Posts for CJ


CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
The other movie has 52,599 lag frames, for a difference of 4,749 frames. So in theory, if you were to play the two movies side by side, Xujhan's movie would finish 6,596 frames before the other one. Maybe someone can double check the math on this. In execution it's a different story, because when I play Xujhan's movie on Bizhawk, at around frame 6279, Ryu enters a forest and the graphics mode switches to something that creates vertical scanlines and lag. This could be a problem that is unique to me. I will try testing on a different machine unless there's a solution I'm not aware of.
CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
It's only 7 years late, but I made an HD Encode. You can view it here: Link to video Edit: Removed the picture link since it was broken. I actually wasn't aware of Youtube automatically adding black bars on the side, that's pretty neat. This wasn't meant to be official or anything, but I will eventually pull this video and replace it with the suggestions given. Just now noticed all of this.
CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
This is an easy yes vote. This is even better than if the Power Glove would have actually worked as intended. Using the glove, the hand potentially goes faster, but it's so unreliable that you may as well just use the controller.
CJ
Experienced Forum User
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
I would also like to note that the resources lists 0565-0569 as the enemy HP values. This is incorrect, it actually goes up to 056F, although B-F is usually used to display projectile health. Also, I don't know if this has been stated before, but a lot of projectiles are worth 2 points toward the RAM value 03D8 (value toward getting 25 kills on any action stage to obtain a random power up drop).
CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
So I've done some testing to get a lot of damage values for this game, hopefully it can be uploaded to the game resources (with a nice table) or hopefully be used to improve this run somehow. Turtles Name - Health - Damage - Damage at <64 Health Leo - 128 - 7 - 10 Raph - 128 - 9 - 9 Mike - 128 - 7 - 12 Don - 128 - 15 - 16 Party Wagon Name - Damage Front Bumper - 6 Vulcan Cannon - 28 Anti Foot Clan Missile - ** Weapons Name - Damage - Damage at <64 Health Shuriken - 18 - 20 Boomerang - 16 - 16 Tri Shuri - 14 - 17 Scrolls - 29 - 32 Overhead Enemy Set 16 (Area 1, 3) Name - Health - Damage - Damage in Van The Roller Car - 48 - 128 - 7 Foot Soldier - 6 - 10 - 0 (They die) Underground Enemy Set 0 (Area 1, 2, 6) Name - Health - Damage Mouser - 4 - 7 Hornet - 4 - 9 Foot Soldier - 12 - 17 Foot Soldier Throwing Star - 1 - 9 Enemy Set 1 (Area 1, 2) Name - Health - Damage Roof Leaper - 7 - 9 Stone Soldier - 28 - 17 *Projectile Wave - 9 - 14 Chainsaw Man - 32 - 18 Flying Saucer - 10 - 14 Enemy Set 2 (Area 1, 3) Name - Health - Damage Swooper - 7 - 18 Eyeball Spider 4 - 9 Fire Freak - 23 - 15 *Projectile Fire - 4 - 9 Giant Frog - 40 - 21 Enemy Set 3 (Area 3) Name - Health - Damage Mutant Flea - 4 - 9 Missile Balloon - 5 - 5 *Projectile Missile - 6 - 16 Android - 12- 17 *Android Fire - 4 - 12 *Flying Android Head - 12 - 7 Hunchback - 32 - 9 Enemy Set 4 (Area 1, 4, 6) Name - Health - Damage Boomerang Thrower - 24 - 16 *Projectile Boomerang 7 - 6 Laser Robot - 24 - 18 *Projectile Laser - 24 - 22 Laser Turret - 1 - 16 Mutant Flying Beetle 9 - 9 Enemy Set 5 (Area 5) Name - Health - Damage Boulder Bird - 6 - 11 *Projectile Boulder 112 - 13 Wall Crawler - 8 - 15 Enemy Set 6 (Area 5) Name - Health - Damage Mechanical Roof Spider - 9 - 15 *Projectile Bubble - 4 - 0 Armadillo Man - 47 - 22 *Projectile Spit - 1 - 6 Jellyfish - 4 - 11 *Projectile Bubble - 4 - 0 Mutant Porcupine - 44 - 21 *Projectile Needles 1 - 30 Enemy Set 7 (Area 6) Name - Health - Damage Flying Robot - 10 - 17 Wall Turret - 47 - 16 *Projectile Bullet - 9 - 17 Mecha Kangaroo - 57 - 24 Jetpack Laser Soldier - 35 - 21 *Projectile Laser - -103 - 26 Bosses Name - Health - Damage Bebop - 72 - 29 (19 if at full health) Rocksteady - 96 - 23 *Projectile Bullet - 1 - 9 MechaTurtle - 80 - 26 *Sword Attack - (-1) - 0 MechaTurtle Mk. 2 - 96 - 29 *Projectile Rocket - 16 - 19 *Projectile Bullet - -1 - 9 Big Mouser - 144 - 32 *Projectile Laser - (-1) - 31 Technodrome (Eye) - 128 - 25 Technodrome (Generators) 96 - 24 *Generator Forcefield - (-1) - 25 Technodrome (Hatch) 96 - 24 Technodrome (Turrets) 80 - 5 *Projectile Bullet - 8 - 9 Shredder 160 - 128 *Fist Attack - (-1) - 58 *Projectile Ray - (-1) - 128 Enemy Set 17 (Area 2, 4) Name - Damage Booby trap - 10 Electricity - 16 Seaweed - 16 Spike Floor - 14 Technodrome Locations (for ram value 0055) 2 - Top Right Sewer 3 - Lower Right Sewer 4 - Lower Left Sewer Other things I would like to note: In Area 2, the TAS gets a chainsaw wielder instead of a foot soldier to spawn (The RAM value 0604 changes from 0 to 1), is this just to set up other tactics in the next few rooms? Also, I'm surprised to find out that this game is actually easier to RTA than Super Metroid. Imagine that.
