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[img_right]http://bisqwit.iki.fi/kala/snap/mmluckluck.png[/img_right]WIP updated.
- It's 331 frames faster compared to the Tuesday's WIP:
--- 179 frames gained in Bombman stage (+180 in stage, +3 in tunnel, -4 in boss)
--- 22 frames gained in Cutman stage (+12 in stage, +10 in tunnel)
--- 16 frames gained in Iceman stage (+20 in stage, -4 in tunnel)
--- 114 frames gained in Wily1 stage (hard to pinpoint but most of it comes from the spike room)
The Bombman and Cutman stage improvements consist majorly of faster luck manipulation, but other precision improvements were done as well. The Iceman improvement consists almost entirely of better precision.
Currently redoing the Wily2 stage. It is very enjoyable. I also got better luck this time. The refills are collected with almost no delay. (Note: Screenshot was taken after I posted this, I'm trying 3 refills now.)
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Congratulations Finalfighter!
You discovered (AGAIN) something I didn't even think of.
It's a simple application of overflowing the beam to the next screen.
The clues have been there (you can see it happening in my Cutman stage), but I never realized to think of this kind of application.
You are awesome. m(_ _)m
This solves one long time bother of the game.
This earns you a new rank :) 忍者師? 忍者名人? 上忍?
Ps: As for your Gutsman idea... I think I will reject it. It doesn't seem to be worth it, because it can't take advantage of the zipping in the upstairs (before the wall).
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Clone robot's room is the last room of the chain that starts from the beginning of the Iceman stage.
Attempting to cross that wall will lead to mayhem and nasal demons.
In other words, I don't know, but it can't be anything good :P
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This is absolutely wonderful.
I had no idea that the game would be playable after escaping the boss's room. Last time I tried, the game glitched so heavily that it wasn't even playable.
Finalfighter tells that it depends on the timing. So it needs experimentation, which I didn't previously do.
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Same tricks can be used as before.
Note:
- There is no free refill at the end of the stage
- To zip horizontally, you need a solid ceiling (or a solid screen bottom, if you're at screen top). You can't zip over pits.
Finalfighter's trick requires 7 or 8 beams, and eliminates all the chances to refills for the rest of the stage.
Assuming my current path so far, I would have 3 or 4 remaining after exiting Elecman's room.
With the methods I use in my WIP, I need 6 in the rest of the level (no refills are available). I can manage with 3, but it's about 35 frames slower.
So in the beginning of Wily3, my beam would be completely empty. I need a refill in the beginning of that stage.
I also need 7 beams for Wily4 (I actually need 6, but I want 7).
In Wily3, I'm using 2 beams, so I'd need to refill from 0 to 9 beams in the beginning of Wily3.
This can only be accomplished using two big refills. Taking them requires at least 100 frames of time.
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Thanks for the feedback and questions Truncated!
Again, I answer your questions.
> I'm not imagining, in the laggy screen I asked about before where you jump+pause trough the red block enemies, you are standing still for 7-8 frames after leaving the ladder and before moving. Is this all because of lag? Usually you move directly after leaving the ladders.
During the "delay" (which is the walking delay superimposed by lag), I'm holding right. The purpose of the delay is to move Rockman 1 pixel to the right so that when jumped, the next platform is reached instead of bumped into (the pause trick gobbles most of the horizontal motion during the jump).
It is faster than doing a tiny jump from the ladder without delay and then jump the big jump.
> At Bombman, you hit him the last time while you and he are still in the air. This delays your jump for the end-level ball. Could you change the end of the fight to be standing and jump earlier, or do you already grab the item at max jumping height?
It bears no significance, but in the redone fight (not published yet), I eliminated this little cosmetic error.
However, the new fight is 4 frames slower now... (why, I don't know)
> At clone robot, he explodes a bit to the left of the screen. It seems the end level script doesn't start until all the fragments are off screen. Could you kill him more in the middle, and at the peak of his jump?
Despite how it may look, the dying position of the clone has no effect to the level completion time (I tested it). Well, at least the horizontal position has no effect, that is.
> Wily 1, at the passage with spikes in the ceiling and the ground, and moving plaforms: in the screen before you perform a vertical wraparound on the ladder. If you did it with the magnet beam instead to wrap around in the top/right area instead, you would end up in the wall above the spikes, giving you a free ride. (This sounds like something you would have thought of, so I'm guessing it doesn't work and you actually end up in the spikes.)
Exactly. It's my biggest annoyance in this game. The game kills Rockman because his feet lie on top of the flat side of the spikes.
The only way I can imagine to get Rockman above the spikes is to climb him up the tiny hole in the left edge of the screen, but d'oh, it doesn't work either. It's a too little hole.
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I tried the Spider-Waffle's idea that has been bothering me for a long time.
Here's the first test result...
https://files.tasvideos.org/bisqwit/rockman-icetest.avi (3.7 MB, coded with lossless h264 + 11 kHz mp3)
Here you see some of the most horrid lag this game has to offer.
