Posts for heldtogetherwithtape

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I think I'm going to pass on co-authoring on the account that I have Toad Man's fight and the final stage left to go. Edit: And after some time has passed, with two separate versions of fighting Toad Man to determine the better weapon to use against him between Water Wave and Charge Buster shots, I now present WIP 4.
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got4n wrote:
dude, want you to work with me? btw I don't think the TAS will be accepted. All levels are just remake of MM5 levels :/
Hey now, Bright Man and Toad Man were from Mega Man 4, total TAS of the year game material now :P EDIT: There's also Quick Man's stage, sans Quick Man to serve as the "Final" stage. On a more serious note, I think a TAS of this could be at least vault worthy considering that it wouldn't be the first time that a TAS of a game that contains remade content of another game has been submitted. I'd be happy with a vault acceptance; I've found a game that I've been able to TAS to a reasonable degree, and trying to complete and submit a TAS has been something I've always wanted to do.
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I wrote almost 3 months ago wrote:
I'd also like to note that as of yesterday, my college classes have started up again, so progress will be significantly slowed down. I still plan on working on this when I have the time to.
Turns out having time to work on things didn't happen until today. Classes are done for the semester and I don't start back up until January sometime. Meanwhile, I also got a job within the first couple weeks of the semester, so free time was even more scares. I started working a little bit on Toad Man's stage, maybe if I'm lucky I'll have a final WIP christmas present for everyone.
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CoolKirby wrote:
Also, I believe Psycho Waluigi is a Game Maker game, and a run for it is in progress too.
iirc from when I was trying to find some more technical info on the game from DJ Yoshiman and Thunder Dragon, one of them mentioned Clickteam, so I think it might be either Multimedia Fusion or Clickteam Fusion and not Game Maker.
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Couldn't you just associate the rom file with BizHawk so that when you double click the rom it would open in BizHawk?
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jlun2 wrote:
heldtogetherwithtape wrote:
He also mistook S3&K for being a SNES game at ~4:04, so I'm not really sure how much he knows about video games, let alone TASes of them.
Because Sega does what Nintendon't! ;) video Skip to 8:40 >.>
I lol'd. I also feel like I should watch that video and the second part again some time.
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WST wrote:
Yet another idiot who does not understand the goal of TASing, which is actually as simple as trying to find shorter and shorter input combinations beating the game. And his claims about the glitches are pathetic and envious. I lol’d how he can’t stop fucking his desktop even for making such a short screencast. It’s sad to know that viewers can say things like those, when you know how hard to perform are some things behind the scenes, and how much spare time of the TASer’s life it takes :(
He also mistook S3&K for being a SNES game at ~4:04, so I'm not really sure how much he knows about video games, let alone TASes of them. I also have to agree with his claims about glitches being pathetic. How can skipping entire stages of S3&K make the run not be "proper" but skipping Ganondorf in OoT is alright? If anything, by his definition of what makes a run proper skipping Ganondorf would make OoT not be proper since, iirc, all of the published OoT TASes that skip Ganondorf also happen to skip everything else in the game between the Great Deku tree up until the tower collapse.
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Would the problem be that you're trying to run a Playstation 2 game on a Playstation 1 emulator? I'm not really familiar with the series, but from what I can tell Grand Theft Auto 3 was released on the Playstation 2 and not the Playstation 1.
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I've never coauthored (or authored for that matter) a TAS before, but I'd be game for giving it a shot. It'd probably be easier to work with someone else now that college is back in session for me. Edit: Also, if I had to guess how you improved those 9 frames, I'm guessing it had something to do with pressing down+left instead of left, then down to select Star Man on the select menu and then optimizing one of the ledge slides in Star Man's first room.
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WIP 3 is done. It feels so wrong not to use rightward zipping early on in Wave Man's stage. I mean, what's a Mega Man game without it? Unfortunately, it ended up being slower by almost 7 seconds if memory serves because of the pause screen and the timing of the teckyuns (ball and chain). I don't really have much to say about Wave Man's stage other than it dragged on forever during the bubble climb and jet-ski segment. This has been the least enjoyable stage so far and I'm glad it's over with. I'd also like to note that as of yesterday, my college classes have started up again, so progress will be significantly slowed down. I still plan on working on this when I have the time to.
