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hopper wrote:
There's a typo in your acknowledgements in the AVI. You thank Finalfighter for his "enthusiasism".
Ah. I wasn't certain of the spelling of that word. Even now, I had to look it up to see what I did wrong.
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Patashu wrote:
Sorry, but I already looked there and couldn't find it. Is it the horizontal screen wrapping phenomenon or somewhere else on the page?
Yes, it is the horizontal screen wrapping.
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For those who monitor this thread but not the site... This movie has now been published. http://tasvideos.org/movies.cgi?id=418 Follow-up discussions (of this movie) to this topic, please: http://tasvideos.org/forum/t/2878
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Regarding "I'm aiming for at least 30 seconds of improvement, but even 50 might be possible...", 50 seconds was actually going to be quite close (about 53 would have been the result), until Finalfighter demonstrated how it's possible to escape the Cutman fight without the game crashing. This gained another ~20 seconds.
Truncated wrote:
If you are still updating this submission, and you want somewhere to put the powers of Bisqbot to use, how about the luck manipulation in Gutsman stage?
Possibly. It may have adverse effects on the later stages though :-/
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Patashu wrote:
What're the mechanics behind that techinque where you rapidly swapped between the left and right sides of the screen [...]?
It's all explained at the RockmanTricks page.
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Spacecow wrote:
this is beyond ridiculous.
And it gets even more ridiculous by every iteration. This movie is constantly in the state of flux. There seems to be endless chances to do something differently. I never get the AVI done, because I find new improvements before the AVI is finished... I just redid the Wily3 boss battle (the underwater bubblebots). 58 frames was squeezed out from that battle by BisqBot, by finding the method of throwing the rocks so that they hit the targets before the target even becomes visible. The bounding box (method of comparing collisions in programming) of the bricks is very vague, and it often passes through the enemy for 1-4 frames before actually hitting. This update is completed, and the movie is finished (again), and downloadable in this very same submission in the place of the old movie.
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Joseph Collins wrote:
Time for a brief run-down
Thank you for the feedback! > - I'm sort of torn here. You could just defeat the first two Crazy Razys with one shot each to their upper-bodies. Instead you chose to rapidly fire at their legs. I know jumping has a very slight delay to it, but still. . . I did it just for fun. > What the Hell did you do to those poor Pickelman robots[/b]?! Those poor bots got incomplete graphics because I zoomed past the event that was supposed to give them their proper graphics. > I don't know why you paused climbing those ladders in the Suzy-infested area. You weren't taking damage as far as I could see. Besides suzy-infested, the room is also lag-infested. Pausing gives lag-free motion with the cost of two frames, and in that place it was worth it. > I don't even know what the Hell is going on during the later half of this part. I zip to the next room, where I jump from the wall I just arrived from, and then at right position, I press "right" and Rockman returns immediately back to the wall he was in. Hopefully, at that point, he's at a position that the game considers "bottom of the screen" (due to the wrapping), and will scroll the window down even though Rockman is on the top of the screen. That covers it shortly :) > Isn't there a quicker way of taking care of Copy Rockman? Nope, I deliver hits to him in fastest manner possible. Using the pause trick would also be possible, but since the clone robot sweats every time it's hit, the sweat tends to accumulate when the pause trick is used and eventually it accumulates into lag, which is not nice. This is the fastest way. > You spent a spare frame or two suspended in mid-air after fighting Gutsman, Hyper Bombs or not. That's how it works.
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Patashu wrote:
Both times I tried to watch the movie it desynched in Wily1's spike room. Anything I could try to remedy this?
Did you watch it with USA Mega Man ROM or Japanese Rockman ROM? This movie is for the Japanese version. Although the games are extremely similar, they execute a different number of instructions on the title screen and that may carry as far as to 6 stages later where it will desync when one version lags and other doesn't.
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jxq2000 wrote:
Omega wrote:
Wow. To those not following this topic: it was just updated to 16:59 (original time being 17:01).
What was changed to improve this?
The Wily battle. I had forgot an item from my TODO list: Shoot higher so that Wily (both phases) are finished with one shot. After this post, though, the Elecman stage was also changed (thanks to an idea by Boco!).
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Fro Jackson wrote:
After watching the movie, I SWEAR it says cold, like so:
DC
LO
It actually says PC OL But with mirrored letters. Like BagOfMagicFood said, it's because the game redefines the tiles to prepare tallying the score. Those are the first letters of "CLEAR" and "POINTS". It's not much different from the distorted pick-throwers in Gutsman stage (they consist of the status screen graphics: B,E,G,I,C,F,M letters, part of the 1up and power bars).
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Spoony_Bard wrote:
Another possibility for a screenshot to use is near the end of the Cutman stage, for a brief moment it looks like Rockman is about to fall on two spikes, right before using the beam to jump out of there.
Although it's a cool shot, this particular strategy was devised by Morimoto and thus I don't feel like it's a good idea to make it the symbol of this movie.