It reaches the middle of the top platform near the end 100 frames earlier than my WIP, but with the magnet beam completely exhausted as opposed to 6-7 remaining shots.
Edit: While making it, I noticed a mistake in my Iceman level playing... It saves 4 frames when fixed.
Edit 2: I tried also omitting the two first beams in order to use 7 beams with Spider-Waffle's way over the water pit. The method worked, but was 159 frames slower.
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I concur with Phil.
When this movie is published, the filenames of the publication can't have this number sequence. It's easily confused with timings, version numbers and what not.
To change your username, contact me privately and discuss what you wish to change it to.
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Today's status, with timings compared to yesterday's timings:
- Bombman stage improved by 179 frames (+180 in stage, +3 in tunnel, -4 in boss)
- Copypasted everything back, desync at Cutman stage. Therefore, replayed.
- Cutman stage improved by 22 frames (+12 in luck manipulation, +10 in tunnel)
- Copypasted everything back, desync at Wily1.
That's a pity. Wily1 is the most laboursome of all the Wily stages, especially the beginning of it. So that's where I'm now. All the Wily stages (well, at least Wily1 - perhaps I can copypaste Wily2 and Wily3 back) need to be redone.
So why do these desyncs happen?
Rockman 1 is generally speaking very copypastefriendly. I can copypaste entire stages between different movies, and it always works.
Except when it lags.
Lag is caused by the NES program requiring up too many CPU instructions to process in a single frame. Even though the game resets the frame counter in the beginning of each stage (resetting the luck), it can't reset the cycle counter of the CPU.
So when there's a scene that sometimes lags and sometimes doesn't, chances are that it will desync when copypasted.
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The F weapon is sometimes more lucky than the P weapon. The reason they are different is because the number of sprites in them are different.
P is one 8x8 sprite, whereas F has four 8x8 sprites flying plus another four 8x8 sprites circulating Rockman.
The number of these 8x8 sprites affects luck.
However, in this newest update BisqBot's luck was P-based.
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Okay, there will be a slightly longer detour, it seems :)
BisqBot got me 81 frames off the Bombman luck manipulation scene.
It may cause that the Cutman stage be needed to play again.
But that result still has a couple of weapon switches. I'll try to get it even quicker.
[img_left]http://bisqwit.iki.fi/kala/snap/unlucky.png[/img_left]
Lucky? Not quite...
This is an example of a case where BisqBot doesn't
understand that it's not a good situation.
EDIT: 168 frames faster now.
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I'm not sure how many shots will be needed, but in the Wily battles the pause trick will definitely be used.
Edit: Right, I have four shots left. I need two or three for Wily, which leaves 1 or 2 for Bombman. So, Bombman needs to be paused too.
Bombman might need to be paused anyway, because he tends to jump a lot, and I'd like to keep Rockman in the teleporter so he can exit quickly.
New things I like the most in this movie:
- The slalom between enemies and bonus drops in the beginning of Wily2
- The new strategy of Cutman refight. I solved two problems at once: 1) I believe it's now optimal, 2) it's much more versatile and impressive than before.
And of course, that the sloppiness in two screens before the Clone robot was fixed.
How do you like the fight against the rock statue? (Err, Yellow devil)
As a consequence of the change in Wily1, I also have now the 1 extra beam I was hoping for. This movie is going to finish wonderfully.
However, I still fear that the Iceman stage could be played differently with great success...
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New WIP available. No timing estimate, I gave up with the timings. Well, it's at least 100 frames faster than the previous WIP.
It needs some work with Wily3 entrance though.
I hate that boss. It's really hard to do optimally.
You need to predict where the enemy will appear, and act accordingly. And the action actually affects what will happen -
So if you throw the rock to left, the enemy will appear from up, and if you throw it to right, it will appear from left... is what may happen.
And the bounding boxes of the rocks are really vague. They can sometimes pass through the enemy (that's why there's a few frames delay in the first Cutman fight)
So to do the Wily3 fight optimally is really difficult.
[transcribed from IRC]
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Then go go back.
I'm surprised that out of everything, you would have chosen Gentoo...
Because it's not exactly the easiest distribution to install.
In fact, if you can install Gentoo, you definitely can install FCEU...
Though, if you're talking about the movie-supporting version, I might understand it. But then again, you complaining about "window's [sic] simplicity" doesn't fit into that image.
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You have the right frame of mind, but I would have already done this, if I could somehow place the magnet beam at the right position.
The supporting beam I'm jumping from is just about to disappear, and it's not high enough to position the beam in one jump.
So far I haven't had luck in this.
In fact in my latest movie I lose 3-4 frames because the second lift refuses to elevate at all...
When the blocks are blasted, they break into pieces, which are again new objects.
I admit I haven't tested this thoroughly, but I believe this is the fastest way...
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No, actually the giant zipping of Wily3 is different. For some unknown reason, to progress in that wall you need to be continuously transforming. Otherwise you're stuck. Apparently, the "water" causes a different motion engine to be created where the laws of zipping don't exist (except in the teleportation mode).