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This run was alright to watch, but it wasn't spectacular. I think I'd prefer a Super Mario Bros. 2 run over a Super Mario Advance run. Meh vote.
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If Link wants to save the day badly enough to jump over a castle wall from a riverbank than this run deserves a yes vote. Great Job TASeditor.
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Sorry about the double posting after only an hour, but I just proved myself wrong on something while working on Wave Man's stage. It is in fact possible to zip rightward, so now to my understanding the zipping/clipping mechanism in this game works something like this: 1. Jump off rush coil 3 frames from the ceiling while holding a direction on the d-pad 2. If clipping is desired instead of zipping, after frame advancing the jump off of rush, release jump for 1 frame, then press jump again on the next frame. This gives Mega Man some upward velocity depending on what the ceiling is like above (i.e. if the ceiling is only 1 or 2 blocks wide, Mega Man will typically jump through the ceiling). Note that jumping can also be used to extend the length of a zip. EDIT: Okay, this game keeps throwing me curve balls. Apparently rightward zipping doesn't work as easily as I thought. I suspect that it requires a very specific kind of ceiling in order to zip like that. There are ceilings in Wave Man's stage that do seem to work for rightward zipping, but they're only 1 block thick and are filled with either water graphics tiles or actual water tiles. The ways of Zipping and Clipping however are still correct though for the most part.
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Patashu wrote:
Don't forget there's always dancing to the music.
Of course! How could I forget a classic like that?
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New WIP: link This WIP takes us up to entering Wave Man's stage, specifically the first frame Mega Man's teleport sprite touches the ground (I personally use that frame to synchronize the starts of side by side comparisons for inside levels). Currently I am 2023 frames (33.716 seconds) ahead of my test run. I probably would have uploaded a WIP after completing Napalm Man's stage had I not been on the road home from North Dakota still when I finished it, so I settled for waiting until after I finished up Stone Man's stage for this one. Anyways, with Wave Man's stage coming up, I was wondering if anyone had any ideas for what I should do during the jet-ski segment, assuming a way to get past it doesn't show up for me. In my initial test run I ended up going with a pacifist approach, so no killing besides the octobot midboss, however that was the second time I had recorded that segment since it desynced before while I was making the test run and for that I did max kills instead.
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Post subject: Re: Bizhawk 40fps for SNES emulation ? (core2duo)
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Arnold0 wrote:
I wonder why Bizhawk SNES emulation is so demanding?
Bizhawk SNES is based off of BSNES's SNES emulator core, which makes it very accurate compared to some of the other SNES emulators available. That accuracy though makes the emulator rather resource intensive for computers.
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I'm primarily a Gundam fan. Mobile Suit Gundam MS IGLOO (All 3 of them) Mobile Suit Gundam: The 08th MS Team Mobile Suit Gundam Mobile Suit Gundam 0080: War in the Pocket Mobile Suit Zeta Gundam Mobile Suit ZZ Gundam MSG: Char's Counter Attack Mobile Suit Gundam F91 Mobile Suit Victory Gundam G Saviour (Although that's a Live Action TV movie) Mobile Fighter G Gundam Mobile Suit Gundam Wing Gundam Wing: Endless Waltz After War Gundam X Mobile Suit Gundam 00 I'm also working on watching Turn A (∀) Gundam, but I haven't really had time because of summer classes. Eventually I'll get to the MSG:SEED series, MSG Unicorn, and MSG:AGE
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I've been doing some work with this game lately and have found a couple more tricks using rush coil, some more useful than others. I'm going to dump some of my finds here as soon as I sort out whats what here. Edit #1 Jumping into a room transition from below the screen: http://tasvideos.org/userfiles/info/8484842132492839 Situationally dependent trick I found that allows you to jump up from underneath the room transition. The only place I've found it to almost be useful was in the second room of Napalm Man's stage, and I say almost useful because compared to the test run I did without using this trick, I found it was 28 frames slower. I was recording at 12% for both tests, so it's possible that it's because there's still reaction time to account for, even if it's at ~8 FPS. Edit #2 Low speed test run of the game: http://tasvideos.org/userfiles/info/8485062119959801 Recorded at 12% speed, just like the Napalm Man demo above, following the route of Star Man, Bright Man, Napalm Man, Stone Man. The route was decided after doing a handful of level test runs with Star Man's stage being the fastest for me to complete. I had made this prior to finding the trick above, but after I found the ability to zip and clip using Rush Coil. Nothing too spectacular until Stone Man's stage in my opinion, but that's just because it contains all off the zipping and clipping in the run. Also found in Stone Man's stage towards the end of it is a bizarre trick I found while recording it, and only seems to work there too, which allows Mega Man to wrap around the screen bottom to top. It may be faster than just going through that section normally since it allows you to forgo grabbing onto the ladder and hopping up some 1 block tall ledges in favor of sliding across the ceiling, but it was not tested. Edit #3 WIP: http://tasvideos.org/userfiles/info/8485472536304864 After spending the better portion of a cumulative ~12 hour car trip working on the above test run, I decided to attempt TASing it myself. I'm following the route that I used for my test run. My current progress is part way through Bright Man's stage, feedback would be appreciated.
