Posts for Dada


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Omega (or "omeg" since a while ago, to increase originality) is from Final Fantasy V. I loved that game and decided to use it as my nickname when I joined a forum about Final Fantasy which is now long gone. I decided to never change it. omeg (preferably fully lowercase) is somewhat a nickname for a nickname, but if you don't count the time since the switch, then I've used Omega for about 6 years.
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nitsuja wrote:
But most people are probably going to watch these AVI's at double the resolution, at least, which makes me wonder if it wouldn't be better to just render at 640x480 (with antialiasing, if it helps) and encode to 640x480 at a somewhat lower codec quality setting.
I think that's stepping away from the original image too much. I'm not sure how you feel about this, but I think that the best thing to do is to get the most authentic emulation of the original image quality. Doubling the model rendering accuracy contradicts this.
Bisqwit wrote:
I didn't try turning it off. It's done at no cost and I don't believe it can make the quality _worse_, so I enabled it.
Isn't it possible that doubly anti-aliasing the image results in a more blurry image?
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I think it's also important to note that triangle-scaling blurs out the 2D elements on the screen as well. That's definitely unwanted.
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I'm sorry, I don't think that this movie, which might be really nice, does not pertain to both Bisqwit's site and Radix' site. It might be nice for your personal accomplishments, but isn't eligible for publishing anywhere, from what I can tell by your posts. I've made runs like this, too, like my Rockman in 23:12 speedrun which was made with an emulator. It was uploaded to the Archive, but it wasn't submitted anywhere.
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One drawback is that the text moves REALLY SLOWLY in the prototype ROM. And it's very Engrish.
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Rick: I've hardly ever played Duke Nukem 3D, but I remember that it's possible to run faster somehow, probably by strafe running like in Doom. Is it the same in the N64 version of the game?
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FractalFusion wrote:
Omega wrote:
Depends. Do clouds move around as much as the Hammer Bros? If they don't move at all, it might actually save time when you finish a level because you'd avoid the small delay caused by their movement on the world map.
Yes, the treasure ship moves as if it were a Hammer Bros.
SHATTER.WAV
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Bisqwit wrote:
Naturally, this is of no use in speedruns :)
Depends. Do clouds move around as much as the Hammer Bros? If they don't move at all, it might actually save time when you finish a level because you'd avoid the small delay caused by their movement on the world map.
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I've found the loop. It seems to be 2, 1, 2, 1, 1, 2, 1, 1. Thus: 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 2, 1, 1, [...] etc. The speed is 1.375 pixels per frame. It's pretty tedious to post all the frames that I've tested so instead I'll give them all with difference blend mode (nothing to see there, really, but it's fun anyway): I'll test if this is the same for jumping later. I only very briefly looked at it with frame advance, but I think that it's slightly different (I'm thinking 2, 1, 1, 2, 1, 1, 2, 1, 1, 1, from what I could see without taking screenshots). I'll do this more accurately later. Looks like you might need to make a bot to calculate when the best time to jump is if you're ever gonna remake Rockman, Bisqwit, since I know I wouldn't want to have to think so much about every single jump. :)
Post subject: warn: image heavy
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Bisqwit wrote:
Omega wrote:
Actually, I remember Bisqwit saying that the speed in Rockman was 1.33 pixels per frame, meaning he runs at 1, 1, 2 pixels per frame.
I may have mistaked in many ways. Better you verify it. :)
Here's some image proof: Initial walking position right after a one-frame jump. These images show the differences between two frames from that point (nulling the fact Rockman sometimes changes walking animation). As you can see, it seems to be a little wild: the respective differences are: 1, 2, 1, 1, 2, 1, 2, 1, 1, 2 [...]. This averages out to 1.4 pixels per frame. To be absolutely sure, you'd have to take a lot more frames to be more accurate. Maybe you can make a custom map that's just one long corridor, Bisqwit?
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Actually, I remember Bisqwit saying that the speed in Rockman was 1.33 pixels per frame, meaning he runs at 1, 1, 2 pixels per frame.