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Michael Fried wrote:
Voted yes, but I'm wondering if this movie is a little too glitched. Maybe it would be of some benefit to have a non-glitched movie in addition to this one?
Nah, if you're going to limit creativity, I suggest you go with TG rules then and make it non-tool-assisted, in which case it's not on the focus of this site. You could watch Morimoto's original movie for reference. The reason these updates are interesting is not because N frames was squeezed from jump 551, but because new strategies have been discovered.
Post subject: Re: possible write fmv reader to FCEU or Fix mm2 run to fcm?
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Shinryuu wrote:
hmm.. is it possible to "write" .fmv reader for FCEU
The question is not about the FMV format. The question is about that FCEU and Famtasia are two different emulators, and they emulate NES differently. They run different number of CPU cycles per frame, they probably give different cycle counts to different CPU instructions, they probably have differences in how a DMA transfer or RAM or VRAM access delays the CPU, differences in the sprite-0-hit flag, etc. To emulate Famtasia in FCEU would require analyzing how exactly Famtasia emulates NES -- what are all the quirks in it. Foremostly, it's definitely not worth the effort. For one, it won't make a Famtasia movie into a FCEU movie. It will only make FCEU into a Famtasia, which is an useless goal: You should use Famtasia to play your FMV file. In other words, there is no question at all in the file formats. Nesmock converts them to each others without problems. The problem is in the emulation. The games act slightly differently in different emulators, which causes that the stream of button presses will eventually desync in the other emulator.
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Fihlvein wrote:
Offtopic, but there is another link to site containing ROMs in this same topic.
It's not advertised as such, and I can't say what people are allowed to put on their own webpages. It's not offensive, so I ignore it.
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daniayaw wrote:
bisqwit ignores my messages ;_;~~
Yes, I tend to ignore badly spelled/capitalized/punctuated posts when they're painful to read. And more usually, posts which are not interesting and/or do not need my immediate attention, of course. Or, posts that attempt to start an off-topic discussion (for the thread), such as your latest one (before the one I quoted) was.
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Bag of Magic Food wrote:
So does the end of CutMan need to be changed so that you fall into that block, or does that not save time?
Untested, but Finalfighter says no and I think no.
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Highness wrote:
Ok. So do you save time by glitching like that?
No, because zipping is already done for the most part of that room.
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nitsuja wrote:
(BTW, did one of those "non-route" attempts crash the game back to the title screen, or was a reset command given?)
It crashed the game, which reset.
highness wrote:
What happends if you defeat bombman the second time angerfist? Does any other boss get excluded? Or do you just have to fight bombman plus the others?
Indeed, fighting the Bombman the first time brings no advantage. It's just one extra fight, and doesn't eliminate any of the following ones.
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AngerFist wrote:
what obstacles far ahead?
Three of the blocks that can be picked up or electrocuted away. It is advantageous to electrocute them by afar, because when they're picked up and thrown (or electrocuted while visible), they turn into the smaller bricks (see the first Cutman battle for example), and each of those accumulate into lag.
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OmnipotentEntity wrote:
In Wily 1, you fire the Elecbeam 3 times and hit nothing, you don't collect any powerups later in the stage, and it causes lots of lag.... why?
First one kills the flea (less lag), the consequent three beams destroy obstacles far ahead.
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WIP updated. At Bombman rematch now. It would be nice to have some new faster techniques for Wily4... These don't work. https://files.tasvideos.org/bisqwit/rockman-wily4-nonroute.avi - trying to speed up the ladder climbing https://files.tasvideos.org/bisqwit/rockman-wily4-nonroute2.avi - trying to zip through the boss rematches https://files.tasvideos.org/bisqwit/rockman-wily4-nonroute3.avi - Wily with crash https://files.tasvideos.org/bisqwit/rockman-wily4-nonroute3b.avi - Wily without crash https://files.tasvideos.org/bisqwit/rockman-wily4-nonroute3c.avi - toying with Gutsman
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Highness wrote:
Those numbers really sounds like alot.
These too: With the new strategy, Clone robot's battle was started now 4388 frames earlier than in v4 -- that makes the total improvement of this movie now about 73 seconds!!! And it will only grow -- perhaps we get 80 seconds in total. I still have 9 beams remaining - 7 for the last stage just as I planned. Too bad about my cool Cutman rematch :-/ But perhaps escaping that mandatory battle is even cooler. EDIT: Oops, miscalculated in the first version of this post.
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Highness wrote:
Wow! How much data did you save by doing that?
I don't know because I didn't make a version with the bars not removed, but if I had to guess, I'd say 10-20 kB.
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Highness wrote:
Why doesn't the energy meter show in the gif?
As usually, I removed the energy meter and the score to make the GIF smaller (less motion).
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Fun for fans... a GIF animation of some lucky maneuvering in Wily2. http://bisqwit.iki.fi/kala/snap/mm-wily2luck.gif (50 kB) Note: Apparent touching the spikes without dying is enabled by Rockman being physically in the next screen (due to wrapping phenomenon) despite showing in the left edge of the current screen.