Posts for FractalFusion


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Comicalflop wrote:
You're also forgetting that Lorenzo was making a string of useless posts and topics on that day, thus negating whatever legitimacy/innocence his question may have had.
You forgot another option: ignore the user.
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Chamale wrote:
"Snes9x v1.43 v9 for Windows" I downloaded it off tasvideos a couple days ago.
You have to rename the executable "snes9x+v9.exe" or else it won't work. I figured that out a while ago. After finding memory addresses, one adds them in 's9xwcnf1.txt' like this:
; 149 blue 79 yellow 1 pink
; 255 jump/stop/redash 0 and 1

[MEGAMAN X]

7E0BCA,2s,Pos X
7E0BCC,2s,Pos Y
7E00B4,2s,Cam X
7E00B6,2s,Cam Y
----
7E0BFA,1u,negDash
7E0BFF,1u,negCharge
----
7E0E8F,1s,enemy HP 1
7E0ECF,1s,enemy HP 2
7E1F7E,1s,Hadoken visits

; 20 blue 80 yellow 140 pink1 200 pink2

[MEGAMAN X2]

7E09FA,2s,Pos X
7E09FC,2s,Pos Y
7E00B5,2s,Cam X
7E00B7,2s,Cam Y
----
7E0A2A,1u,negDash
7E0A2F,1u,Charge
----
7E0D3F,1s,enemy HP 1
7E0D7F,1s,enemy HP 2
7E0DBF,1s,enemy HP 3
7E0DFF,1s,enemy HP 4
7E0E3F,1s,enemy HP 5


; 20 blue 80 yellow 140 pink1 200 pink2

[MEGAMAN X3]

7E09FA,2s,Pos X
7E09FC,2s,Pos Y
7E00B5,2s,Cam X
7E00B7,2s,Cam Y
----
7E0A2A,1u,negDash
7E0A2F,1u,Charge
----
7E0D3F,1s,enemy HP 1
7E0D7F,1s,enemy HP 2
7E0DBF,1s,enemy HP 3
7E0DFF,1s,enemy HP 4
7E0E3F,1s,enemy HP 5

