Posts for Hetfield90


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Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
I noticed that some slashes generate the same type of hit lag as in the MMX/MMZ games. It seems like every slash aside from the first 3 combo slashes(first 2 for long blades) does. It also appears that this lag does in fact delay the timer for the dynamic difficulty thresholds, because I'm able to transition bosses with higher decrements much earlier when I never finish my combos vs not using preliminary combo slashes at all. I don't know for sure about long blades, but are any of the slashes you're using in phases that you are waiting out the timer delaying it, or was this something something you already accounted for? Also, out of curiosity, do you have any plans to improve the Momohime run?
Experienced Forum User, Published Author, Skilled player (1221)
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Have you had any luck getting to the arm parts or chimera armor? I'm having a hard time doing any sort of horizontal movement inside the walls. If these are possible, I guess the route would be something like this? 1. Tiger 2. Beetle(to get the airship out of Hornet's stage) 3. Hornet 4. Buffalo(use chimera armor to get the heart) 5. Seahorse 6. Catfish 7. Crawfish 8. Rhino
Post subject: Re: submisson for update
Experienced Forum User, Published Author, Skilled player (1221)
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kevlegoth wrote:
Nobody try to skip Storm Eagles 2, with fantom-grab before the fight.
Platforms that spawn with enemies on them are categorized enemies themselves, therefor cannot be phantom grabbed the way normal miscellaneous platforms can. Even if there were miscellaneous platforms nearby, I doubt it would make an Eagle refight skip possible since bosses spawn based on camera position, and there is a vertical camera lock once you get to the top of that climb. You can't do anything with sled zipping there either as far as I know, because if you try to dodge the vertical camera lock with one, you get stuck since the horizontal lock is never lifted.
kevlegoth wrote:
Why when entry sigma fight you don't jump left, because megaman walk when you jump right.
Hetfield90 wrote:
The cutscene actually starts when you enter the door
Here's a version with the graphical glitch Raijin mentioned if anyone's able to replace it. It didn't have any effect on the rest of the run.
Experienced Forum User, Published Author, Skilled player (1221)
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Do you know exactly how the saber-whiff glitch works, Glitchman? I can only seem to do it every other saber swing by weapon canceling a saber the frame before I hit the ground, but I was told by NrgZam that he has had the glitch happen to him on his first saber swing of a stage in realtime before. Do you know of any way to do more often than every other swing?
Experienced Forum User, Published Author, Skilled player (1221)
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feos wrote:
I tried it a bit starting a fresh PSX project (that I saved, loaded, edited), and it behaved normally. But I observed something like this with N64 before. Can you figure out the exact repro steps for PSX?
It happens every time I play the TAS I'm working on. Do you want to try playing my WIP to see if it happens for you as well?
Experienced Forum User, Published Author, Skilled player (1221)
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Invariel wrote:
A question: when you're entering Sigma's room, you take the door on the right - is there a particular reason for this? It would seem that taking the door on the left would mean less walking.
The cutscene actually starts when you enter the door, so there's no time loss regardless of where you enter it from. The same thing also applies for the cutscenes before the Jedi and Velguarder Sigma fights, so it doesn't matter what position you end the preceding fights from.
Experienced Forum User, Published Author, Skilled player (1221)
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Alright I just finished watching it. Nice run, Bernka. I can tell from the submission text that a lot of careful planning went into making this. This is the first I've ever heard of this game. The art and soundtrack are absolutely beautiful. One question: can you end combat sooner by being closer to enemies when they drop their souls?
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Resizing to 1792x1344.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Yeah, that looks perfect. Thanks!
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Hm that might be a problem too. But looking at the health/ammo bars in particular, it looks like the heights are inconsistent.
Experienced Forum User, Published Author, Skilled player (1221)
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Is there an easy way to encode SNES at 4:3 and at least 720p without the pixels being different heights like this? http://puu.sh/qdPQ2.jpg (This is resized to 960x720)
Experienced Forum User, Published Author, Skilled player (1221)
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I'm getting the same buffering problems with that website on my desktop, but for whatever reason it works just fine for me on mobile.
Experienced Forum User, Published Author, Skilled player (1221)
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Has anyone seen a youtube video of a glitch in Chameleon's stage where X is near the right wall before the body armor capsule rises out of the ground and ends up partially inside of it(or know about the glitch at all)? Someone showed it to me last year right after my v2 100% run was published but I can't find it anymore.
