I actually wanted to make a temp encode myself, seeing that after ~2 days, it received no feedback whatsoever, but oh well.
Anyway, it seems like the TAS is pretty optimal, but it's not really entertaining to watch. Therefore, I'm going to vote No on entertainment. It may be good for the Vault, though.
I'll do it once I'm done with all the encodes.
I'm declining your request, because I just can't get it to work in BizHawk. Unless you got it to work somehow? (you're supposed to load an XML file, not the patched ROM itself)
Not only that, even if it did work, I'd have to make sure the run syncs with the hack.
I stopped watching about 8 minutes 24 seconds in. It's just way too repetitive (even though you tried to mix things up with different moves, the same moves come over and over again).
I'm sorry, but I'm going to vote No on entertainment.
In my honest opinion, the screenshots for Mega Man 10 should be restored back to what they once were (as in, 320x240), because of what I said in my post (concerning Mega Man 9, but it's pretty much the same for Mega Man 10).
It's this hack.
However, there's a big issue with this hack. It's listed as a demo in the page I linked to, meaning it's not a completed hack.
On that note, this TAS seems like it was played in realtime. I noticed some very obvious suboptimalities (I stopped watching after the second stage, myself). I'd definitely recommend doing what Samsara posted. I'm going to vote No.
I respectfully disagree with changing the screenshot for Mega Man 9 to a 256x224 one, because while the game is a retro throwback to the NES Mega Man games, the screenshot you propose is not what the console outputs. The Wii can output 480p, and since our screenshots have to be resized to 320x240 (or 384x216 if it's 16:9) (because they'd be way too big for the page otherwise), the screenshot that's currently in place is much closer to the console output.
I myself wonder why some release groups decide to add some dumb and pointless intro into the ROM. Fortunately, there are tools that remove that garbage.
Except that the TG16/TurboGrafx-16 is the American version of the PC Engine.
As for the question, there is no emulator for the PC-8801 or the PC-9801 that supports re-recording. However, it seems that at least Neko Project II/21 (PC-9801 emulator) can be used with Hourglass, which is what this TAS used, for instance.
That was a very nice run to watch, especially Wily 3 and the Wily Machine fight. Yes vote.
A note to other publishers/encoders: I'll be encoding and publishing it once it gets accepted.
The same people report it outright crashes (due to what I presume the music breaking due to the "fireball" sound effect) on real hardware/more accurate emulators, very likely meaning you can't complete the game on real hardware (for now, that is).
EDIT: Just tested in higan v094, and the sound breaks after Yoshi spits the fireballs or a Podoboo jumps out (the sound effect in both cases definitely is part of the issue) and then crashes on a black screen after you die or complete the level. So....yeah, as it is, I don't believe you can complete the hack at all on accurate emulators or even on real hardware.
It is true that choosing the hardest difficulty also increases the enemies' HP. However, as I said, it also increases the amount of bullets shot by the enemies and also increases the movement of many enemies by a lot. From my testing, the distinction in difficulty is as pronounced on PAL timing as on NTSC timing (as in, I noticed more enemy bullets being shot and increased movement speed of at least the bat-like creatures on both timings).
Oh, by the way, this run isn't even on the hardest difficulty (Skill 4 in the options), nor is the previous publication.
The manual (in German) even says Skill 4 is for very good players. Note that when the game boots up, it's at skill level 2 (average player) by default.
The enemies shoot a lot more projectiles and many enemies move a lot faster on Skill 4, which I believe should make for a more interesting TAS.
EDIT:
Link to video
This is just a taste of what the hardest difficulty has to offer.
The second and fourth (bolded) happen because you change the timing while the game is actually running, and thus whatever the game does to compensate is not in effect until you perform a hard reset (NES -> Power in FCEUX).
To me, because the game (NES version, at least) was only released in Europe, the game is supposed to run on PAL timing, so I'd much rather see a run done on PAL timing than on NTSC timing.
This is BizHawk's dump status report when I boot up the game (NesHawk):
------
BEGIN NES rom analysis:
Found iNES header:
pr=128,ch=128,wr=8,vr=0,ba=0,pa=0|1,brd=MAPPER004,sys=
Since this is iNES we can (somewhat) confidently parse PRG/CHR banks to hash.
headerless rom hash: sha1:33487D9A013F81F434323960203E564434F8D2F8
headerless rom hash: md5:EAF108F829CF64FFA7F944E5AE420676
Could not locate game in bizhawk gamedb
Chose board from nescartdb:
pr=128,ch=128,wr=8,vr=0,ba=0,pa=0|0,brd=NES-TSROM,sys=NES-PAL-B
Final game detection results:
pr=128,ch=128,wr=8,vr=0,ba=0,pa=0|0,brd=NES-TSROM,sys=NES-PAL-B
"Super Turrican"
Implemented by: class TxROM
END NES rom analysis
------
(relevant parts bolded)
To me, it clearly indicates it's supposed to run on PAL timing (NesHawk does, anyway). Of note that QuickNES does not support PAL emulation as of present (akin to a certain terrible NES emulator called Famtasia), so it shouldn't be used for PAL games.
Again, the game runs faster on NTSC timing than on PAL timing.
Here's a waveform of the title screen music on both PAL (top, intended) and NTSC (bottom) timings. As you can see, the title screen music ends slightly earlier on NTSC timing than on PAL timing (note: both WAV files start from console boot-up). For the record, the music is also slightly higher pitched on NTSC timing than on PAL timing.
The fact that renaming the ROM filename to omit (E) or (Europe) makes the game run on NTSC timing is just something FCEU(X) does. It's not a glitch or anything in particular.
For me, the timings are different enough that the game is supposed to be run on PAL timing and not NTSC.
No, it isn't.
As you can see, the game runs a bit too fast on NTSC timing than on the intended PAL timing. Therefore, I myself am very iffy about this run being on NTSC timing rather than PAL timing.
Sometimes, the video feed just seems to freeze for a couple of seconds, with the sound still going. I don't recall this happening in 0.2 or pre-0.3 nightly builds. I'm using the OpenGL backend on Windows 7 x64, by the way.
EDIT: It doesn't appear to happen when I use the software renderer.
Anyway, coming back to this:
I've now had this happen on the unpatched European release (that is, without the sound restoration patch)...though, upon closer listening, it seems like a specific sound channel doesn't play at all at random. Unfortunately, I don't have a recording ready yet.
EDIT 2: Here are two recordings showcasing the sound issue. (yes, the game is in French (I chose for it to be in French), but that's beside the point)
After mucking around a bit, it seems the issue is with sound channel 4. Note that sound channel 4 was enabled at all times in these two recordings.