Posts for Bisqwit


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daniayaw wrote:
monster.. perhaps.. i see some frames lost in the cutman stage.. maybe its only my impression.. i.i
There are indeed a few frames of non-progression. It's because the platform Megaman is supposed to land on is a few pixels too short. And, when taking the weapon refills, there's some very noticeable delay, but such delay is hard to avoid because the enemies really don't like to drop good stuff when you'd want unless you are extremely lucky.
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Spider-Waffle wrote:
Had an idea for a new zipping technique, I don't think I've seen it before:
This idea is indeed useful, and I have now used it in few levels. However, in the Iceman level, the resource management is still a problem, and because your idea requires 7 beams and I only have 5 allocated for that region of game, I can't use that trick there (yet).
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New WIP is available. News: - Besides the previously mentioned (but not published) 48 frame improvement of the Gutsman stage [1], the Gutsman stage was again improved by 28 frames [3]. It's therefore 76 frames faster than in the previously published WIP. - Both of the edits to the Gutsman stage made the Cutman stage desync. I had to replay most of it. Fortunately, because the Cutman stage is now 18 frames faster than it was before [2]! - And of course, there was the 20-frame improvement edit to the Bombman stage. This movie is now 40.3 seconds ahead the published v4 movie. Re-record count: 56383 Topic: Luck-manipulation is a skill. Or it's luck. Or it's both. I feel like I got better at it, and I can't explain how. [1] For the 48 frame improvement in the Gutsman stage, I thank Ryan Ferneau for an idea he unknowingly gave to me. [2] The route of the Cutman stage is still identical to Morimoto's route I mentioned earlier in this thread. However, I improved my luck and precision. [3] The 28-frame improvement in the Gutsman stage is an application of Spider-Waffle's idea earlier in this thread. Because of this, the axe-throwing guys are even worse glitched than they were before. EDIT: There is a desync if you try to play this movie with USA Mega Man ROM. Use the Japanese ROM :-/
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Dehacked, how's the processing?
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Truncated wrote:
Anyway, I noticed that you ended the level with one magnet ammo extra. At first I thought about using this to fall faster after the door, but then I remembered that you incorporated the weapon switch with taking a hit just in front of the door, so that wouldn't work. But, how about using it in the other vertical screen, the one with bombs flying in from the right? There's an identical gap in the platforms there.
Yeah, I actually used it there in an updated version. It, and other changes I did made the level 20 frames faster. Also the Gutsman level has now been improved by 48 frames since the latest WIP. However, it caused a desync in the Cutman stage, and I've came up with another way to improve the Gutsman stage, so interesting things will happen. > I'm very excited you started up this one again. :) Me too. :)
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Bag of Magic Food wrote:
Do you think you'll need help?
Resource management is going to be the biggest problem in the Wily levels. There are plenty of places to abuse the Magnet Beam in, but there's only so much juice in that tool. I intend to create a map and scribble some notes on it as I did in the Bombman stage, and if people have ideas, they are of course welcome to say so :)
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The Cutman stage is now completed. Next up: Wily1. I also improved the Bombman stage by 20 frames. Status: 38.7 seconds ahead the previous movie. I gained 336 frames in the Cutman level. 1.5 seconds of this ~39 seconds comes from getting 50000 points from each boss instead of the 70000..80000 that was in previous movie. WIP file has been updated. (See previous posts for link.) However, I can't take credit for coming up with strategy of playing in Cutman stage. This strategy was first created and demonstrated by Morimoto (you haven't seen it), and I completely copied his choices in this stage. I did try something new (using up+down in room #6 (the fifth only-vertically-scrolling-room in that stage)), but it didn't work in the way I hoped. I thank Finalfighter for showing me Morimoto's idea of playing this stage. The hardest part of this stage was to luck-manipulate two weapon refills in row. It had me stuck for 1 day, and it would have had me stuck for at least a week if I didn't get a certain inspiration earlier today. Now, Wily1 is going to need some serious planning. :)
Post subject: Update: Gutsman completed
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The Gutsman stage is now completed. Next up: Cutman. Status: 31 seconds ahead the previous movie. If ignoring the improvements done in all levels with new learned tricks, 7 seconds of this improvement was caused by the route change (Elecman before Gutsman). Because of the route change, I lost 21 seconds in Elecman boss, but won 26 seconds in the Gutsman level and won 2.5 seconds in Gutsman boss. Ignoring the effects of the route change, I have improved all levels so far by 24 seconds in total with new tricks. I'm amazed. WIP file updated. Link is at http://tasvideos.org/Bisqwit/RockmanMovie.html. Note: One who has seen the plan image may notice I did quite differently than I planned. First of all, the zipping in the level beginning was omitted because it only saved 20 frames (due to heavy lag) and it costs 3 beams.(*) In the end, it ended up costing more than it saved. At the axe guy, I stop and wait, because the magnet beam has to die before I can switch weapons. At Gutsman's outer door, I place a magnet beam. It is on right height, but the shutter is too close for the zipping to happen (I could only zip to the left). So in other words, it may look like a mistake because nothing happens, but I had one excess beam and that's the best use I could think for it. The axe guys' graphics are glitches because I zipped over the event that should have given them the proper graphics. *) It costs 4 beams actually, but if I don't use them, the lifts will be so positioned that I will have to use one extra beam in the lift scene in order to do the zipping after the lifts. Therefore the difference is actually 3.
