Posts for diggidoyo


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Experienced Forum User, Published Author, Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Does the recent build (3.0-784) have these fixes/patches?
Experienced Forum User, Published Author, Experienced player (580)
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a) Negative b) Negative I used the same settings that I did with Mega Man 10. I used r7571 and I checked v3.0-367 and the official 3.0 release. I can check the newest revision (v3.0-458) tomorrow if that would help. I could also upload a screenshot of my entire settings.
Experienced Forum User, Published Author, Experienced player (580)
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Scepheo wrote:
If you were to check this post in the SDA thread, you'd see there's people already figuring out whether the 6 or 7 completion would end up being faster in real time.
Actually, I did, which is why I brought the discussion here. It's also possible that their decision could differ from ours.
Experienced Forum User, Published Author, Experienced player (580)
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Keyword there is exception, which I doubt will apply here. I see no reason a slower 6 day would obsolete a faster 7 day. Especially when considering the fact that the 6 day simply spends more than twice as long on the first day, which has no time limit. But of course, no judgments can be made before the actual TAS is created.
Experienced Forum User, Published Author, Experienced player (580)
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While a 6 day run is incredibly awesome, the amount of days elapsed is irrelevant to a TAS. As it stands, it will probably come down to a 7 day TAS being the fastest for game completion, unless advancements are made in the 6 day.
Experienced Forum User, Published Author, Experienced player (580)
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I decided to try this game again since it's been a while. Unfortunately, with r81, Super Meat Boy doesn't work at all. I've tried a few settings, but they all result in the same frozen white screen at startup. Perhaps I'm doing something wrong, becuase I noticed Hourglass seems to be stuck at frame 10/10 every time. Is there a reason for that?
Experienced Forum User, Published Author, Experienced player (580)
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DarkKobold wrote:
Warepire wrote:
I am rather disappointed that MrGrunz MM TAS didn't even make top50
We don't know that yet! 10 more to go.
Nah, it wont be there. Using their formula, it only has 86915 points (part 1). Lucky #13 for my MM10. But it looks like they tried their best to showcase one of the most un-entertaining parts of the TAS :(
Experienced Forum User, Published Author, Experienced player (580)
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I share your sentiments, especially having been a fan of MD9 as he dominated the leaderboards with impressive weapon tactics. The pauses don't really bother me, but I've seen how it can easily get out of hand in a TAS. For now, his in-game record (19:18 I believe?) will have to be the limit with weapon switching. His run still has enough actual play time to be entertaining. I haven't worked out the route yet, but the fastest RTA produced so far is PrivateEye's recently finished 32:18 with a Concrete Man start. Link to video
Experienced Forum User, Published Author, Experienced player (580)
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Alright, so after a long drawn out battle inside my head, I've made up my mind. Since TASvideos was built on the foundation of minimizing real-time input, I feel this game should get the same treatment. A complete run minimizing in-game would become unwatchable once the C. Shot is obtained. Nearly every ledge and enemy would have to be zipped, and the enemies that aren't zipped would be used for C. Shot refills, which also require switching weapons. Maybe someday this game will receive a quick weapon switching hack. When that happens, I'll gladly destroy the in-game timer. But for now, real time shall be the goal. I'll start this sometime next year. ;)
Experienced Forum User, Published Author, Experienced player (580)
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-_- I was aware, and it's neccesary to sync correctly. I've reuploaded the zip without the offending files since my heinous crime has been highlighted. Please dump the DSP files yourself. Message me for more info.
ledauphinbenoit wrote:
I was able to get both 1812M and this run to sync using the build diggidoyo posted above.
Thanks for uploading the saves and verifying the run.
Experienced Forum User, Published Author, Experienced player (580)
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Alright, I've compiled the emulator in a zip that should correctly sync this without a problem. This is the latest stable release (Dolphin v3.0, 64bit) configured exactly as mine. http://www.megaupload.com/?d=95XHB9RG All you need is the submission input file, the DSP dumps, the DLC .wad, and the actual game Change the ISO directory (Config->Paths) to point to those, install the .wad (by double clicking it in Dolphin), then highlight MM10 and play this recording!
Experienced Forum User, Published Author, Experienced player (580)
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Dont forget the game must be beaten once first in order to unlock hard mode. If you let the emulator play through [Movie]1812[/movie], it should sync fine after a restart.
