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I just received the source code from shaneduddddy2.
Here is the diff between VBA 1.7.2 source and the source he sent.
http://bisqwit.iki.fi/src/vba-src-shaneduddy-diff.gz
After doing the following:
- cleaning CRs
- removing a mysterious APS file (probably a microsoft c++ cache)
- removing duplicate SDL files (SDL.cpp, debugger.cpp, debugger.h)
It shrank from 800 kB to 100 kB.
It still contains some excess stuff, but I think I can figure it out.
There seems to be three things:
- Lots of things to keep game in sync
- Lots of Windows stuff (autogenerated localization stuff in resource files)
- And actually the movie stuff is very well hidden. I can't easily figure out what happens, but it seems to write the movie file in VBA::~VBA(), and initialize the movie file data in win32/MainWndFile.cpp ... This demands investigation.
There are some weird ducks in the patch... can someone see what's wrong in this patch? :)
theApp.movieFile = fopen(theApp.MovieName,"wb");
int version = 1;
for(int y=0;y<theApp.actions;y++)
{
fwrite(&theApp.MovieBuffer[y],1,4,theApp.movieFile);
}
fclose(theApp.movieFile);
movieFile = NULL;
Notably, there is no header whatsoever :P
This code was from VBA::~VBA().
In MainWnd::OnToolsRecordStopmovierecording(), the same code is found again, with a tiny slight difference:
theApp.movieFile = fopen(theApp.MovieName,"wb");
int version = 1;
for(int y=0;y<theApp.actions;y++)
{
fwrite(&theApp.MovieBuffer[y],1,4,theApp.movieFile);
}
fclose(theApp.movieFile);
theApp.movieFile = NULL;
I'm not mocking shaneduddy2. I'm glad he started the work, but I'm somewhat amused of some findings at the code. :)
I promise to look more at this at better time (weekend at last).
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I don't know. Earlier he said he's quite exhausted with Rockman 2 now.
The same was also apparently the reason for Morimoto's long pause with it. He simply got sick and tired of it, so to say.
And yeah, I've been advertising FCEU to him for a while.
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I asked him this many times, but he insisted that the gain is cancelled out by switching weapons.
Not in the first room. It requires that the Item thinks the way is all free. If the Item sees a ceiling, it'll disappear.
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Considering it would need a completely different route in order to be able to kill some
obstacles fluently (which would again mean that some shortcuts can't be used), it's
very difficult to estimate.
If the route wasn't changed, I'd sum roughly:
- 00:00:31 - 2 seconds (kill the shell, wait for things to move out from way)
- 00:01:33 - 4 seconds (for a period Bubbleman is too well protected, must wait for better opportunity)
- 00:02:41 - 3 seconds: wait until the robot jumps (or kill it and wait for it to shrink enough to jump over)
- 00:03:30 - 1 second: avoid colliding with Flashman
- 00:05:25 - 3 seconds: wait until the robot jumps (or kill it and wait for it to shrink enough to jump over)
- 00:06:54 - 2 seconds: must wait for shooting range
- 00:11:33 - 4 seconds: avoiding hits here would need another strategy
- 00:16:49 - 3 seconds: hit-avoider has no other choice but to wait
- 00:18:10 - 3 seconds: this cool strategy can't be used in a no-hit movie
- 00:18:41 - 4 seconds: there's more to this strategy than it looks. Try it yourself. Notice the position of the item-3 when Rockman reaches the upper platform.
- 00:20:41 - 3 seconds: don't forget to count the weapon switch times.
- 00:20:55 - 1 second: taking hit allows to get closer to the target and thus shoot faster.
- 00:22:15 - 4 seconds: likely also weapon switch times
- 00:25:34 - 1 second: taking hit allows to get closer to the target and thus shoot faster.
Total: 74 seconds
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No, in MM2, jumping on a moving platform doesn't give the speed of the platform.
After careful thinking, I understand what you say but I can't parse that sentence into a logical grammatical structure.
But when I attempted rephrasing it, I finally succeeded in parsing it:
There are so few places
{
- where one could possibly think
- {
- - that the run could be improved
- }
- that the amount of those possibilities
- {
- - that are nulled
- - {
- - - because of them being optical deceptions
- - }
- - is probably equal to the amount of ambiguously recorded events.
- }
}
Now, care to tell what are "ambiguously recorded events"?
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You've really never used to pause the game to reset the falling speed to zero, for example in the spike tunnel in Wily 3?
If you really haven't observed Mega Man's falling speed actually accelerating instead of being constant speed, I can say you aren't very perceptive...
Falling speed always starts from zero, and starts growing, the longer the fall. It's clearly a difference whether the falling speed at the level of the pit is 0 pixels/s (just walked over the edge, starting faling) or 2 pixels/s (falling down from a tall jump).
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The only thing I can guess you are referring to are situations like this:
This is a generic technique. It's idea is to maximize the falling speed when the immediate goal is to go down as fast as possible. It is faster to jump into the pit than to walk into it.
If this is not what you meant, please explain.
Edit: Ah, and also there were jumps involved when item1/item2/item3 were used. That's because when Mega Man throws those items, he'll stick his arm out and refuse to walk/climb for a second or two. But he can jump. It's obviously faster to jump (and progress) than to wait until Mega Man is satisfied with the look of the item he threw. Example:
He took a hit against Bubbleman in order to be able to deliver 4 hits without having to avoid Bubbleman's shots. It is clearly faster.
Also, he took hit from the big jumping robots in Flashman and Heatman levels, because the two other choices would have been to use an item1 to jump over it, or airman weapon to shrink the robot and wait a bit until it can be jumped over. Both are much slower than to take 1 hit and go.
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The point of the test is to test how good you are in finding information.
It is a very important skill for everyone. For Internet users, the most obvious way of testing it is how good you are at using a search engine to locate the information you want.
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Item-2 was acquired from the Airman level, which was the next level in turn.
Item-1 was used a lot in Airman level, and it is acquired from the Heatman level.
so there are two choices:
- Use item1 in Airman level
- Use item2 in Heatman level
Both are not possible to accomplish in same movie.
You already can guess which one is faster.
Of course, you could have found this information out yourself if you had paid attention to the movie...
You need a codec which supports B-Frames properly.
I believe the next poster provides a relevant solution at this.
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It doesn't enable going high enough. You see how tall it goes when he uses it at Birdo in the same level.
But the actions in the 1-3 chain scene were very cool.
Mouser battle was very good also.
I wonder what's up with the throwing sounds...
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kopernical wrote:
But I did want to point that there were a few places where, while taking hits, they could have turned around to get knocked forward instead of backward.
In the Flashman level, I suppose? Are you certain this would have been possible?