Posts for diggidoyo


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Experienced Forum User, Published Author, Experienced player (580)
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Can you explain how to do that? I'm using the latest revision of Dolphin but I've tried older versions as well (such as r7571 which I know it used to work on).
Post subject: Gecko Codes
Experienced Forum User, Published Author, Experienced player (580)
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So I tried asking for help on the Dolphin forums but no one seems interested. I'm trying to get the weapon switching code for Mega Man 9 to work. It used to work back when it was released in 2013, but I can't seem to get it to work anymore. Can someone else get it to work? Maybe I'm just doing something wrong. If it really doesn't work, does anyone know how to make/edit the code so it does work? Here's the code: http://pastebin.com/8q4Ryn13
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Rain pushes on Mega Man in the direction it's pouring, but only when Mega Man is in the air. So in those screens, the rain is pouring backwards, and although jumping would add a slight vertical acceleration, it is all lost by the negative horizontal acceleration due to the rain. Staying on the ground is the fastest way to clear the ledge in those two spots. Every other ledge must be jumped off of.
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mtvf1 wrote:
I never played this game, I found you choose the same way like RTA did when boss rush. 1-8-7-6-5-4-3-2 1 000 8 2 000 7 3 4 5 6 Did Magma Shot or Plug Ball can be used for beating with Wily's first type? Maybe you can choose 1-2-3-4-5-6(8)-8(6)-7 or 1-2-3-4-8-7-6-5
Yea the RTA had the right idea. Those would be viable routes if the weapons were better suited for the boss. I'll have to double check, but I know the magma bazooka fires three shots at once which all have to clear the screen before it can be fired again. Plug ball only fires directly in front of Mega Man and then falls straight down, and he can't jump up to the bosses mouth as fast as the eggs come out. As it stands, even though running from 1 to 8 loses time, it gains it back by not having to switch weapons. Going from 5 to 8 or even 4 to 8 would still lose time, and then possibly end up at the boss with a sub-optimal weapon.
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It's only hard and impressive to achieve in real time. For this TAS, it would be neither harder nor easier to not take damage. It would only result in a slower finish time.
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henke37 wrote:
I thought we had this one already. My thanks for remedying this situation. However, I am not sure about your selection of achievements. I was hoping for the no damage at all one. Speaking of achievements, your list is missing a bunch of them that you do get.
Yea, in the Mega Man 10 tas, Mr. Perfect (take no damage) wasn't a goal, but rather an incidental result of aiming for the fastest time. There were no instances where taking damage was faster than avoiding it. In this game, however, there a a few places where taking damage results in a faster time. As for the achievements, what you're talking about are challenges. Achievements are specific challenges that also award gamerscore and I specifically only listed those. However, since this is the Wii which doesn't have gamerscore anyway, I'll go ahead and fill in the rest of the challenges.
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Ah, oddly enough, only downward acceleration is carried over into the anti-grav screens. Any upward acceleration is immediately capped down to sluggish speed of the lift.
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Is that not what was done? Rush coiling up the first screen and a jump up the second.
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samurai goroh wrote:
Just wonder something, what's the in-game timer for beating the game?
19:11. I scroll to it at the end of the unofficial encode.
Tangent wrote:
"This is a run using Mega Man on Normal Difficulty." Isn't there no difficulty selection at all? Hero/Superhero are DLC, and, Rookie is port only.
' Correct, I just put that there in case a future run decides to use DLC (as in MM10).
Experienced Forum User, Published Author, Experienced player (580)
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Sure is calm around here. Maybe a little too calm. Calm before a storm, perhaps? >:D
Experienced Forum User, Published Author, Experienced player (580)
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Experienced Forum User, Published Author, Experienced player (580)
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Not much, haha. I have to finish school and then I have more time than ever to finish this off.
Experienced Forum User, Published Author, Experienced player (580)
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Megaman 9/10 have 4 frame delays. Could be a game specific issue. I've just been accounting for this as I TAS and go by VI number instead of what's rendered on screen.
Experienced Forum User, Published Author, Experienced player (580)
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We're just about done and at Wily, but as usual there's some improvements we found for the earlier stages. We're working on editing those in, but since hex editing isn't working (because so there's much input now) we have to edit it in manually and then redo the rest of the game.
Experienced Forum User, Published Author, Experienced player (580)
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Aqfaqception!
Experienced Forum User, Published Author, Experienced player (580)
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Warp wrote:
The question is: When a big corporation sends you a lawsuit threat, are you going to take the risk, or are you simply going to submit to the bullying? Most people are not ready to take the risk, and that's quite understandable. (A big corporation has extremely little to lose; after all, they are billionaires. You, however, have a lot to lose. And you probably can't afford a good lawyer either, lessening your odds even further. And it doesn't help that in many countries courts seem to be very corporation-friendly.)
This is good point and why a lot of complications end abruptly after the first cease and desist letter. My question is, how would tasvideos.org react to such a threat from Nintendo? Has this site even been noted as on the radar?
