Posts for Bisqwit


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jecy wrote:
Thanks to our trinity - Bisqwit
Trinity ^_^;; Well, good thing your new movie is almost ready :)
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The penalty of the new path has now shrunk from 36 to to 27 frames, thanks to a 9 frame optimization I have worked on the last few days in the Fireman level. The optimization is nearly invisible and occurs in the place of forced ceiling delay. I have updated the WIP. https://files.tasvideos.org/bisqwit/bisqwit-rockmanv6-incomplete.zip It contains some playing of the Bombman level too, but it's still likely to be changed in many ways... Rerecord count so far: 38156 (greatly inaccurate, since there's copypasting and a lot of swapping of file versions involved).
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Bag of Magic Food wrote:
That's the whole point!
I thought you were continuing your post like, "That's the whole point! Movies are too boring to make unless you subject yourself to accidental mistakes!" :P
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dubitancy wrote:
Mario uses the whistle and warps to world 4. At this point the button combinations for world 2 are done in the world 4 "overworld". This makes for an ...interesting... video to say the least.
I'm seeing the same when I use the FCEU version I've always used in Linux. It worked properly in the Windows version I downloaded from... bobwhoop's mirror, I think.
Post subject: Re: What do you use to encode H.264?
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Valagard wrote:
What program and codec are you using to encode H.264?
I and Dehacked use MEncoder with x264 lib compiled in.
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Spider-Waffle wrote:
Great work you guys! My guess is they overlooked the usefullnes of item1 in bubbleman's level.
That would be strange, because the MPG I linked to was made by Finalfighter, and he was the main route planner in the movie. He also did the last edits to the movie.
Post subject: Re: Request: btfriend improvements
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Yeah, Bittorrent is quite tough at harddisk unless you have enough RAM to cache all of your shared AVI files. Solution #1 seems like an easily implementable option (but I'm not inspired to work at it any time soon). As for solution #2, did you know there's this option?
btdownloadcurses wrote:
--check_hashes <arg> . . . . . . . whether to check hashes on disk (defaults to 1)
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CoolBumpty wrote:
I have no clue how this wasn't calculated by Morimoto if this does end up working.
I'll ask Finalfighter for his opinion in this question....
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Truncated wrote: > That's awesome. :) Have you checked if MB trough walls is helpful in any of the earlier levels? So far, I can't find any other place where it would be helpful, in the whole game. > I checked the bombman png again. (It doesn't include the new route yet though.) Yes, I haven't updated it for a while. I should redraw it. :) I didn't even use layers when I made it. > Another thing I thought of while looking at that thing again is that just before the boss door, maybe a cross between route G and H is possible, if you're just one MB short. Can you save one by placing the first beam while jumping from the small ledge? You'll lose forward movement for a while but if the difference between G and H is several seconds that doesn't matter. This would have to be verified. To complicate the matters, there's a guardian robot at the door. Spider-Waffle wrote: > I was thinking of doing something similar at end of the bombman's level after passing through that second wall, could you use the jump in a wall and be temporarily lower technique to pull this off? The problem is that the beam needs to be positioned perfectly. I really don't remember whether it's possible to perform anything useful there, Mega Man's position being so high. But it is definitely worth a try! If it works, it reduces the need of 4 beams to 2 or even 1. And gives a longer zipping width.
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Spider-Waffle wrote:
zipping for both requires 1 aditional weapon switch
Please doublecheck your calculations. Notice the difference between "weapon would have to be changed anyway" and "an extra weaponswitch from nowhere". :) (No, I did not doublecheck. I'm just analyzing what Finalfighter told me...)
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Spider-Waffle wrote:
I'm questioning wether doing bubbleman first/second is better than last. That is, wether having bubble for the heatman fight is better than having everything for the bubbleman level, namely metal gears for the bubbleman fight; they might also help in the level with reducing lag, and the items maybe be of some use.
Very good point. Item1, specifically, can be used for some great benefit in the Bubbleman level. Example: http://bisqwit.iki.fi/jutut/jp-mm2/bubble5r.mpg (5 MB) - approx. 10 seconds faster than when played first. (The level alone!) Using something other than bubbles against Heat Man must be no more than 10 seconds slower for the route switch to be a good idea.
