Posts for kuja_killer

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Joined: 3/2/2007
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Location: Lake Havasu, Arizona
The vid keeps saying "processing please try again in a few minutes" :-\ ------------------- oh yea i see. bummer that it cant be done. makes sense now. i was looking into the programming on NES mm6 specifically with frame advance and the debugger of fceux. Normal running speed is 1.4C pixels per frame. If i stop or turn around for 1 frame, the speed drops to 1.40, continues to drop by 0.0C pixels every frame. You reach 0.00 much much earlier compared to mm4 or 10. mm4 nes has a entirly different algorithim. It starts at 1.4C, then 1.32, 1.19, 1.01 (the rate becomes smaller per frame, so the sliding lasts longer) 10 is probably the very same as 6 i would think. But like 0.04 or something would be my blind-guess, if only just 2 frames are lost from doing it for the whole entire first hallway from READY, to the ice block.
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http://acmlm.kafuka.org/uploader/get.php?id=3770 is this what you're talking about ?? or not quite exactly ?? Cause this is just plain funny and awesome! :) ( i did a test based on how you described it ) ..and it just cracks me up, not losing any time with the walking back-forth like this. :) It was kind of hard to do it while it was recording. But tried as much as posible for a couple seconds right here hehe. i posted a direct AVI, so that you can see it 60 FPS, no delay/no lag, in windows media player or whatever people use. i really hope i didn't spoil anybody about your description. :(
Experienced Forum User, Published Author, Player (48)
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should be interesting to see how it turns out not having the help of the water shield for the first 3 screens, it'll defintely be some bit of delay assuming you dont have the gameboy weapons for this full run. so then im guessing you might be forced to just do the jump 2 times deal huh ?? that sucks. bummer. or actually commando bomb i think will help with some of them besides the blade. ---- and also the fact that without the GB weapons, you'd just only get to do buster-blade-buster. While screw crusher-blade-screw crusher-blade would shave off more time. But ahh well, it'll still turn out good in the end im sure.
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Well when i was doing wily 1, i had some serious problems with the 2nd set of boss battles. The first tiem i came there, im very lucky i had a savestate on the screen with the basketball tossing enemy or i would of been screwed. The first time i come to the boss battles. I get napalm - ring - flame man. because i shoot the football, and kill the enemey with it When i beat flame man after jumping up from rush jet...as im falling to the ground, there's not enough time to make a full jump to fall down after the explosion on the ground. Im forced to start over again beginning from before the last enemy before the boss room. I shoot just ONLY the football sprite that thing tosses out, the RNG changed. This time it gave me ring man instead of napalm, but it still ended with flame. have to start over. Instead i jumped over the football, and jump over the enemy as seen in my video, and then it gave me ring - flame - napalm ..allowing me to get a full jump into the pit. the whole process took about 5 hours. ** well it could just only be related to boss battles which pattern is chossen first, and not enemies. Or that i somehow did misunderstand this whole deal on accident. sorry, i do not mean to sound mis-leading. it's not really such a big deal anyway. i'd say nothing to worry about. And there's no reason to restart commando because of it. killing actual enemies is more important anyways. if there was a real-time hex editor/memory viewer for dolphin someday in the future, then we'd be able to know the real truth + alot more like the real irritating 10 second intervals with the save game screen. "0:01, 0:11, 0:21" heh
Experienced Forum User, Published Author, Player (48)
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yea i really love how all the rush coil parts turned out by getting maximum falling speed on every single one of those multi-colored static block layers. and all these rush jet parts for alot of the boss battles. :) jumping off rush jet the instant you touch him, in order to gain extra height so you hit those guys on the first frame their hit box is active, while normally you cant reach that high from jumping on the ground, it really gives a bunch of time. But "only" works best on 4 of the 9 guys due to their patterns. http://www.a3share.com/members/1119/slash.PNG - for example slash man is just not possible whatsoever. because the ice cube weapon goes waaay too far left/right. ------------- yikes my mistake benkodaniel. :( i forgot that you'd be able to gain 1 pixel of height by holding up within that small ceiling level. whoops. just being 1 pixel above the metool's hit box. ahhh well. well this new idea would defintely work, would be only 1 frame lost compared to the 2 or 3 frames lost from rush jet. + big time-gain from wheeling past the ladder. I think this image is self explanatory. Just only turning around for 1 frame to shoot, instant it hits, swap weapon so you dont get stopped by the hand animation hitting the floor, then continue on. unfortanetely i did not have any of the 3 gameboy weapons enabled though while i made the TAS.