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I'm pleased that you like it :) I'm now continuing with the Gutsman stage.
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Bombman level has now been played through. New statistics and files available at: http://tasvideos.org/Bisqwit/RockmanMovie.html
Post subject: Re: I'm having problems with the Patch..
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Kitsune wrote:
I must be doing something wrong, because I can't get the patched game to work..
If explained what you're doing, we can probably tell you what is it that you're doing wrong.
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Interesting. It actually gives a quite good looking image from http://www3.rocketbbs.com/220/soramimi.html. Quite much everything else I tried gives just grayish small stubs. http://tasvideos.org/SuperMarioBrosTricks.html assaults the viewer.
Post subject: Re: Can't play in weekdays...
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samurai goroh wrote:
BTW Bisqwit, how does the Bounty works & for what?
Read the BisqBot page for details.
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My ADSL modem broke yesterday. Therefore, I have no internet connection at home, and thus, neither does my server. I took my harddisk and installed it on a secondary server in some other location, where it now works temporarily, but not all functions work as they should. Most notably, the Bittorrent tracker is offline. I actually tried to redirect that to the temporary server location, but for unknown reason, it doesn't seem to work. Anyway, because I have no internet connection now except at work, I will be mostly offline until it's fixed - which should be, hopefully, within a week. If you need to contact me, please do it by e-mail. I won't be much in IRC or reading the forum private messages a lot either. You can find my e-mail address at http://tasvideos.org/Bisqwit.html.
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TheAxeMan wrote:
Any suggestions on how to do this, maybe an avi-to-animated gif program?
I don't recommend this approach. For the GIFs to be worth their size, the background must not be moving, and for that reason I use the emulator patch.
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Oh dear.
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LocalH wrote:
I know for a fact that FCEU stores the CRC32
In fact, it stores MD5-sum.
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flagitious wrote:
In level 2-2 bisqbot pushes a block to the right, then a different block down twice. It doesn't pay the 0.05 second startup when it switches between pushing right and down. When I tried playing the game by hand, it wouldn't let me do the same.
Here is the timing: @frame 72: walk to 142 (facing right) @frame 78: grab @frame 80: push @frame 92: face down (real players can do this facing event while pushing - BisqBot cheats here a bit by doing the facing after pushing, but the net effect is the same) @frame 92: push @frame 104: push @frame 116: ride to the sunset Edit: Now that you mention it, it's actually strange. I have certainly not _planned_ it like this. There should be a grab in between the pushes to different directions. But incidentally, it just works like this, in both BisqBot and the game. In the game, the grab event is only generated if Peter has assumed a non-pushing position (which doesn't happen if the player is pushing against a block at the moment a push ends), and in BisqBot, the grab event is only generated if the last move was a kick or some steps were walked.
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The graphics looks great, but the animation (controls) aren't anything like the NES SMB.
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flagitious wrote:
1. If you start the level with a push you do not have to pay the 0.05 second push startup? 2. If you finish the level with a kick, then the rounding up for the sliding of the kick is applied only once, not after each square it slides?
1. The timer starts from first walking or pushing event. Grabs, kick preparations and facing changes don't start the timer. 2. The level is finished when the box being kicked arrives its goal. The time used by the kicked box is RoundUp(length * KickedBoxSpeed). That is, rounded only once. > Also do you have available for download text versions of all the levels? You can find them from the javascript source code. Search for "var maps". Each level is a 19x16 array of numerical values between 0..7. Bitwise: 0=wall,1=walkable,2=outside, 4=blunder zone.
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Rick wrote:
Well I have to do it the whole thing, and every time I press left I just slow down and lose time. I think maybe it's just the effect of pressing Right & Left at the same time, I dunno. I can't figure it out.
Yes, if you press right+left at the same time, Mario's speed instantly drops to walking speed.
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Highness wrote:
Like a PRG0 and PRG1 version etc. What was changed in the game and so forth.
Yeah, it depends on game. In Super Mario Bros for example, some levels were minorly tweaked. For instance, the death hole (shown in the image) in the swimming levels above the last pipe was removed, and the stairs in the beginning of 8-1 were somehow changed as well. (This animation does not demonstrate the death hole, but the swim of death.)
Post subject: Re: Information on ROMs on this site
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This is a gray area and my policy is "no". Reason: The naming system of the ROMs you speak of is not an official one, but one devised by ROM piraters. I do not wish to make the site look like we support it. At most, we can link to a document that explains those symbols in the ROM names. Someone can do that (I don't remember where those documents were).
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daniayaw wrote:
unlock this folder to show us what do u got there^^
I assume you were talking to me. https://files.tasvideos.org/bisqwit/list.txt <- here is the list of the contents of that directory.
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