Posts for Aaron_Haynes

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Joined: 2/3/2006
Posts: 69
I couldn't find an sbi file for this game, but it doesn't appear to be a problem - the game played all the way through as expected.
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Joined: 2/3/2006
Posts: 69
Solved it - I was using external software to create an iso from the standalone bin file, then converting that back into bin/cue (the options the software gave were, uh....limited). This was working for the NTSC downloads I had, so I didn't think it was the problem here. I googled how to create a cue file from just a bin and made one in notepad and it worked. The instructions are here, if anyone has this problem in the future: http://www.shivaranjan.com/2007/01/03/how-to-create-cue-file-for-a-bin-file-in-5-steps/ Appreciate the response! All good now :)
Post subject: Playstation PAL games don't get past the first Sony screen
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Joined: 2/3/2006
Posts: 69
Hey all, I'm trying to get Syphon Filter PAL to work in Bizhawk. I have NTSC and PAL versions of the game - the NTSC one works fine, have been able to TAS it, do full playthroughs, etc. Unfortunately, the PAL version (and every PAL iso or bin/cue I've tried for other games) produces this result and nothing else: https://www.youtube.com/watch?v=QSs2j_sUlZM I have a decent collection of BIOSes and have tried manually setting all of them on the PSX E id with no change. I'm unfamiliar with how the emulator works beyond this point and can't move forward on the TAS project I'd like to do (PAL is the fastest version of the game). Any ideas?
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Joined: 2/3/2006
Posts: 69
The world needs a Katamari Damacy TAS. I think it would solve a lot of the world's problems if this TAS existed. I hope someone is able to make one someday.
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Joined: 2/3/2006
Posts: 69
I strongly disagree that TASing Complete Works would be cheap or bad-looking, or not show proper respect to the NES games. Quick-weapon switching and lagless rooms changes a lot of what's possible and would produce a unique companion speedrun to the original version. I don't know what strats have changed from Glitchman's TAS other than Crystal warp or the new Wily 3 zip, so I don't know how different a new MM5 TAS would be, but I would be just as interested to see a very optimized CW TAS as that. (to be fair I'm probably less interested in a NES MM5 TAS than I would be if it had more RTA applications, as the optimal TAS route is mostly about manipulating weapon drops for Super Arrow.)
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Joined: 2/3/2006
Posts: 69
hero
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Joined: 2/3/2006
Posts: 69
Yeah, I was getting no luck changing the filenames. MM5-star.nes, MM5-gravity.nes, didn't make a difference. Named states are a little hard to quickly access, but I found a good workaround for the moment, just storing sets of savestate files in a bunch of different folders and moving them back to the main save folder when I need them. An option to use filename instead of hashed rom name would be nice in the future, but this works for now. Thanks all!
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I tried renaming the .nes files, but they still share savestates with each other. Do I need another program to change something within the file itself?
Post subject: Savestates question
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Joined: 2/3/2006
Posts: 69
I don't really know the terminology to easily describe what I'm talking about here, but I'll give it a shot. I'm drilling individual stages in Mega Man 5, so I wanted to create a savestate for each room that was giving me trouble. Since there's only 10 slots, I figured it'd be simplest to make copies of the rom file, one for each stage. But when I make a new savestate in one of them, it changes it for all of them. I guess this is because BizHawk checks the rom's ID, rather than storing savedata for each individual file? So any copy of the file I open shares its 10 save slots with any other copy. Is there any way around this?
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Joined: 2/3/2006
Posts: 69
Mega Man Unlimited?
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Joined: 2/3/2006
Posts: 69
Great work, that was really entertaining. The playaround stuff at the end of each level was fun, particularly Metropolis 3, for obvious reasons.
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Joined: 2/3/2006
Posts: 69
It always bugged me how slow this game was compared to MM1-7, and how many great tricks there were to speed it up, if only you had superhuman reflexes. This is one of the best candidates for a TAS, because it's exciting to see all these really difficult shortcuts performed with ease. Keep at it, guys, it's great fun so far :)
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Joined: 2/3/2006
Posts: 69
There are tricks to influence guard spawning in some of the cathedral/catacombs levels that I don't think I mentioned in the run description. It's been a few years, so I don't remember exactly what I did, but it should be easy enough to experiment with different paths and the timing of when you start shooting (announcing your presence to the guards). Almost certainly the stops to get the K3G4 won't be necessary with frame-precision headshots. I'd love to see this done (I'd love to do it, actually, but I don't have the time).
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Joined: 2/3/2006
Posts: 69
Very much Syphon Filter. I did the run over at SDA, and I'd love to see the game done perfectly. This goes for the two sequels as well. I might check it out myself, but I don't have the time for speedruns as much lately (nor much experience with TASes). Also: Mega Man Legends 1 and 2 Crash Bandicoot
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Posts: 69
Fantastic. Was laughing through the whole run.
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Joined: 2/3/2006
Posts: 69
That was amazing fun. Great work.
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Joined: 2/3/2006
Posts: 69
Good run, but the game is obviously a far cry from the NES original. I had to turn down the sound to stop from hearing that music.
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Joined: 2/3/2006
Posts: 69
JXQ wrote:
This is hero. Great run!
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Joined: 2/3/2006
Posts: 69
Absolutely incredible. This is, bar none, my favorite game when it comes to speedruns. Nothing I've played seems as well-suited for a TAS as MMX2. As for a screenshot, I'd suggest any good moment using the charged-up strike chain.
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Joined: 2/3/2006
Posts: 69
Sending a metal blade through them right after the egg breaks open often produces the same result, though most of the items collide with each other and disappear quickly.
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Joined: 2/3/2006
Posts: 69
Watching this, it's pretty clear that S1 was not designed with spin-dashes in mind. Great work, JXQ.
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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.
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Posts: 69
Could someone re-host or possibly torrent this? I'd love to see it.
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Joined: 2/3/2006
Posts: 69
I noticed that. Weird. That was awesome, great work. Each new version of this just gets more and more badass.
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Joined: 2/3/2006
Posts: 69
Oh, yeah, didn't think about that. Two at once is pretty nice, though. I was just thinking about it in terms of general coherence as much as possible, but with four games at once, you'd pretty much just have to pick your battles. Good luck with it.