Posts for DDRKhat


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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I think he's referring to the fact that as they come in, there are seemingly random lemmings just detonating themselves.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
FODA wrote:
It seems that you could benefit a lot from memory search, are you trying that? It isn't as complicated as it sounds, it's actually kind of fun. Here's the page with instructions http://tasvideos.org/MemorySearch.html
How likely is that to reveal exact movement patterns and attack data? All I figured is it would reveal what they are doing at the time, such as current health values, the RNG and how that may affect Spawn count...?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Took another good look through the rockman data entry... is there any solid info on enemy data? For example the Scworm's? How many projectiles they fire and their HP?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Mothrayas wrote:
Water physics tend to differ quite a bit between the games. I did a bit of testing on some of the games here: In Mega Man 1, it causes a lag frame every fourth frame, so effectively the game speed is cut by 25%. The physics otherwise are unchanged as far as I know (except in some zipping situations) In Mega Man 2, it causes a lag frame every fifth frame (20% reduced game speed) and gravity is cut by 0.46875 (from 0x40 subpx/frame to 0x1E subpx/frame). In other words, gravity is cut from 0.25 (64/256) pixels/frame to 0.1171875 (30/256). Additionally, jump initial velocity is increased from 04.DF (4.87109375 px/frame) to 05.80 (5.5 px/frame). (See also Wiki: GameResources/NES/Rockman/Data). In Mega Man 3 and on, water no longer causes an overall slowdown. The velocity and gravity numbers are probably different, but I don't know about the numbers in these games offhand.
Thanks for the info, I took a look at the Rockman data wiki entry but I wasn't finding anything in regards to the water physics that is why I had posed the question. What you've shared is super helpful though, thanks.
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Post subject: Megaman specific questions
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
As some people in the IRC know as I had asked before - I'm working with a team to make a fan-made Megaman with co-op gameplay (Megaman 2.5D) Thanks to you guys we've managed to nail a few things that felt off but not sure why; I'm back again to ask something... Does anyone have any good solid specific details about water physics? What affects it makes upon a player? Ones I've personally felt is a jumping is higher (although specifically, I don't know), running has always felt a LITTLE slower - only just enough to be noticed (but I could be wrong there). Any info would be highly appreciated!
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
That is gonna be FANTASTIC to watch.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
To his credit, he took full advantage of "Cutscene" scenarios just like the MegaMan recordings, and I think it only fair that he would be allowed to. The question is more along the lines of, did you enjoy what you watched? My answer to this? Yes, it was quite interesting, and if more of this developed, I would definitely be interested in watching it!
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
That would be "Invisible" then :) Sorry, just wanted to make sure I wasn't getting something wrong.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
By "invincible" do you mean "Invisible" ? Otherwise I do not see the need for a box around the character?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
DDRKhat wrote:
"Super Sonic Glitch"? Mind offering a bit more info on the subject?
I am still hoping for an answer on this one... ?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
"Super Sonic Glitch"? Mind offering a bit more info on the subject?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Ya'know. Not to be a spoil sport... But that video isn't submittable regardless, it doesn't follow it's own guideline. It has to press down/up to change character (In regards to the broken D-pad challenge). Loved the video though.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Unfortunately, hourglass does not support mouse yet.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I'm gonna take a stab at asking this again. Anyone at all?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I'm picking this back up. The save-states are still an issue. So I'm simply re-watching from the beginning and using the "Save-state" to fast-forward to where it is... VERY time consuming and will become more so as I get further in the run. but...
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
You're right. That would be incredibly arbitrary. Wasn't thinking it fully when I suggested it.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Well. I feel a bit better educated. I thought it was forced lag, not just the "pause" glitch. The replays are a bit more interesting to watch than seeing the pause glitch in action. It is still pretty destructive though. It might be worth using it on one or two of the levels just for the sake of showing off the glitch but not on ALL of them.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Yeah. Watching lag isn't fun, unfortunately.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
nSMB wii has in the castle a bunch of "hint" videos and "superplay" videos you can unlock with the coins. A lot of them offer players locations to get infinite 1-ups. I personally recall there being at least 6 spots where you can either infinitely get lives, or get a LARGE amount of lives and reset the level/die.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Hah. I'm amused I never thought to repeat the trick to find the craziness you just demonstrated. I was laughing the entire time.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I'm not too sure I'm interested in this category of run but; "maximum held presses" could actually be a challenge depending on each games RNG. Usually they poll the one non-deterministic thing (the player) as I'm sure we're all aware. So in theory this category could make RNG manipulation even more awkward?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Hi. I'm 24. And what the fuck did I just watch. p.s I'd thumbs-up this if it was submitted. I was thoroughly entertained.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
It was oddly quite fun to watch that Infernal Sky. Although it must have been a awkward piece of heck without frame-advance.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I have to say it's amusing each time I see one of these videos. TheThrillness' crazy amount of excitement when he pulls it off is always amusing.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
WST wrote:
Thanks, marzo! Link to video Made this test run using Mighty. I have a feeling that I cannot make a run of this game (even if only one level) which may be called «optimized». There are too many places where you can glitch through walls, and too many possible routes. Even making thousands of rerecords does not help to be quite sure that it’s done well… I will try to TAS this again soon, since now I know speed value addresses…
Speaking of Megamix.. Link to video Note: The video is recorded at 120fps. You will need to have Youtube's HTML5 enabled and 2x the video to see it at normal speed.
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