Post subject: Re: Megaman 1 glitch
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Bisqwit wrote:
I haven't heard, but also not studied, of the duration of the fire shield being different in different circumstances (except lag or pause).
I remember that you told me you were surprised the shield lasted that long after I beat Bomb Man during the rematches. Seems it happened to Vatchern, too.
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Fro Jackson wrote:
Also, how do you prevent from taking damage from the electrical beams right before the Elecman battle?
http://tasvideos.org/RockmanTricks.html See "teleportation animation".
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The Ice Man shot is cool, but it's an accidental graphical glitch that doesn't alter gameplay or save time. I think it's best if you use a nice shot of a cool and useful technique.
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Wow. To those not following this topic: it was just updated to 16:59 (original time being 17:01).
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Incredible. This is the best movie on this whole site, and most likely also the one in which the most time has been put. Too bad you just couldn't get it under 17 minutes, but this improvement is just phenomenal!
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Bag of Magic Food wrote:
So does the end of CutMan need to be changed so that you fall into that block, or does that not save time?
Instead of zipping all the way to the boss room, you'd have to walk the last part and actually wait for the shot to hit you before entering the boss room. I don't think it needs to be tested.
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nitsuja wrote:
(BTW, did one of those "non-route" attempts crash the game back to the title screen, or was a reset command given?)
I'm certain that the cpu just gave up and reset the game. At that point, it was probably trying to execute code, so it's no surprise.
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AngerFist wrote:
finalfighter wrote:
>rockmancutboss.mpg Perhaps,slowly. http://www.yuko2ch.net/rockman/rockmanw4.mpg work but slow
Even if Bisqwit dont find a way to skip them, finalfighter certainly helped him save time :)
Not really. This way, you have to fight Bomb Man twice!
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NrgSpoon wrote:
If you don't kill him and only do some damage, does it remember, or does it also recharge to full?
Without testing, I can probably safely say that he'd recharge fully. When you enter that teleporter, it starts an event that spawns the boss with all pertaining ado. That's also why he fights Bomb Man twice.
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finalfighter wrote:
http://www.yuko2ch.net/rockman/rockmanw4.mpg work but slow
That's very nice, it saves some time when you opt to fight the bosses. I hope you'll find a way to skip them, though. You already proved it's possible to skip Cut Man and Elec Man rematches without glitching the game up. EDIT: actually, I see you fight Bomb Man twice. That's not very time effective, although it's very cool.
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I've heard of a technique that requires you to get into an easy battle and use Change lv. 5 on an enemy by the lowest stat party member. Then, the second lowest stat party member will use Change lv. 5 on him. And then the second highest stat party member will use Change lv. 5, and finally the highest stat party member. So you're passing around the low health of that enemy you first attacked, and even though you'll end up at a normal amount of health, your stats will increase.
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--> I remember that this effect lasted the whole game, regardless of the strength of the shield.
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Inzult wrote:
And you can only gain 1 level per fight. I don't remember if this is cut in half if you have two, say, swords equipped.
Yes, using a weapon in both hands does make you level up twice as fast.
Inzult wrote:
Also also, I remember if you are wearing a sheild, your defence buils quicker, but your hp won't build as fast as a result.
Actually, shields are useless in this game. Wearing them usually does not affect your defence, but it does tone down your attack power. Wearing heavy armor doesn't allow your vitality to build up, but it builds up your power instead. I'm actually not entirely sure on how vitality increased anymore, but I do know it's most likely getting hit hard (e.g. one attack from a monster or party member that takes off more than half your health). I'd have to check to make sure. EDIT: the select-cancel trick requires 50 selects for the first level, and 100 for all levels that come after it (because on weapon/magic level 1, every select will increase it with 2 instead of just 1). EDIT: and yes, using two swords should effectively reduce this to 25 times for the first level, and 50 times for all levels after that.
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Wow, this would be incredible to watch due to the sick amount of luck manipulation required. You'd also have to route a map, taking into account the monsters you can encounter in some regions of the map (although at some point all monsters will be of the same strength, e.g. Antilons). I'll try to help with the planning if you start this, although I only finished it once.