Posts for Names


Experienced Forum User
Joined: 8/7/2012
Posts: 9
Ilari wrote:
Names wrote:
Weird... last time i tried that the emulator crashed so i figured it wasn't that....
Crashed when closing the configuration window (there have been bugs of that type before)?
Yes I believe it was when i closed the configurations window that the crash occured.
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Ilari wrote:
Names wrote:
How do I make the window bigger?
rr1: Configure -> Configure Emulator ... -> Scaling rr2: Configure -> Settings -> Video... From there one can control horizontal and vertical scale factors, scaling algorithm and screen rotation.
Weird... last time i tried that the emulator crashed so i figured it wasn't that.... Well... thank you!
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Hello, I am able to run a rom properly, I changed all the input to my joystick's, I am now able to play, yay! Though I haven't found out how to increase the size of the window (resolution). How do I make the window bigger? Thanks!
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Diddy Kong Racing was completed in 50 minutes and a few seconds this weekend during SGDQ! Surely someone can beat that with a TAS ! This is so old! Someone has to update this to reflect today's discoveries of the game!
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Bisqwit wrote:
Mega Man's speed in air is slower (1 + 5/16 pixels per frame) than his speed when walking (1 + 6/16 pixels per frame). Which means that any time your goal is to progress horizontally, you should minimize the time spent in air. Note: I did not use RAM watch or subpixel optimizations in this test. Though the bulk of the difference in the end comes from differences in route selections (those "landed in wrong direction" things I mentioned), you can also observe the differences in those small things if you are careful. You were right about the enemies and taking damage.
Oh. I didn't know megaman was slower in the air than on ground. That's good to know. Then indeed there are a lot of moments where I should try to get back on the ground ASAP. Thanks for that! Also the video you showed made it pretty obvious that my run wasn't as good as it could be and that's good for me! Means there's still place for improvement! Just to use as a benchmark, how long did it take you to make that run? Did you start from scratch? Thanks again! Names
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Healblade wrote:
Names wrote:
Is a 10 frame improvement a good deal for TASers?
Maybe, and maybe not... but I assure you there's plenty of us that lurk these forums that got (and will get) really excited by the action in this thread. The way you handled that last enemy was clever, and I hope you're encouraged to continue TASing!
Oh please understand that it was a 10 frame improvement on my own previous run, not on the fastest TAS out there. The current best TAS of this game doesn't bother killing the last two ennnemies, instead it uses a glitch through the roof to go straight to the boss room xD. but thanks anyway :)
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Derakon wrote:
Names wrote:
I already noticed a few spots where I could improve the run but I noticed that when I made changes say at the beginning of the run, there is one part of the run later on that ends up being different than expected, as if everything was one frame off, but I'm pretty sure it isn't. Is this normal or am I just really one frame off?
It's normal. What you did (changing an earlier part of a movie) is commonly called "hexing", for hex-editing, the way we used to have to make changes like that. And depending on the game, hexing can work either perfectly fine or not at all -- there's rarely any middle ground. The problem is usually that anything that depends on randomness will change when you do an earlier bit faster, which can throw the entire rest of the run off. Alternately, you might actually just be a frame off; figure out where to add a frame (or eliminate it), and you could recover the run. But it can be a fiddly business.
Thanks! Alright so I'm not the only one at least =p. I'll double check to see if it's really not just a frame off. The weirdest part is the boss fight is completely different. I do the exact same steps but the boss doesn't follow the same path as before so all my hits miss. I'll check that tonight... Is a 10 frame improvement a good deal for TASers? Because I think that's about the best I can (by myself) improve my run right now. Names
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Bisqwit wrote:
Hello. Congratulations on your first TAS experiment! I would say one thing: Accuracy. In this video you had many jumps that were overshot. Sometimes less noticeable, sometimes more noticeable. Jumps that were taller than they should, jumps that landed in a different direction than you were going in the next screen, and jumps around the ledges where you were not falling past the ledge's edge at the first possible frame. And maybe another: Consistency. Either you kill an enemy, or you take damage and pass through. Don't try the first and fail, and then go for the second option, like you did with the last enemy before the boss's gate. Commit for one option and follow through with it. If it turns out to be impossible, undo the whole commitment and choose another option.
Thanks for the tips and comments! Though I have one comment about the consistency part, I killed the last ennemy and took the damage that way because if the enemy is looking to the right when i run into it, then I will take damage going to the right, if he's looking left (since i'm coming from the left), the I will take damage going backwards a little bit. By eliminating the first ennemy and going under him (as he jumps out of the mech armor), making him turn around and THEN taking the damage, I don't go backwards, I'm pushed forward. That's the reason why I did it this way. Though I did stop for like 5 frames in front of him so I'm not sure if this is the best way to do it. As for the jumps, I noticed that I could save a few frames by jumping higher and earlier (because since I jump higher I have higher DOWN speed than with a single frame jump, as I have more time to accelerate to be at the same place), but I don't understand when you say that many of my jumps were overshot. I timed every jump so that If I jumped one frame earlier I land on the same level of ground. And if the jumps were really taller than they should, it was not affecting the speed of the run as I didn't have to fall down at that time. Or am I mistaken? Do you have any point in particular that I didn't see? I'm still a novice here =p Thanks again for the comments! Names
Experienced Forum User
Joined: 8/7/2012
Posts: 9
Hello! My first post ever in this forum. I recently started making my first TAS ever, and this game is the chosen one. I only finished one stage for now, and I wanted to know what you experienced TASers think of it. I already noticed a few spots where I could improve the run but I noticed that when I made changes say at the beginning of the run, there is one part of the run later on that ends up being different than expected, as if everything was one frame off, but I'm pretty sure it isn't. Is this normal or am I just really one frame off? Any help / tip is appreciated! Link to video