the most interesting and varied out of what you have. Thanks in advance.
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Sorry, I forgot all about this as well. Here are all the segments: http://hosted.filefront.com/FractalFusion/1894021 I didn't record most of the lake fight (just the Barcon). Otherwise, I recorded everything else. The movies have no sound.
Joined: 2/3/2006
Posts: 69
Finally remembered to check back here and watch these. I'm glad you still had them up. :P Is that the N64 emulation that's causing the black gridlines in the sky and the ones on the ground? I know this game was extremely low-res and the draw distance fog is spotty and inconsistent, but man, that looked awful. I didn't realize how easy it was to trick the AI in this game. There seems to be a "hot spot" for every boss, so you don't have to do much other than find it and shoot. This is especially true for Tron and Bon. The second game is much better suited for both traditional and TAS runs; rapidly pressing up on the d-pad while firing cancels the blast chain, so energy and rapid are useless buster gun stats. You also have the jet skates before you even go to the second notable area, and the homing missiles before the first dungeon (though the drill arm is much more useful if you know how to use it). Even so, this was pretty instructive on how to cut corners when navigating areas and avoiding enemy fire. Good job, too bad the first MML just wasn't that well-suited for speedrunning.
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I re-encoded the videos with sound and placed them on YouTube: Intro/Town: http://www.youtube.com/watch?v=EiALyJII-M0 Bonnes/Marlwolf: http://www.youtube.com/watch?v=YHUqnfCpw20 Cardon/Refractor Cave: http://www.youtube.com/watch?v=8ejKVmZUZ-M Lake Jyun/Barcon: http://www.youtube.com/watch?v=g1Ab9VUc4c4 The cause of the gridlines was because of the previous graphics plugin I used. I used Rice previously; this time I used Jabo's Direct3D8 1.6 without problem (though, in Windows Vista, mupen.exe->Properties->Compatibility->Disable desktop composition must be checked to allow video recording to work).
Joined: 2/1/2008
Posts: 347
I think this game's PSX version should be seriously considered when PCSX becomes an acceptable emulator at this site. Mega Man Legends 2 would probably look even better, since the graphics are great and the boss fights look cool (at least in my playthrough) since the enemy targeting button allows you to move and jump at the same time. Then again, I don't think the cutscenes in MML2 are unskippable, but at least people get the story that way (cutscenes may not be skippable in MML1 either, I don't know). Besides, the cutscenes are not boring for the most part, as far as I remember. By the way, when I played this game, I had no knowledge of the story behind the NES Mega Man games. So I enjoyed the game even though it did not line up with any of the previous stories. Therefore, I think other people with no knowledge of Mega Man's original storyline would find both games' TASes entertaining. PCSX rerecording is in development now, so I'm not sure if it would be a good idea for anybody to pick up this N64 version and run it now when the PSX version is much superior. Disclaimer: I know that you did not imply that you were planning to do anything else with this N64 run, FractalFusion.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
In fact, I've implied previously that I abandoned this run. A new run should definitely be on Mega Man Legends if PSX is accepted.
blahmoomoo wrote:
Mega Man Legends 2 would probably look even better ... since the enemy targeting button allows you to move and jump at the same time.
Can MegaMan move around while looking upward (with C-up, not the enemy target button)? There is better control to shoot a moving enemy, and it looks cooler.
blahmoomoo wrote:
(cutscenes may not be skippable in MML1 either, I don't know).
Most cutscenes are skippable in Mega Man 64, so I think it should be the same for Legends.
blahmoomoo wrote:
By the way, when I played this game, I had no knowledge of the story behind the NES Mega Man games. So I enjoyed the game even though it did not line up with any of the previous stories.
The most likely people to be turned off from this game are those who are well-versed in traditional Mega Man games. This game is just a totally different game with a few Mega Man shoutouts. P.S. Traditional Mega Man games have no real story.
Joined: 4/29/2005
Posts: 1212
Most Cut Scenes are skippable in Legends for PSX. I've been playing it recently. I agree that a Speed Run of this would look better with the PSX version. The controls for the N64 version are just really awkward.
Active player (278)
Joined: 5/29/2004
Posts: 5712
FractalFusion wrote:
The most likely people to be turned off from this game are those who are well-versed in traditional Mega Man games. This game is just a totally different game with a few Mega Man shoutouts.
Yeah, this is the point when Capcom realized that all they had to do to make a game sell was to title it "MegaMan" and put the main character in similar-looking armor.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 2/1/2008
Posts: 347
FractalFusion wrote:
Can MegaMan move around while looking upward (with C-up, not the enemy target button)? There is better control to shoot a moving enemy, and it looks cooler.
