Posts for CUI


CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
看我发现了什么?原来也有我不用翻译就能看懂的文字啊。既然来了就先签个到
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
There's nothing to say, this is a great job, yes vote
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
CoolHandMike wrote:
FractalFusion wrote:
CoolHandMike wrote:
Huh. So I take it CUI's inputs using the actual previous publication rom do not sync then?
CUI is using the same ROM as woabclf (previous submission). However, the ROM used differs from the one posted at romhacking.net, by a single byte. More details at https://tasvideos.org/Forum/Posts/235094
Ok I understand. Thanks for the clarification.
I chose the same game rom based on the published hard mode, and I asked a friend to help me find this one
CUI
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Joined: 1/27/2023
Posts: 22
mklip2001 wrote:
I finally got to watch this (the replacement file version). I think it looks quite good! I don't know the game well enough to point out specific places that seem questionable. Good work.
Thank you for watching and commenting
CUI
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Joined: 1/27/2023
Posts: 22
CUI wrote:
Sorry, I need to change the movie file. After several days of repeated viewing, I have discovered areas for improvement and have also refined more details. The completion time was 26 minutes, 02 seconds, and 53 seconds, so I want to replace the previous submission. I have uploaded this to the user file
https://tasvideos.org/UserFiles/Info/638204304942733040
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
Sorry, I need to change the movie file. After several days of repeated viewing, I have discovered areas for improvement and have also refined more details. The completion time was 26 minutes, 02 seconds, and 53 seconds, so I want to replace the previous submission. I have uploaded this to the user file
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
FractalFusion wrote:
Comparison encode (now in 1080p): Link to video One thing to note is that things are different these days compared to 13 years ago, so I am all right nowadays to having multiple branches. The other thing is that "normal" and "hard" are actually two different hacks. One hack is named "RockmanNo_constancy_normal.ips" and the other "RockmanNo_constancy_hard.ips". They are both given in the same package and very similar, but they are two different hacks. The other other thing to note is that this is a TAS of the v1.0 version of this hack. According to the Romhacking.net page, there are two (very very late) additional updates: v1.2 in 2018 and v1.3 in 2019.
It was great to see the comparison video you made. It was great
CUI
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Joined: 1/27/2023
Posts: 22
mklip2001 wrote:
For the record, the old publication of Normal difficulty had a low 27-minute time, so this is a big improvement! Then again, the Normal run was obsoleted by a run on Hard mode. Maybe the current site standards would be more willing to have publications of both difficulties?
The normal mode and the hard mode in the Japanese version are two games, while the normal mode and the hard mode in the American version are the same game, and I think there should be two branches
CUI
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Joined: 1/27/2023
Posts: 22
I'm glad to see you finish this run. Compared to the difficult mode, this run looks good and has been handled more comprehensively. Agreed
Post subject: new record
CUI
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Joined: 1/27/2023
Posts: 22
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
NemoRuby wrote:
I want to cancel this 17:35 submission. It looks too rough now, but I don't know how to operate it, because we can make a better one
Going back to submission to edit the status,change to cancelled.If you guys have some improvement,you still have a chance to post from file storage[/quote ni xian zai hai ke yi bang wo qu xiao zhe ge ma ? wo xian kan kan , ru guo wo zuo bu dao de hua . (Can you cancel it for me now? I really can't operate it,)
CUI
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Joined: 1/27/2023
Posts: 22
Shinryuu wrote:
CUI wrote:
How to better control your luck. Kill the little monster and let it fall out to recover its energy. Is there any skill
It's called RNG. Your timing ($1C, frame counter value) affects it. You can make movements differently to see if you can change the output, like with different X and Y position when you shoot. Drops will change by every 3 frames if I remember correctly. 1UP tends to have 1% drop rate but not sure about others. At Gemini stage you might want to "wiggle" left and right to lose subpixels on the ice floor to see if it changes anything. Sometimes drop manipulation is hard and I'm facing issues to get right drops at Gemini for now.
This is too difficult. I have tried many times. I can't solve it perfectly without wasting frames。 I searched for Discord in Google Store. I can't download it. Do you still use other chat apps. I'll try downloading
Post subject: Control luck
CUI
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Joined: 1/27/2023
Posts: 22
How to better control your luck. Kill the little monster and let it fall out to recover its energy. Is there any skill
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
Shinryuu wrote:
RhX9JaaG wrote:
https://www.bilibili.com/video/BV1QP4y1X7mb I found a 17 minute range record. It appears to be by the same author as the currently published record.
I have worked on this game together with warmCabin. Here is our second current WIP cause I have not recorded the most recent one which contains a bunch of changes and small improvements. Link to video
I want to cancel this 17:35 submission. It looks too rough now, but I don't know how to operate it, because we can make a better one
CUI
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Joined: 1/27/2023
Posts: 22
Shinryuu wrote:
CUI wrote:
Shinryuu wrote:
Yeah, that was my old work from Christmas. I have updated most of the gameplay but I still need to adjust things further. Gemini is around 10 15 frames faster for now + some lag frames less. I am open for cooperation so we can also work on this together. warmCabin might also help us with this run. Here's the userfile, https://tasvideos.org/UserFiles/Info/638106622834197466
That's great. I want to join the cooperation, but my ability is limited and I don't have much experience
You have great ideas and that is good. I can also optimize hard parts.