Experienced Forum User, Published Author, Experienced player (580)
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Thanks for the tips. But I wouldn't count on any official encode from me. My preliminary attempts were fruitless. My haphazard box ticking in the menus produced even worse results than the WIP's. I'll keep playing around with it, but I have to admit, I have absolutely no idea what I'm doing. At the very least, perhaps I'll learn a thing or two about encoding.
Experienced Forum User, Published Author, Experienced player (580)
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I suppose I could start working on an actual encode if it will get this ball rolling... I'll do my best and we'll see how it turns out.
Experienced Forum User, Published Author, Experienced player (580)
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Thanks guys. I would encode the whole thing, but I'm pretty bad at encoding, as is evident by my low quality WIP uploads. Is sgrunt still around? He did a great job on the first encode of MM10 and I feel he would be best suited to encoded this one as well.
Experienced Forum User, Published Author, Experienced player (580)
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Thanks agwawaf. Also, a note. The WIP encodes of the 8 robot masters end with game saves. That was only to gauge my progress after each level for comparison. The saves are not recorded and they are not in the submitted input file. It goes straight from one level to the next.
Experienced Forum User, Published Author, Experienced player (580)
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Perhaps it is, haha. Even better is the Commando Man re-fight in Wily Stage 4. Lasted less than a second: 56 frames.
Experienced Forum User, Published Author, Experienced player (580)
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The one-round kill with Bass is actually due to the Hard Mode pattern of Wily Capsule. His energy ball moves faster, but it takes an extra trip between the two capsules. This means he stays in the screen slightly longer during Hard Mode compared to Normal. Enough to kill him in one round.
Experienced Forum User, Published Author, Experienced player (580)
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There is a bug in the rerecord parser. In addition, the way I've been recording, is to figure out the path I want take for a segment, using alot of save states and writing down frame numbers, and then starting from the beginning of the segment to run through with minimal rerecords. If I made a mistake, I would export the recording and try again. I knew this would result in a massively reduced rerecord count, but I found it necessary to avoid desyncs.
Experienced Forum User, Published Author, Experienced player (580)
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Wily Stage 3 in 2:04.10 (MM 2:27.85) http://www.youtube.com/watch?v=fuJwt7luuQo Sorry about the quality, but that's all I can afford to upload on my connection in the middle east -_-. On the plus side, the two extra lives I picked up in this stage were the last ones I needed to obtain maximum lives once again!
Experienced Forum User, Published Author, Experienced player (580)
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Location: Oregon
And another second bites the dust. Congratulations! Yes vote from me.
Experienced Forum User, Published Author, Experienced player (580)
Joined: 1/27/2011
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Ya know, that's a great point and I'm fairly sure I tried that (since it seems the obvious solution), but I recorded the beginning months ago. I'll check that part again and fix it if it I missed that. Thanks. ::EDIT:: Ah, now I remember. The water shield is indeed faster, but it takes 4 bars of energy to use. Those 4 bars require 16 frames to refill, and it only shaves 9 frames from the method I used. I took a hit in Treble form and switched to buster to avoid the pushback animation. This allowed me to not use any weapon energy. Thanks for the feedback, though.
Experienced Forum User, Published Author, Experienced player (580)
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Thanks, guys. And nearly 2 months later: Wily Stage 2 in 1:31.26 (MM 1:59.56). http://www.youtube.com/watch?v=qoYMx79iZTA
Experienced Forum User, Published Author, Experienced player (580)
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Derakon wrote:
diggidoyo is also working on a Bass run of MM10; it might be worth considering that one instead once it gets finished.
I disagree. For obvious reasons, I doubt my input is worth much on this subject, so I'll keep it short. First, I welcome the chance for the MM10 run to have its "starworthyness" considered for more than just being the first on the platform. And second, I'm about 70% finished with the Bass run, and I already feel it wont have the same superplay feel that the Mega Man run had. The Bass run will be much faster, which is both a blessing and a curse, because the opportunities to showcase the capabilities of a MM10 TAS simply aren't there due to the pace of the run. We shall see in time. That's it. I'm not even here.
Experienced Forum User, Published Author, Experienced player (580)
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Wily Stage 1 in 2:13.06. Even managed to find a small zip at 1:45. :D Link to video
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