Yes, Mega Man can move no matter where the camera is positioned in MML2. The camera is actually not controlled by C buttons (EDIT: well duh... PSX controllers have no C buttons. *facepalm*), but with the four L and R buttons. IIRC, L1 and R1 control where Mega Man is facing and L2 and R2 control how close the camera is to Mega Man's head. I think there was also a button that allowed you to use the analog to position the camera, but I can't remember for sure. You can also constantly target the enemy and run around in MML2. This capability is what made fighting bosses so exciting for me. I know that MML1 does not have this capability for some reason... you can target, but you can't move while targeting. In MML2 (and most likely in MML1 as well) Mega Man can also shoot while he's running, as long as he is running forward or sideways. He can't shoot over his shoulder. If either of the MML games get a run, I will definitely be watching!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
IST
Joined: 8/26/2008
Posts: 103
R2 is the lockon button in both games, not a camera control button. >.>
Joined: 2/1/2008
Posts: 347
Ah, w/e... One of the buttons controls zoom then somehow... I suppose it might be L2+analog, unless I am missing a button on the controller...
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Interest lost in this project? I love this game and would love to see another TAS of it, was there a psx version started? Whats the difference between the two anyways?
I think.....therefore I am not Barry Burton
Joined: 2/1/2008
Posts: 347
The differences are found here: http://www.gamefaqs.com/n64/913960-mega-man-64/faqs/33895 The biggest differences that would matter (aside from any possible glitch changes that are not mentioned, if there are any) are the change in graphics (N64 has shorter draw distance, but anti-aliasing makes it more pleasing to look at) and audio quality (N64 has extra compression to fit it on the cart). I personally think that the PSX version would be preferable (and some people expressed this in more detail above) since it was the original. The N64 version did not change too much, and it probably should not be used unless a good reason can be found for using it, other than practically zero load time (I don't think the load time in the PSX version was that long anyway). Apparently somebody from Japan made a TAS of Rockman Dash for the PSX (which is the Japanese version of the game), but nobody asked any additional questions about it, so it became kind of obscure. The videos add up to an hour and three minutes, so I'm guessing the complete TAS is in the 50-60 minute range. I have not watched these videos yet, but now that I found them, I might. I would like to see a TAS of this game too, whether using the PSX or N64 versions. I think it has potential for entertainment. The same applies for Mega Man Legends 2. EDIT: Just watched the Rockman Dash TAS. Ingame time was 0:46:20. It's pretty well done, with nice humor added when waiting is necessary. There were some odd things though, including a few times where there was damage taken for no apparent reason (minus the few times it was done for humor).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Post subject: I NEED MAJOR HELP!
Active player (435)
Joined: 2/5/2012
Posts: 1696
Location: Brasil
http://www.youtube.com/watch?v=qFiotBIORME ive been trying to replicate this glitch, only got to clozer woods subgate once,because all the other attempts the glitch stopped workin on that specific area,the discussion on SDA about this game is here and ive explained my Sequence Breaking attempts,only thing i got is the drill arm early which helps 100% runs http://forum.speeddemosarchive.com/post/mm_legends64_speed100_discussion7.html what i really want is to find out how to avoid disenabling the glitch i know hangin on ledges ends it but i can't tell the other variables at all
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Thereisnospoon wrote:
It is most definately a capcom mega man game, just like all the terrible battle network games are capcom mega man games.
BATTLE NETWORK ROCKS! >:(
I quit TASing.
Joined: 5/8/2014
Posts: 125
TASing the N64 version isn't really realistic. I run the game on console, and the emulators just aren't up to snuff. The "lag" mentioned throughout this thread is actually frameskipping on console. For some reason, on emulator, it lags instead of frameskipping. This makes timing and testing stuff stupid, and a horrible comparison to console. There are a few things I was wondering if someone more experienced with TASing could help with. I discovered a few glitches that may be useful for a TAS of Legends of Mega Man 64. You can store a kick's "push" by pausing at times, and edit the properties of in-flight buster shots, as well as delay the energy stat from updating after you lower it. https://docs.google.com/document/d/18x1TfC2VcIbv5kR6HDPM8hBZGCwvRQn3zCQhR1QaNkM/edit One thing I can't figure out? How does the timer work? On N64, it seems to vary quite a bit, and through manual timing with livesplit and then comparing to the in-game timer, it seems inconsistent as well. Some load times seem to pause the timer, where as others don't. Also, the ram expansion for the N64 makes the game run much faster, and does affect the in-game timer and menu inputs.
Active player (435)
Joined: 2/5/2012
Posts: 1696
Location: Brasil
i just sold my megaman 64,that's really sad..can you eventually do some videos of this glitches/applications?i already watched your recent run using the energy storage but can't tell if you used the kick(i believe you haven't).Can you use the kick glitch to reproduce that OoB in the ruins that is usually done with the jetskates?I'm not sure if it was a matter of speed or hitbox to go through that and it could change some routes. https://www.youtube.com/watch?v=joFA_d111xc Edit: Random japanese video with out of bounds in the initial forest: https://www.youtube.com/watch?v=O_wi6STSf-8
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general