[ROCKMAN&FORTE]
7E0C20,2s,Pos X
7E0C22,2s,Pos Y
7E00AE,2s,Cam X
7E00B0,2s,Cam Y
----
7E0C54,1u,negDash
----
7E19EF,1s,enemy HP 1
7E1AEF,1s,enemy HP ?
7E1A35,1s,enemy HP 2
----
7E0BBB,1s,char HP
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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OgreSlayeR wrote:
Cool stuff indeed. It's probably a good idea to keep it on hold for a bit as it seems this game probably isn't near being 100% broken. It would suck if you were near finished with your TAS and you found another game breaking glitch.
True. I wouldn't want to be near finished and find something like this: http://dehacked.2y.net/microstorage.php/info/469271315/Rockman%20%26%20Forte%20%28J%29%20glitch4.smv 1 minute and 48 seconds saved, just like that.
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This run is now on hold. I found some more glitches in Burner Man's stage: http://dehacked.2y.net/microstorage.php/info/1467863507/Rockman%20%26%20Forte%20%28J%29%20glitch1.smv It seems that Ice Wall is so useful that it pushes the character into the ceiling even without water or leading overhang. Basically, the only requirement is that the ceiling forms an upper-right corner, and that there is enough room to use Ice Wall. When I work on the run again, I will redo everything from Burner Man's stage. By the way, if there isn't already enough evidence to do Cold Man first: http://dehacked.2y.net/microstorage.php/info/1468781996/Rockman%20%26%20Forte%20%28J%29%20glitch2.smv http://dehacked.2y.net/microstorage.php/info/1458776430/Rockman%20%26%20Forte%20%28J%29%20glitch3.smv I found the first one by accident while trying to glitch out of the room via the upper-right corner.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I need it for bosses no matter what. For example, Dynamo Man normally takes 14 hits to kill, but with Counter, it only takes 7. Time saved: (14 - 7) x 1.5 seconds = 10.5 seconds. This is just Dynamo Man, once. Counter doesn't always save 10.5s against bosses, but I can imagine saving over a minute with it.
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parrot14gree wrote:
It mean the route[Ice->Burner->Pirate->Ground->Tengu->Magic->Astro->Dynamo ],than you still need 310 bolts(200 for G.Boost , 100 for H. Speed Dash, and 10 for Shock Guard).
I also need 200 more for Counter Attack. It does 2 more damage every hit when Forte is low on health (7 or less).
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OgreSlayeR wrote:
Edit: I wonder if G.Boost is worth buying. It might help set up some horizontal zipping at the top of some ceilings that you may not be able to reach normally.
parrot14gree wrote:
L.Bolt is not the only solution to control up,down or horizontal for Forte. The new choice for Forte give him a huge power to zip down. The weakness cycle will be come true by the new trick. It's a demo http://dehacked.2y.net/microstorage.php/info/1542759394/Rockman%20%26%20Forte%20%28J%29-Zip%20Gboost.smv
Good find. I actually found the second glitch (skip the second note-playing room) about the same time you did. [edit] By that, I mean about the same time that you posted it. [/edit] I believe that using G. Boost wastes too much time. Besides, getting 510 bolts (or even 400) in the first few levels is something that is beyond convenience.
parrot14gree wrote:
The weakness cycle will be come true by the new trick.
Sorry, I don't understand.
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You have emulators, savestates, and Pokemon Red/Blue runs at your disposal. Why don't you ever try out these ideas yourself, record movies, and come back with the results? This isn't SDA, where difficulty in recording console gameplay and publicizing it is a valid excuse (and even then, you still have to try to do these ideas).
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Pirate Man done. The run is about 13.5 seconds faster than published: http://dehacked.2y.net/microstorage.php/info/1098950325/RnF%20FractalFusion%20pirateman%20done.smv In order for Counter to work, I need to take enough damage in Astro Man's stage. There aren't many good places to do this. I remember someone asking, but it is possible to manipulate Astro Man to prevent the invincibility actions.
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Lorenzo_The_Comic wrote:
But seriously, where the heck am I supposed to find a Pokemon Emerald Rom which isn't a hack?
There is one which isn't a hack. You may have white-screen issues; it's the same issue as for the Sapphire ROM. Otherwise, keep looking. My post from the other thread applies here: http://tasvideos.org/forum/viewtopic.php?p=146135#146135 Anyone doing this run should consider using Geodude and learning Metronome.
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Cremator wrote:
H. Speed Dash ... The way I see it, it works like this: Start (slow): duration * Acceleration (regular): duration ** Peak (fast): duration **/* Stop (regular/slow): *
That's correct. HSD reaches Tengu Blade speed, but only after about 15 frames of dashing.
Cremator wrote:
Could you clarify again, which one you cannot do with Ice Wall, up or down? I'm guessing down, but I cannot draw conclusions from this.
You can't go down without L. Bolt. You can go up, but not as fast as with L. Bolt. The Ice Wall doesn't cause zipping. It can only be used to enter a corner. Now that I think of it, I will try Astro Man fourth. The glitches do save time. Edit:
