Editor, Experienced Forum User, Published Author, Skilled player
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Let the movie speak for itself. It's his decision. Besides, it's not like PCSX rerecording has been finalized or anything.
The rules were in place mostly to prevent players from beating a published movie using trivial differences.
You seriously don't know the meaning of "not funny".
If you have nothing better to do, maybe it's a good time to take a long break from the computer, go outside, and socialize with people in real life. It seems like you need it.
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
Joined: 6/15/2005
Posts: 3247
By the way, this is how the game freezes for me if I have subchannel reading on (for Mooby CDR plugin).
http://www.youtube.com/watch?v=tkctcrh3eJA
Fortunately, my movie does not use subchannel reading. I only used it intentionally.
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
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You forgot the word "algebraically" before "possible".
z^z=e^(z * log(z))=e^(z * (ln|z|+i*arg(z)))
Assume now that the argument of z is limited to (-pi,pi]. Then:
z^z=e^((x+i*y) * (ln|z|+i*arg(z)))
=e^((x*ln|z|-y*arg(z))+i*(x*arg(z)+y*ln|z|))
=e^(x*ln|z|-y*arg(z))*e^(i*(x*arg(z)+y*ln|z|))
which is of the desired form.
Note that arg(z)=sgn(y)*arccos(x/|z|) if z is not negative real and arg(z)=pi if z is negative real.
As well, |z|=sqrt(x^2+y^2).
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
Joined: 6/15/2005
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Storm Owl's recovery is strange. If you hit him with jump-slash, he won't become invincible unless you hit him again right away or in a short timespan (around 15 frames). So I make sure to contact him only once each slash, except on the last one before he leaves the screen. I threw in some SDCs as well.
I never realized that one could charge the ride armor shot. Anyway, thanks for telling me.
Noticed a couple things:
- In the intro stage, where two blocks drop on each side of you and you destroy the right block. I think it is faster to wall-jump from the left block onto the right block and then jump from there over the next wall, rather than destroying the right block and wall-jumping twice at the wall.
- Against Magma Dragoon, you tried to fit in a fully charged shot along with the small charged shots. Unless the charged shot does 5 damage (I think it does 3), you should just use the small charged shots all the time.
Otherwise, it looks good so far.
Editor, Experienced Forum User, Published Author, Skilled player
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Have you tried Mooby2 CDR 2.8 plugin?
I tried to work with P.E.Op.S CDR plugin but it keeps giving an error when I select "Run CD" or anything else, and it seems to insist on reading a CD-ROM drive even though the image is on my hard drive, right in the PCSX folder.
Editor, Experienced Forum User, Published Author, Skilled player
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Definitely a false spike there. If you slide down a little bit, you die though.
If Storm Owl spawns off one of the bottom corners, it is possible to SDC him while he is off the screen. I used Rakuhouha to chase him and he spawned there again.
Perhaps. I didn't bother to figure out because I assumed that it was the act of air-dashing that sped up the screen, and not where Zero was on the screen.
Stingray only drops down when he has taken 16 (out of 48) damage. I have yet to see Stingray drop directly from the top without firing his rays, and actions tend to be decided earlier than expected.
Editor, Experienced Forum User, Published Author, Skilled player
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Storm Owl: http://www.youtube.com/watch?v=k1skDEvHSGQ
Jet Stingray: http://www.youtube.com/watch?v=hkAK8RHxbl4
Now with sound.
However, there is progressive V/A drift in the first one and a weird issue during the loading zone of the second while trying to fix the drift (VirtualDub won't let me crop it out).
Movie file: http://www.mediafire.com/download.php?mmdeedoezmx
One thing to note is that in Jet Stingray's stage, dashing on the ground saves 4 frames, but dashing in the air saves about 20 frames. Note when the stage music ends in each part.
Editor, Experienced Forum User, Published Author, Skilled player
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I figured out at what point whether the Enigma (and supposedly the shuttle) destroys the colony or not is decided. This is not a substitute for luck-manipulation.
To set it up, I quickly played through and beat Grizzly and Firefly, two of the four bosses with Enigma Parts*, then reduced the hours remaining to 7 (since there is a theory floating around that less hours means higher rate of success). I made various savestates and determined:
- The RNG does not change at all outside of the stages (including subscreen menus where you can change your weapon). That means that the only way to alter (and hence, luck-manipulate) the RNG is to do it in the stages, and before the stage ends.
- The RNG is altered by things like waiting, and (relative to waiting) jumping, during a stage.
- The success rate for the Enigma for two parts and 6 hours remaining was around 1/5. Same for 1 hour remaining. Though it is still possible that it is harder to do with, say, 13 hours remaining.
- I believe the RNG is global due to the following comment I found on YouTube:
In regards to a speedrun, do not reset, reload, retry immediately after every failed attempt to destroy the colony, because it is guaranteed to fail again. You should enter a stage before trying again.
*)By the way, when testing this, I decided not to get more Enigma parts because the Kraken and Whale stages are a pain to play. Speaking of Kraken, the level design at the beginning is horrible. I never thought I would see a level where you could die before the word "Ready" disappears from your screen. That's a good thing, though, if you want to kill yourself off for a quick save after blowing the colony (this means you, Cremator :D).
Editor, Experienced Forum User, Published Author, Skilled player
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True, but then the ball partially blocks Zero's path, so it is slower.
There are some parts where the screen auto-scrolls to the right, but by going back to cancel the auto-scrolling, it is faster in the long run.
