Post subject: Megaman specific questions
Player (36)
Joined: 9/9/2006
Posts: 388
As some people in the IRC know as I had asked before - I'm working with a team to make a fan-made Megaman with co-op gameplay (Megaman 2.5D) Thanks to you guys we've managed to nail a few things that felt off but not sure why; I'm back again to ask something... Does anyone have any good solid specific details about water physics? What affects it makes upon a player? Ones I've personally felt is a jumping is higher (although specifically, I don't know), running has always felt a LITTLE slower - only just enough to be noticed (but I could be wrong there). Any info would be highly appreciated!
A whisper in the wind~~
Noxxa
They/Them
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Water physics tend to differ quite a bit between the games. I did a bit of testing on some of the games here: In Mega Man 1, it causes a lag frame every fourth frame, so effectively the game speed is cut by 25%. The physics otherwise are unchanged as far as I know (except in some zipping situations) In Mega Man 2, it causes a lag frame every fifth frame (20% reduced game speed) and gravity is cut by 0.46875 (from 0x40 subpx/frame to 0x1E subpx/frame). In other words, gravity is cut from 0.25 (64/256) pixels/frame to 0.1171875 (30/256). Additionally, jump initial velocity is increased from 04.DF (4.87109375 px/frame) to 05.80 (5.5 px/frame). (See also Wiki: GameResources/NES/Rockman/Data). In Mega Man 3 and on, water no longer causes an overall slowdown. The velocity and gravity numbers are probably different, but I don't know about the numbers in these games offhand.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Player (36)
Joined: 9/9/2006
Posts: 388
Mothrayas wrote:
Water physics tend to differ quite a bit between the games. I did a bit of testing on some of the games here: In Mega Man 1, it causes a lag frame every fourth frame, so effectively the game speed is cut by 25%. The physics otherwise are unchanged as far as I know (except in some zipping situations) In Mega Man 2, it causes a lag frame every fifth frame (20% reduced game speed) and gravity is cut by 0.46875 (from 0x40 subpx/frame to 0x1E subpx/frame). In other words, gravity is cut from 0.25 (64/256) pixels/frame to 0.1171875 (30/256). Additionally, jump initial velocity is increased from 04.DF (4.87109375 px/frame) to 05.80 (5.5 px/frame). (See also Wiki: GameResources/NES/Rockman/Data). In Mega Man 3 and on, water no longer causes an overall slowdown. The velocity and gravity numbers are probably different, but I don't know about the numbers in these games offhand.
Thanks for the info, I took a look at the Rockman data wiki entry but I wasn't finding anything in regards to the water physics that is why I had posed the question. What you've shared is super helpful though, thanks.
A whisper in the wind~~
Editor, Active player (296)
Joined: 3/8/2004
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Location: Arzareth
Thanks Mothrayas. Yeah, the part of the wiki article that was written by me (i.e. most of it) was written with TASing in mind, and TAS tends to ignore the water alltogether. (Except in Rockman 2, but I did never TASed the underwater sections of the Bubbleman stage.)
Player (36)
Joined: 9/9/2006
Posts: 388
Took another good look through the rockman data entry... is there any solid info on enemy data? For example the Scworm's? How many projectiles they fire and their HP?
A whisper in the wind~~
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
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It seems that you could benefit a lot from memory search, are you trying that? It isn't as complicated as it sounds, it's actually kind of fun. Here's the page with instructions http://tasvideos.org/MemorySearch.html
Player (36)
Joined: 9/9/2006
Posts: 388
FODA wrote:
It seems that you could benefit a lot from memory search, are you trying that? It isn't as complicated as it sounds, it's actually kind of fun. Here's the page with instructions http://tasvideos.org/MemorySearch.html
How likely is that to reveal exact movement patterns and attack data? All I figured is it would reveal what they are doing at the time, such as current health values, the RNG and how that may affect Spawn count...?
A whisper in the wind~~
nesrocks
He/Him
Player (241)
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Posts: 4096
Location: Rio, Brazil
You asked about an enemy's HP, that is a piece of info that can be tracked by use of the memory search. Truly, movement patterns can't be tracked with that method alone.
Editor
Joined: 3/10/2010
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You should try using frame advance and calculating delta values for the position when working with motion.