At frame 2400 or so, it should be faster to land directly.. At the place where the shrimp monster appears, my frame drop is particularly serious. I can't control it. I can only modify it a little. I don't know where the problem is https://tasvideos.org/Profile/UserFiles
CUI
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Joined: 1/27/2023
Posts: 22
Shinryuu wrote:
CUI wrote:
Shinryuu wrote:
Yeah, that was my old work from Christmas. I have updated most of the gameplay but I still need to adjust things further. Gemini is around 10 15 frames faster for now + some lag frames less. I am open for cooperation so we can also work on this together. warmCabin might also help us with this run. Here's the userfile, https://tasvideos.org/UserFiles/Info/638106622834197466
That's great. I want to join the cooperation, but my ability is limited and I don't have much experience
You have great ideas and that is good. I can also optimize hard parts.
I downloaded your user file and found that when using item2. When I reach the top of the screen, enter a left key. When it reaches the end, it will fall automatically 。This is the user filehttps://tasvideos.org/UserFiles/ForUser/CUI
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
Shinryuu wrote:
Yeah, that was my old work from Christmas. I have updated most of the gameplay but I still need to adjust things further. Gemini is around 10 15 frames faster for now + some lag frames less. I am open for cooperation so we can also work on this together. warmCabin might also help us with this run. Here's the userfile, https://tasvideos.org/UserFiles/Info/638106622834197466
That's great. I want to join the cooperation, but my ability is limited and I don't have much experience
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
Shinryuu wrote:
This looks more polished and clever this time. There are still some improvements that are possible. Gemini stage for example can be tweaked a bit with different lag manipulation and by optimizing movement a bit. There's a small zip in the speed elevator room at Flame Man stage that helps to gain more frames as well. I have only done some small comparison so far.
Compared with your video, I found many small improvements. My video looks rough and imperfect. I modified the delay operation in front of the Gemini BOSS gate you said, adding 8 frames. Move while rising
CUI
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Joined: 1/27/2023
Posts: 22
warmCabin wrote:
I found an extremely interesting setup that lets me get a zip off a ghost platform. The ghost haunts slot 18, so I had to be extra careful to make sure nothing would spawn before I was ready for it. The moving platforms in particular would ruin it because their code is able to properly clean up the bad data. This is 100 frames slower, but I know we can do better. Link to video
Hello, I just opened my own account, and now I can reply. How did this bug work? It looks amazing
CUI
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Joined: 1/27/2023
Posts: 22
Αsumeh wrote:
Forgive me for asking, but since the Cheat Saber is an (obviously) overpowered weapon, wouldn't that make for a trivial run? I feel it would be more entertaining to submit a run without the use of it. There is a run from almost five years ago that avoids that weapon and uses Rider Kick as a substitute (see below). Since it's not an insta-kill weapon, this is considerably less OP, but I fear that on the non-boss portions, the current "No Cheat Saber" run is not as optimal as this run. Link to video
Sorry, I just saw your message. After watching your video, I feel very good. From you, I see a better improvement. If I make TAS again, it will be improved. This would be more difficult without Cheatsaber. I admire you very much. My English is not good, my expression may not be clear
CUI
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Joined: 1/27/2023
Posts: 22
Shinryuu wrote:
I didn't notice this until now. This seems to be pretty good and it avoids unnecessary jumping as well. Cloud area was cleverly done at Airman. I will watch the rest of the video anytime soon. I have worked on this hack at random and I've finished three first stages. It seems that cui found a better way to handle Airman cloud area and I tweaked it a bit further and by using one menu entry instead. I've gained 66 frames so far. My Heat and Crash stages seems to be much more faster but I haven't done any real comparisons yet. I compared my Airman fight (without double death because on my setup it cannot be used without losing time) and with cui's (with double death version), my battle is still around 24 frames faster. Here's an old, partially deprecated video. It doesn't complete Heat or show Crashman at all. Link to video This shows my recent idea for Crashman (Converted from webm so quality might be kind of bad) Link to video
So far, it has been a long time. Sorry to see your message now. I just started using it. Many things are not clear. This TAS is actually very rough. If you look carefully, I'm not familiar with delayed scrolling. This is too difficult to operate. If you have time to complete this TAS, I will continue to study more carefully
CUI
Experienced Forum User, Published Author, Active player (422)
Joined: 1/27/2023
Posts: 22
FractalFusion wrote:
Comparison encode (OLD on the left, NEW on the right): Link to video Comment: There is a death usage in Wily 1. Unless I'm missing something, the comparison seems to indicate that the death usage is slower than without it. Can NemoRuby comment on this? Otherwise, looks all right. It's kind of funny that Mega Man spends so much time floating in the air and/or going through walls. Also, I have no clue how the ending of this TAS even happened.
This is the death of item3, which will restore the consumed energy. As can be seen in wily2, the speed has increased a little, and it is too difficult to hit three energies. This is not perfect, but it is relatively simple