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Excellent work guys! Yes vote!
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feos wrote:
Thanks. Now how do I check that the savestate you posted belongs to your movie?
The savestate I uploaded doesn't actually belong to any movie, I generated it after mine finished. What I did to generate it was play back my movie, pause the emulator, reload the rom, and then save the state. I then opened jc564's movie, uncheck clear SRAM, and chose the state I saved after reloading the rom, which allowed jc564's movie to play back without issue.
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feos wrote:
The movie looks awesome. Though I have no clue about this game, why it needs a savestate and why Rockman Megaworld (J) [!].gen ROM was not used (which it does not sync on btw). Can someone explain?
Rockman Megaworld (J) [!].gen uses Serial EEPROM to save game data, which is not supported currently by the version of Gens rerecording, but versions of Rockman Megaworld exist that use traditional SRAM to save game data instead. This is important because in order to access Wily Tower without using cheats to unlock it from the start, you have to complete Mega Man 1-3 first. Playing through all of them in a single segment does not work since the game checks for the existence of saved game clears for each game before Wily Tower is unlocked. Also, if I remember correctly, the current .gmv format doesn't store the starting savestate in the movie files, which is why you have to have a save state to anchor the movie to. It's described in a little more detail in the submission text of MarzoJr's S3&K NG+ TAS http://tasvideos.org/forum/viewtopic.php?t=9958
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Using a movie file that I had previously made that completed Mega Man 1-3 on this ROM version, I was able to generate SRAM that can be used to unlock Wily Tower, as well as a save state that the run appears to sync to. Right now I'm working on trimming my movie file down so that it doesn't go into what I had ran of Wily Tower and when I'm done I will upload the movie file, SRAM, and the save state I made for everyone. EDIT: I believe these are all of the appropriate files for verification. I'm going to give this a yes vote. It's great to see this incarnation the same game breaking treatment that several other Mega Man games have received.
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Note for everyone: The ROM is Rockman Megaworld (J) [a1][!] Do you have a verification movie for this or the savestate that this run began from? The movie can't be played back otherwise.
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Post subject: Re: Mega Man
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PikachuMan wrote:
Make use of the Rush Coil
It's possible to enter ceilings using Rush Coil with a well timed jump off of the platform Rush turns into, and zipping can occur going to the left afterwards by holding left while inside the ceiling. I just found this, so it needs to be looked into more for details. EDIT: Not quite a zip, but here's an example of using Rush Coil to clip through the ceiling at the beginning of the second room to skip the ladder climb. [URL=http://s796.photobucket.com/user/heldtogetherwithtape/media/slowmoceilingclip_zpscbab1fd2.gif.html][/URL]
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ColdStardust wrote:
This is a warpless version, for a warped one see [2210] FDS Super Mario Bros. 2 (JPN) "Luigi" by HappyLee, KFCMario in 08:13.77.
This is an error; the link here leads to a completely different game's TAS. Is this a typo, or is it meant to be this way?
The warpless versions of Super Mario Bros. 2J have been done on the SNES version since you have to complete the FDS version 8 times in order to access worlds A through D. In the SNES version, you only have to complete worlds 1 through 8.
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