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Spider-Waffle wrote:
I don't supose you can jump out of the right side of a wall and land on a MB, maybe a short one?
Yes, it's possible to do that. That's what I did in the published movie here: But, it's not possible to place a magnet beam below Mega Man's hand level. It worked here because Mega Man's hands were much below the score numbers. The right position for the beam (for zipping) is exactly two pixels above the score numbers. If you face right at the edge of the wall, you can grow a full-length beam and jump when it's convenient to jump. But the vertical position is the question.
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> That's a totally sweet idea, but that last bit doesn't seem like it's worth it, falling is awfully fast as is. It's worth a few seconds, and it saves the walking&jumping to the first pit. > Have you considered not doing route P, the very first zip I am not 100% certain because it's been a few weeks, but I think that's exactly what I am doing now. > is it possible to get a refill off of the black rocket things that travel in sin waves? Yes, but they explode in a very laggy way. The cannons are much better in that aspect.
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Spider-Waffle wrote:
Is it too low? Otherwise I don't see how it's different.
You need to get in between of a magnet beam and the ceiling. There's no way you can put a magnet beam so low in that tunnel that Megaman could jump on it. But do not despair, in this particular case, the screen _top_ works very well! Here's the new plan for the end of the level: Yellow=beams, magenta=route. The beam that goes through a wall in the upper edge is indeed possible - the game only checks that the end of the beam doesn't collide with a wall. If you face to the left and grow the beam (conveniently done during the zipping), you can then turn to the right and the beam will be through the wall. Now, the biggest problem is still the number of beams, and I need to refine that a bit. (These ideas, including the vertical wrapping at the shutter, came from Finalfighter.)
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Spider-Waffle wrote:
At the end of the bombman level there's a room with an extra life and a small tunel underneath, could you zip through this small tunel, if so that seems like the best option to me.
How do you suggest doing it? Observe clearly how the zipping is performed and what is required for it.
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Here's the keyboard settings I use. In snes recording, there are additionally X,Y,L,R keys in a cross formation around the Save key. (Actually, the positions of A,B,X,Y are interchanged a bit to make it more comfortable in some games.) movie load/save/stop and savestate slot selection keys are combinations of shift/alt and numbers.
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What I have used in the AVI is: *speedrun* when it's a game that involves running (as in, fast version of walking) *timeattack* when it's something else where time is the focus, or when I have forgot to type "speedrun". *playaround* when it's anything else Maybe I should write it as, megaman-tas-v6-bisqwit.avi? How about toolassisted fooling-arounds then?
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ANGERFIST wrote:
Bisqwit its been a while since you last updated us with your run. Are you still on it or play it when you are in the mood?
I play it when I have the mood. Currently I'm improving the Fireman level. I managed to squeeze 10 frames from the "had to wait" place, but somehow the gain had shrinked to 8 frames before the door of Fireman. And I can't copypaste either, because it desyncs.
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ANGERFIST wrote:
I also think we should change name of this site, its headline etc.. The site is no longer "nes-focused".
Headlines are ok. And judging from the number of published movies for each system, the site is still NES-focused. :)
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/*- wrote:
so... what are we suppose to refer to these movies as?
Tool-assisted speedruns (short: TAS)
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Phil wrote:
it contains several bugs that makes movie to desync and also some missing features.
How about being helpful and detailing those flaws instead of throwing rocks..?
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Spider-Waffle wrote:
I'm guessing you can't zip on the last thin platform in woodman's level, where the gorilas/large moneys are, why is that?
How do you suggest doing it?
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Enhasa wrote:
Also, I can understand if people are confused if they don't know emulation exists and they are ESL.
ESL?
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schneelocke wrote:
You certainly aren't the only one...
How about starting making it then? Don't be scared of the sheer accuracy the gurues do their movies in! Do the best you can, given your resources, and see what people think of it! Besides, it might encourage people to actually start competiting on it (as for precision).
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Death in a mushroom house! That's weird :o What's next, death in the memory game?