Cremator wrote:
Also, being inexperienced at TASing, how much one can make way to perform these dashes, without losing time.
Without HSD, you really can't make way for anything. I don't know with HSD; you probably can make way somewhat. A full dash without HSD saves at most 2 frames. So my earlier statement about staying on the ground as much as possible is inaccurate. If there is anything better, like pre-accelerating into a downward fall, by all means do it. With HSD, it should save 6-8 frames. Tengu Blade is not much better. Currently, I am trying to obtain bolts in Pirate Man's stage without wasting time. I need 310 (200 for Counter (Attack), 100 for H. Speed Dash, and 10 for Shock Guard).
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I am planning to do the bosses in order, so Dynamo Man is last. Breaking the weakness cycle means that I probably will require (with Counter) 10 hits on Astro Man instead of 7 or 8 (Magic Card+Counter), plus no Tengu Blade for Astro and Dynamo levels. It comes down to whether I can save more than 4 seconds using L. Bolt in Ground, Tengu, and Magic stages. I definitely didn't plan for H. Speed Dash, though. This will be problematic.
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L. Bolt is a Robot Master weapon, obtained from Dynamo Man (after beating Astro Man). I decided not to start with Astro Man. No decision is easy. The L. Bolt weapon allows zipping up, down, left, and right (not as easy as it sounds). Without it, I can only zip horizontally or glitch upwards as described in the previous post. I just hope the use of Ice Wall in Astro and Dynamo levels pays off. Some sections of Astro level can be done quickly with Ice Wall, and there is a through-the-wall glitch in Dynamo level.
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AngerFist wrote:
Solid play, nice job. Too bad it takes so long to kill Cold Man but you did your best to be entertaining. Have you begun planning where to use those crazy glitches parrot14green?
Some of the glitches used by parrot14green involve zipping with Lightning Bolt. Seeing that I don't have that weapon, I cannot do that. However, unlike what the glitch movies indicate, the proper height setup for the levitation trick (in order to glitch into the wall) can be done just as easily (assuming enough room) with Ice Wall, and is even faster than using L. Bolt. Although I cannot zip upwards, I can glitch upwards at 32 pixels per 7 seconds frames (about 4.5 pixels per second frame, close to initial jumping speed) by pressing A _ _ A _ _ _ over and over. I am using this trick in Burner Man's stage (only once, though). The trick saves about 1 second. I am almost done Burner Man's stage. Zipping horizontally is possible, but I haven't found a good opportunity yet. It may be possible in Pirate Man's stage, since Ice Walls float in water. Not all of parrot14green's glitch locations are feasible. Some of them depend on L. Bolt, and some of them take too long to be worth doing.
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They're fine with glitches as long as it "makes sense from the player character's viewpoint", whatever that means.
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Coldman done. 25 frames saved in this level, 148 in total: http://dehacked.2y.net/microstorage.php/info/1470886882/RnF%20FractalFusion%20coldman%20done.smv 140 worth of bolts collected. Need 200 before the fourth stage. hero, the levitation trick is used in parrot14green's glitches. So it's not useless.
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Chamale wrote:
sin666=phi
Correct, if in degrees. You should use the ° symbol. Failure to do that implies radians. In fact, all sine and cosine of rationals are algebraic if in degrees, but transcendental if in radians unless it is 0.
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hero of the day wrote:
Was the levitation trick I discovered a few years ago no use to you? Was it actually slower to use that trick to cross the water? This is kinda surprising to me.
I tested it out and Forte gains very little separation from the boat itself. What I missed though was that Forte can jump from a levitation position. However, I tested it and it only saves 8 frames. I left it out since I had made some progress into Cold Man's stage at that time. So far, I have defeated the snowman miniboss and picked up over 100 worth of bolts and an extra life (not the obvious one sticking out). I'm also ahead some amount.
HHS wrote:
That doesn't exactly sound like dashing to me :D Maybe if he were a very tiny ant.
I had too much on mind when I wrote that post.
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On a less sarcastic note: http://tasvideos.org/forum/viewtopic.php?t=2844 That was a very long time ago. Amazing how things have changed.