Experienced Forum User, Published Author, Skilled player (1221)
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I wasn't running into any of these issues while TASing a SNES game, but in a PSX game I'm having a lot more issues with the greenzone. It's leaving a bunch of older savestates up with inconsistent spacing in between them, and my immediate greenzone tail only lasts for 1 savestate. I tried deleting the greenzone file and playing the run from the start, but it starts behaving the same way again after creating enough savestates. Also,
feos wrote:
Otherwise, how does putting markers as keys work? Does it reliably keep the states that are before markers after greenzone tail runs past it?
This works as intended until the greenzone capacity gets limited by the aforementioned bug, then the marker state gets erased as well. Exception Details
Experienced Forum User, Published Author, Skilled player (1221)
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HHS brings up a good point about the differences between this password glitch and the one in the published X1 run.
HHS wrote:
I don't really like the use of this password. It's basically the opposite of the situation with the Mega Man X password. In Mega Man X, the password is rejected due to a parity error but the game starts anyway without applying the password. Here we have a password that sets Bit, Byte and Vile as defeated, it is rejected because this requires the intro stage to be cleared, but they forgot to reset the state of Bit, Byte and Vile. Therefore I would regard this as using a password.
Regarding the run itself, I have a few questions: 1. I'm assuming the delay before Mosquitus' door was so you could enter with a green charge and waste the first shot during the door transition. Was this faster than entering immediately, shooting Mosquitus with the first shot, and shooting the second off screen while waiting for his i-frames? 2. You also delay a number of frames before the Hornet refight, which I'm assuming was for manipulation, but iirc the stinger>figure 8 pattern is extremely common. Was this something that couldn't be accomplished with an appropriately timed tier-2 charged shot before entering the capsule or the preceding door? 3. Was it impossible to avoid all of Dr. Doppler's attacks if you let him start with the energy ball move because of the limited movement from the saber slash? If not, waiting for that pattern allows you to attack him much earlier than forcefully triggering his regeneration shield.
Experienced Forum User, Published Author, Skilled player (1221)
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Well this is similar to the password glitch from FractalFusion's X1 walkathon run, so I assume it would be technically allowed. But looking at Nach's judgement message, "This run is faster than the existing any% run, and can technically be used to obsolete it. On the other hand, it abuses the password system, and while not actually using a password, the use is questionable. That alone pushes this into the same kind of "glitched" realm we have for games with SRAM, and makes it a separate category." I don't think a run that uses this type of glitch would obsolete a branchless category that forgoes passwords altogether. I don't think the couple seconds of difference between buster upgraded/non-buster upgraded Bit and Byte fights would merit making an exception for one category and not the other, but I would still maintain that if this glitch was to be shown off any category, it would be a niche category like the PSX port any% run that suffers in entertainment value without it.
Experienced Forum User, Published Author, Skilled player (1221)
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Personally, I'd rather not see this glitch used in any of the SNES runs since it abuses the password system and takes away gameplay without really adding anything in return, and it could be used in every category if it was allowed. Although I wouldn't mind seeing it in a PSX any% run, since that run is already glitched anyway from the Doppler skip, and would be otherwise really boring with only buster for the end game.
Experienced Forum User, Published Author, Skilled player (1221)
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There isn't really any method to control RNG in real-time in this game as far as I know. RKS randomly generates a set of 624 RNG values upon startup, the beginning of each stage, and each time the address which determines which RNG value is used overflows. If the game uses your computer's clock to generate the first set of RNG values, then I suppose there might be a way to fix what the values end up being for at least the first stage? I haven't looked into this at all though.