CJ
Experienced Forum User
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
I personally believe that I would take it one step further and say that taking any resets out of the game and playing it on a real console is enough to justify the extra minute of game time for this to obsolete the current run.
CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
This is easily the best of the Mega Man games for Gameboy as far as I'm concerned. I'm glad to see it on Tasvideos.
CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
This submission was actually rejected with the only reason being that it uses the Japanese Rom. So why is it that these days, using a Japanese Rom to make text go faster is considered the norm?
CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
That was the best thirty seconds of my day. Easy yes vote.
CJ
Experienced Forum User
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
This game is at the top of my wishlist. I think maybe what would make a run of the game so interesting is if it were the only run to work on normal and hard mode cause really, they're basically done the same way.
Post subject: Preffering PCSX over PSXJin, can I convert PJM to PXM?
CJ
Experienced Forum User
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
Does anybody else feel this way? It's a personal opinion and a matter of taste but browsing this board it seems like more people are having problems with PSXJin than I am, and yet PCSX is the depracated form, why is that? The biggest problem I'm having with PSXJin is that whenever I activate savestates at all, some of the layers permanently shut off without a way for me to restore them making it impossible for me to record movies at all. I also like being able to use Plugins with PCSX, the Strider 2 TAS looks amazing with hardware 3D. If anyone knows how to convert the movies, that's fine too.
CJ
Experienced Forum User
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
That's funny cause I had believed it to be the opposite for quite a while. PSXjin has a very easy to use interface when it comes to mapping buttons but the default configuration of PCSX bugged me endlessly until I downloaded NRage's controller plugin. What kind of controller are you trying to use?
CJ
Experienced Forum User
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
I would love to see what could be done in a TAS of this game. I've just recently seen the entire 3+ hour movie at SDA and I imagine you could get this time down way past sub 3 hours. It's a shame that you never finished this or went anywhere with it cause you're pretty much a legend. I remember buying this game back when it first came out and it's really quite underrated. It's got a lot of the charm from Working Designs but unfortunately it has a lot of translation errors to come with it. There are quite a few items in this game that still baffle players today (Tragedy Glasses, monster fang, phantom sword, etc). I've recently tried to give it another go recently and I thought that doing a 100% run is actually feasible even in a normal gameplay run. You can do this by just using Arc or Kukuru as you only character and doing the Forbidden Ruins with only that character. I've tested this with Kukuru and can confirm that it's not only possible to do, but you can be in and out of the ruins within 3 hours, then proceed to make the rest of the game a joke. I chose her because she can outrun everyone on the team and her magic is really useful on floor 33 with the 8 Hemo-Jis. It leaves me in a rough spot when Arc is forced to take on Iga by himself though. The only hard parts are running past the Soul Reapers on floor 7, the afformentioned floor 33, and of course Choko herself (so far the best strategy I could find is equipping defensive and speed boosting equipment and throwing paralyze apples and bombs at her.) Another benefit to doing a 100% run is all the HP gain you get from getting the necklace early. I imagine that with these methods, a TAS could easily beat this game with all of the items found in roughly 4 hours or less.
CJ
Experienced Forum User
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
You're right but just in case anyone is interested, I finally figured it out. After beating a game wait for the credits to roll. After that, without resetting the game, clear the save file with the game already completed and start over. You'll now have all of the weapons from that game. It only works one time, so after beating whatever game you're playing, you have to do the trick over again if you want to play a different one. What I find interesting is that doing this trick on Megaman 3 makes you skip to the end of the game right before fighting the second Wily. Speaking of waiting for the credits to roll, I haven't seen anyone mention this so I will; You can reset a game after beating Wily in that particular game and it will still count as All Clear toward Wily Tower. In all the TASes I've seen so far, nobody does this. GENS works with the Japanese revision A game and the European patched to work as NTSC with the save feature. I don't think there's any reason to run the PAL version of the game.
Post subject: Start with all weapons
CJ
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Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
There's a glitch that could be VERY useful for a TAS of the whole game but I need some help figuring out how it works. Sometimes after completing the whole game, when I clear a save file and start over, sometimes Mega Man will have all of the weapons. I'm not entirely sure how it works, so if anyone could help me out, it would be greatly beneficial.