I know this because I was also working on Mega Man Xtreme. I'll post in that topic when I have time.
Editor, Experienced Forum User, Published Author, Skilled player
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Cyber Peacock done:
http://www.youtube.com/watch?v=7LKQU5qax9oI tried to record the sound but I messed up and I don't want to try again (yet), so this video has no sound.
- I think it is faster to invert the cyber-ball shaft but I like it this way.
- I manipulate Cyber Peacock to do the arrow shot so that I can slash him with Z-Saber (faster than using Ryuenjin all the time). I have to wait before hitting him or else he will disappear like all the others.
Hmm, didn't think about that. Should have thought about it since a similar thing happens in Mega Man Xtreme (GBC).
Editor, Experienced Forum User, Published Author, Skilled player
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I'll grab them first and ask questions later. :) This run (at least now) is any%.
By the way, it is faster to get rank S on all of the Cyber Peacock rooms than to wait and get rank A, if anyone was wondering.
Editor, Experienced Forum User, Published Author, Skilled player
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Thanks, mz. It syncs now with P.E.Op.S.
Also, thanks for setting "Change XA speed" off by default. When on, it would produce some badly overpeaked sound while turboing.
Editor, Experienced Forum User, Published Author, Skilled player
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I did a TAS of the intro stage, Split Mushroom, and Magma Dragoon:
YouTube videos:
Intro: http://www.youtube.com/watch?v=8srVrQJ2VFk
Split Mushroom: http://www.youtube.com/watch?v=x6pGonRtqGQ
Magma Dragoon: http://www.youtube.com/watch?v=hkCqAS20XOYMovie file:
http://files.filefront.com/movie+dragoondone2txt/;11716025;/fileinfo.html
ROM: Mega Man X4.iso
Version: PCSX rerecording v0000006.
Sound: Do not use P.E.Op.S. v1.9 unless you have to use it to record sound.
It causes desync just after Split Mushroom Stage 1 unless you turbo through the bug miniboss. Use the newest P.E.Op.S. v1.9 modification from this site.
Ones that work are Pete's MIDAS v1.7 and No Sound 0.4.
You can use turbo, but do not pause or frame advance, because it may cause desync.
- I have to frequently check for desyncs (about every 10 seconds of gameplay) while making the movie. Desyncs occur around 30% of the time. There is no problem with playback desync, except mentioned above.
- Between stages, I did not optimize stuff.
- Still some improvements possible. There are places where I take damage from an enemy where it is faster to go around or kill.
- There are two types of (player) damage recovery. One is short, the other is long. Long is bad.
- Zero's midair slash slows down the game when it hits. Don't be surprised if I avoid killing enemies I could have killed.
- My first intentional luck manipulation was at Magma Dragoon where I luck-manipulate Magma Dragoon into using the flamethrower attack so I can SDC 80% of his health bar without stopping.
- The game hates me whenever I use SDC, always desyncing what I input there. I have to guess frequently. This is most evident against the bug miniboss.
A glitch that I found in Split Mushroom's stage while TASing:
http://www.youtube.com/watch?v=oZ6zW8et8Mc
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
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The GPU plugin does not record sound.
To do that, you need a sound plugin that records sound. For example, P.E.Ops (but, for me, that one desyncs my playback). See its configuration settings.
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
Joined: 6/15/2005
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1,2) pi = 4-(4/3)+(4/5)-(4/7)+... = 2*(2/1)*(2/3)*(4/3)*(4/5)*...
So the answer is no in both cases.
3,4) pi, 1-pi, and 1/pi are all transcendental, but pi+(1-pi) = pi*(1/pi) = 1
5) If f is polynomial, then of course not.
If f has the a_i as a power, then the function f=a_1^a_2 works, since for a_1=2, a_2=sqrt(2), 2^sqrt(2) is transcendental by the Gelfond–Schneider theorem.
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
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I don't know if the desyncs are because of ISO rather than BIN.
I have a Mega Man X4 ISO and it desyncs often while recording (not while playing back, though some sound plugins (P.E.Ops in particular) may desync playback.
I also assume that the only Mega Man 8 and Mega Man X5 ROMs going around are BIN files, since that's what I got, and PSX ROMs are rare. No desync reports from any of those games so far.
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
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The only thing '"Emulator"->"Run"' does for me is attempt to resume the game but fail and end up freezing.
Also, I have no way of resetting the game other than closing the emulator. "Emulator"->"Reset" doesn't do anything.
When prompted to select a ROM/ISO, if one refuses, one is booted out of the emulator. Why?
I know Bisqwit already said this, but I don't understand the "cannot play ISO" (or something) messages when it seems to play ISOs perfectly.
Anyway, good work, mz. I tried out the emulator (v0.0...06) and I like it. However, I get desyncs frequently while making a movie, so I have to check my work consistently.
Editor, Experienced Forum User, Published Author, Skilled player
(1941)
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paul_t wrote:
I'd continue, but I can't get the colony to blow up.
Since no one knows what determines when the colony blows up, I suggest that you use savestates and create a situation where the colony blows up about 30%-70% of the time, and determine at what point the decision is made.
Editor, Experienced Forum User, Published Author, Skilled player
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MEncoder takes some .avi produced by anything (for example, the emulator) and encodes it to produce a smaller size. It's hard to explain every option or what exactly to do.
If you want just to put a 10 min. file onto YouTube, you don't need MEncoder.