Experienced Forum User, Published Author, Skilled player (1221)
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Nice WIP, Glitchman. I really like what you did with slippery surface momentum in Buffalo's stage and the saber in Doppler 2 and the boss rush. If you are looking to redo it, there are only a few things that stood out to me as potential improvements: 1. I'm pretty sure you can save a frame grabbing a ladder to go down if it's possible to precede it with a full-length dash. It looks you did this on some ladders where it was possible, but not the first one on the intro stage for instance. 2. I recall the last part of the first climb in Catfish being faster without any doublekicks rather than with. 3. I'm not sure if this will save time in any%(maybe a few frames), but you can make Hornet continue to move to the left side of the room at the start of the fight to hit him earier. I'm not sure how that will play out in regards to ending the fight with him at a low position though; maybe you already tested this. 4. I think it's possible to jump 2 frames earlier and kill the last enemy before the spikeball section in Doppler 1 with Triad Thunder to go over the ledge at a higher velocity. 5. For Mosquitus, I had an idea of a strat that would go something like calling Zero earlier so you can use your first green shot before the door, shoot the 2nd shot at Mosquitus while you're jumping into him and let him grab you, then bait him over to the right as you're sabering him. I don't know if it would be faster than what you did, but it might be worth testing. Also the RNG on his descent after the fight can be improved if you make him fly either towards Zero or down+right every 4 frames; that would require some dissasembly to manipulate though. 6. You can hit Dr. Doppler earlier at the start of the fight if you don't trigger the regeneration shield. This is assuming its possible to dodge his first shot from that pattern though and I'm not sure if it is. I think the best way to setup that strategy would be to kill the green guy with buster and turnaround kick up the wall so you can waste your preliminary charged shot before the door. 7. There might be more that can be done to reduce lag in the Sigma Virus climb, although it is pretty difficult to reduce lag there without air dash. In regards to the turnaround kick, it opens some extra possibilities for single wall climbs. This table shows the average vertical speeds for each walljump interval. Over long vertical distances, the fastest way to climb a single wall is to alternate between a normal kick and a turnaround kick every other jump, and to walljump 13f after each turnaround kick and 23f after each normal kick(strictly because it takes 23f to get close enough to the wall again after a normal walljump). If you have the saber or another wall close by, then it is more optimal to jump 20f after each normal kick if you can put a saber jump or a jump off another wall in between(see the Sigma 4 climb in Nrg_zam's X1 any% run for an example).
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They get corrupted if you save when it asks you if you want to save as BizHawk is crashing(provided it was caused by a certain error). I don't think it's ever happened on a manual save or auto save before an actual crash.
Experienced Forum User, Published Author, Skilled player (1221)
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feos wrote:
Otherwise, how does putting markers as keys work? Does it reliably keep the states that are before markers after greenzone tail runs past it?
So far it has worked all but one time, although I haven't tested it that much yet.
feos wrote:
But I added an option to autosave to filename.backup, for tasproj and bk2, whichever you prefer.
I see the check boxes for "Autosave As Bk2" and "Append 'backup' to Filename" but but it doesn't seem like they do anything? Is there somewhere that I can change the destination folder or file type? Checking them and saving doesn't put any backup file in my Movies folder.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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So far using the latest build with auto-save disabled I've gotten the more common error only 2 or 3 times after a couple hours of TASing(the one that previously consistently happened every 5-10 minutes), and the other errors are yet to occur. This won't be necessary unless the other error that wipes all savestates and branches clean starts occurring again, but would it be possible to add an option that automatically creates a backup .tasproj upon saving? The reason I ask is because when you get a fatal exception and it prompts you if you want to save or not, you don't know if it's the type of error that erases branches and savestates or not until after you save. That way you could not lose progress if states remain intact, or use the backup that still has savestates if they get erased to avoid having to watch the TAS from the beginning. Also would it be possible to add an option so that the greenzone tail never runs out, but adds additional tiers of larger intervals between savestates to the end of it?
Experienced Forum User, Published Author, Skilled player (1221)
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Awesome run. I especially liked all of the sequence breaking explosion boosts. The commentary was also very helpful for someone who's never played the game. Yes vote.
Experienced Forum User, Published Author, Skilled player (1221)
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Not sure if I reported either of these already since I deleted the puushes to make room for others, but using the latest build I get this error which crashes BizHawk consistently every 5-10 minutes or so. It happens regardless of what I'm doing as long as TAStudio is open, whether it's loading branches, doing anything else related to TASing, or just playing the game in real time without loading any states or branches. This error, which crashes BizHawk and deletes all branches and savestates, seemed to be related to loading branches at certain points in the game. It happened 3 or 4 times around frame 203000 in this project for Front Mission Series: Gun Hazard, but hasn't occurred since I got past that part.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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Left+right doesn't seem to do anything with walljumps, but attacking after a walljump accomplishes the same thing on both walls and faster(with the left+right walljump in mmx, you have to be closer to the wall than normal and spin around for a frame before you can jump).
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