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Intro stage of Rockman & Forte done: http://dehacked.2y.net/microstorage.php/info/654558698/Rockman%20%26%20Forte%20%28J%29%20FractalFusion.smv 123 frames (~2 seconds) faster than published run. It is best to stay close to the ground. Although Forte has a slow dash startup, he goes 3.5 pixels per frame on the ground, but only 3 pixels per frame in the air. Against the slime devil boss, you can do 5 damage (instead of 4) every time you blow its outer casing open. I considered which Robot Master to start with. Groundman and Astroman take 13.5 seconds less to defeat than Coldman (because of Coldman's 2s invincibility instead of the normal 1.5s). However, starting with Groundman has some problems, even though you get Tengu Blade early. Starting with Astroman also has its problems (third boss is Coldman and Lightning Bolt only does 18 damage before running out). I'm considering Coldman, followed by boss order, just like in the published run. After the third boss, I will buy Counter. I do not know yet whether I will buy Energy Saver (or whatever it's called).
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Warp wrote:
You assume that "new users" have never played those games. Many have (they are, after all, widely popular games), and many visitors might be interested in seeing a TAS of them.
If they are interested, they will look for the TAS and watch it regardless of whether it has a star or not.
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A conservative guess would be a 50 minutes TAS. Now that seems long. I'm hoping the inability to just run by everybody (like in the first Splinter Cell GBA) makes this TAS worthwhile. At least it is worthwhile in concept.
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Can't see why there would be much discussion on Pandora Tomorrow, so I'll start here. This game is better than the first at forcing you to use stealth, but is nothing in comparison to any console Splinter Cell game. What's different about this game compared to the previous: - You can't run by people. You have to terminate (kill or KO) them or bypass them using the back wall. - You start with 10 bullets. - There is no alarm bar anymore. In missions 1,2,5,6, setting off an alarm will result in automatic mission failure. In others, SWAT guys run around. These guys are hard to kill and do a lot of damage (3 out 10) to you. - In missions 1,2,5,6, (at least part of the mission), you cannot kill (although you can still shoot them if it doesn't kill). This results in major strategy changes. - You cannot OHKO them directly from behind; you grab them instead. It is usually faster to punch them in front. - Turrets no longer take half your health; at worst, they do 2 out 10 damage to you if you jump correctly (turrets do continuous damage with no recovery). They are much faster to disarm. - Some guys hold "important" information or can be used for retinal scanners. If you terminate them before you get the info or use the scanner (no matter how useless you render the info), you get "mission failed". - There are three computer-hacking minigames. One is the file linkup, which resembles those tile-turning puzzle games. That one can be done very fast. Another is the binary codes, which can be done rather fast depending on where the sequences of 0s and 1s are (the codes are info held by some enemies). The last one is ... well, I won't mention it because it's stupid and eats half a minute every time and is not challenging in the least. You'll know when you see it. I'm currently working on a Pandora Tomorrow TAS, with 5 missions complete. Levels 1 and 2 to me are rather boring, mainly because of the no-kill restriction. Level 3 is where the real action starts. Level 4 was difficult to TAS and required a lot of planning, mostly due to very little ammo and many enemies. Friendly fire can be abused here. There is a glitch that I abuse often in this game. If you press up just before Lambert calls in with a dialog, and you are in front of a door that cannot be opened, you get the "It's not time for this now" message but you not only skip the dialog, but are able to run around while everything else is frozen. Cameras and turrets cannot see you and guards can be OHKOed in front. Unfortunately, the jump button clears this message (which you don't always want). ROM name: Tom Clancy's Splinter Cell - Pandora Tomorrow (U) (M3).gba Real-Time Clock (hope it doesn't matter), Save Type 128K VBM: http://dehacked.2y.net/microstorage.php/info/291726887/scpt.vbm AVIs of missions 3-5 (Subway, Saulnier, Jerusalem in that order): http://files.filefront.com/SCPTzip/;8768423;/fileinfo.html If you would like AVIs of the first two missions, ask.
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spockybiemmichab wrote:
That was very cool and even more entertaining than the previous movies. I'd love to see a full movie of this sick game.
pirate_sephiroth wrote:
It's A LOT BETTER than Super Demo World.
Although I like looking at players struggle with a hack, this hack by nature lacks professionalism, just like 99.9% of hacks out there. True, a Kaizo Mario World speedrun or TAS is more entertaining than a Super Demo World TAS (partly because of extreme real-play difficulty as well as no cape Mario), but Super Demo World is by far better as a game. This hack is like Air (SMB1), but in a more twisted way. Edit: Did anyone notice the "grading scheme" at the end of each video series? (the one with the player dying a lot) Kaizo 1 video : Kaizo 2 video: I know it's a joke, but still... :X I'm surprised that the player managed as few as about 1000 deaths for each.
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It seems that everyone wants to use v19. As far as I know, only one submission has ever used v20. Is there a good reason not to use v20? Or did everyone start 3 or 4 GBx TASes altogether before v20 came out?