Experienced Forum User, Published Author, Experienced player (580)
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biggyboy wrote:
You can kill the wily3 boss with one less pause: http://www.twitch.tv/dabigbooi2/b/631861266?t=1m20s
Good catch, biggy. I'll edit that in after I fix Magma's stage
Experienced Forum User, Published Author, Experienced player (580)
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Yea, collaboration helps keep the ball rolling. This would have taken me a lot more than twice as long on my own. Link to video Found a different strategy for magma man's stage that quadruple zips through the beam and avoids taking damage. It's 70 frames faster at that point, but it uses two extra concrete shots. I'm pretty sure there's only one extra c.shot we have to spare in this stage (used it to platform up the ladder in the second screen) so we might have to replace that with the zips and then still take damage through the last magma beam.
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AzumaK wrote:
Newest WIPs Queue wrote:
Wily 4 plug done.dtm
I'm pumped, you guys are blazing along. I've been following the thread for quite a while now, viewing a WIP or two (don't want to spoil too much) here and there, but it's time to sequester myself. See you guys in the submission queue!
Hell yea, thanks for the support man. It's been a long time in progress and an even longer time overdue. Nearly 4 years after Mega Man 10!
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ALAKTORN wrote:
diggidoyo wrote:
As I said, trial and error works just the same.
No it doesn’t, and as a fellow TASer my heart breaks when I read these posts.
Please elaborate. I'm not saying RAM watch isn't useful, I'm saying it's not a neccesity. As far as I can see it's more of time saving tool than anything. It tells me immediately if I have the right acceleration or rng luck, but trial and error, as in, trying specific actions on a certain frame, then changing the action or frame and observing the results, will produce the same result. The only thing that changes is the amount of rerecords. There's not much I'm missing by observing only the effects instead of the cause. The image I posted is as far as I can get with the correct settings. If the tool was more intuitive to use I would be inclined to utilize it, but I'm not here to learn programming as well.
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ALAKTORN wrote:
diggidoyo wrote:
I tried to follow the instructions here but there were no addresses that ended in 0000's and that a pointer scan revealed a value with only one offset.
RachelB wrote:
Did you do this?
In Cheat Engine, click Edit, then Settings. Go to Scan Settings and check MEM_PRIVATE, MEM_IMAGE, and MEM_MAPPED.
Course. I followed the instructions exactly as they laid out, but I get stuck when it says to pointer scan the address ending in 0000, as there is none. I tried using all the other addresses and none of them have only one offset of 0 like the next step. Then all of sudden it says to "find some value such as health."????? All of this coupled with the fact that I have no idea wtf any of this all means just leads to believe it's not worth my time trying to figure it out. As I said, trial and error works just the same. I managed to fix the RNG manually and saved 63 frames in Wily 2.
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Backend is Direct3D and CPU emulator is JIT. But like I said I'm pretty sure the error comes from the wii mote settings, as I sometimes get the error when I switch from keyboard to controller input without changing anything else.
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ALAKTORN wrote:
I really think you guys should try to find the RNG in RAM. For such a boss fight I wouldn’t expect changing events before entering the fight will give any better RNG during the final part of the boss.
I tried to follow the instructions here but there were no addresses that ended in 0000's and that a pointer scan revealed a value with only one offset. It would be nice if someone could explain how to do it for this game, as I want to check the y speed during our ladder transitions.
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diggidoyo wrote:
biggyboy wrote:
Pardon me for my noobish question but how do I get your movie to play on dolphin? I get this error on dolphin 4.0-5396.
Yea I get that error sometimes, too. I tried searching online but never really found an answer. We're using revision 4.0-4796, but just make sure that idle skipping and dual core are both turned off, and use the DPS LLE sound recompiler. But I'm pretty sure the error comes from the controller settings, so make sure all the gamecube controllers and wiimotes 2-4 are set to none. Then make sure wiimote motor and speakers are off. Or try changing some settings in the emulated wiimote 1. Hope that helps.
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Wow, this boss is more a pain in the ass than he looks. I was right about getting screwed with RNG. http://tasvideos.org/userfiles/info/21267380674669731 I get to the boss door 21 frames sooner here by killing the Big Stompers, so make sure you use this file. Then I copied over the input for the first phase but the screen moves at frame 85447 (was 85464). Only 17 frames ahead. 3 frames disappeared. In the second phase I had better RNG and improved the middle fight by 44 frames so the screen moves at frame 85907 instead of 85968. So I started the third phase 61 frames ahead of my last file. Then I get royally F*cked by rng for the last phase and only finish 3 frames ahead. Didn't realize that last phase was so RNG dependent. He needs to open his mouth twice becuase we can't kill him in a single round. So the limiting factor in this fight is whenever he opens his mouth for the second time, so we need to manipulate our RNG to minimize that. Our best bet could be killing more enemies earlier in the stage. There's three fish I dodged about halfway through, and there's plenty of saucers flying around.
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