Experienced Forum User, Published Author, Player (48)
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false, 'fraid it wont work. the ceiling to ground level is far too low to make it, it may look like you can pass it, but i assure you it wont work. first of all, even if you call rush jet, that cancels out being able to wheel that corner. wheeling that corner up to the higher ground is + 3 frames. you'll just instantly lose 3 frames anyway cause rush has to be called BEFORE you get up to the ground level. it's not possible to get on him if you were already running up there cause rush will be a couple pixels too high for mm to make it on him. edit: oh goddd, i just thought of something in my head that would extremely likely work at the cost of only minus 1 frame, ...but im not going to just attempt to do this whole tas all over from the very beginning cause it was fustrating to hell, spending all day and night with very little breaks in between all week last week, just for that 1 single little spot for some extra time. :( all 8 of my current dolphin savestates were at the last set of boss battles.
Experienced Forum User, Published Author, Player (48)
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there's only 3 spots where the wheel can't be used. the screen with the metool where ya gotta use water sheild, cause there's seriously no way to get past that metool by the time you walk up to it cause it'll still always be under it's shell. So water sheild has to be used to get rid of it while it's active earlier. the 2nd to last screen with the sniper joe, took like 30 minutes of testing, but it's impossible to ever get up to that ground with the sniper if i just wheeled those 2 corners, because you instantly get hit by his bullets guarenteed 100%, it cant be bypassed. water shield is the ONLY way to ever get rid of all 3 bullets at the same time. the press right thing um, im not entirly sure, i didn't spend enough time on those parts on accident. :( but i was frame-advacing at all times, going through each screen 1 frame at a time. the only place im worried about is falling through those screens with the spikes on the side of the wall. i should of put more time into that. i basically stayed exactly 1 single pixel/frame against the spikes, so that if pressing right for 1 little frame, i instantly die, just kept reloading savestate every time i die until mm would pass by it at the end.
Experienced Forum User, Published Author, Player (48)
Joined: 3/2/2007
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Location: Lake Havasu, Arizona
http://www.youtube.com/watch?v=rZyySzlgeyI i wish i was able to fix the music/sound..because it's a bit skippy/laggy..but i had no clue how to fix it. I never layed a finger on any of the audio options in Dolphin, but ah well, it's close enough though anyway, exactly 3.62 seconds past rockmanda.
Experienced Forum User, Published Author, Player (48)
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yes it is true, time and enemies are the only things that affect RNG, ex-cluding the types that depend soley on megaman. nothing else should. enemies or bosses that have multiple patterns im pretty sure do not affect any other enemies "after" the current one if that makes any sense. like all those blue little jumping guys in the last section of chill man Also shooting little things that do not drop items, such as the missles those little gun things spit out... the basketballs/footballs those big things with eyeballs from strike man.. and the little head sprite of the snowball creatures of chill man all DO change the RNG too from my personal testing .. (when savestating/reload savestates and going on to the next enemy...or check the start of a boss battle) i did a wily 1 TAS in the past week, and got nearly 4 whole entire seconds MORE than rockmanda's potential 2:50:xx tas. Had to choose precisly exactly which enemies to kill to get all the right patterns and never lose a single frame of time the whole level.
Experienced Forum User, Published Author, Player (48)
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yea all those facts do apply to the 6 NES mm games too. im absolutely positive angerfist was surprised about that 1 specific detail because, mm1, 2, and 3 all have this little weird issue where if you jump while moving, and land on the ground, you instantly lose 1 or 2 frames because it puts mm back in the standing animation. (I recently was able to fix that annoying little bit on mm 3, for my rom hack so that there's no landing-whatever delay, to be like all the later games.) mm4, 5, 6, 9, and 10 dont have that problem. But then ...it once again happens in the SNES rock+forte :(
Experienced Forum User, Published Author, Player (48)
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This is a little embarrasing of me to ask in this thread specifically but... Do the wily levels HAVE to be played through in order for them to be unlocked in Time Attack ? Or is there a quick fast hack-ish way to get them instantly without playing them ? http://www.a3share.com/members/1119/code.PNG - i was looking through the list of codes here, but didn't find anything related to it exactly. Like "instantly unlock all levels" or something like that. But well i found this "stage modifier" here, haven't tried it out but, i'd rather just quickly get all the levels without having to play through them all once. I do not use any of these codes or anything, i was just looking to see if it were possible to get them fast and quick, nothing more. Or uhh, well a seperate .WAD file has to be downloaded right ? but that's only for the DLC ? **because of your wily 4 TAS, i had this feeling you had them unlocked somehow without actually going through the regular game mode** ---- edit: nevermind i figured it out now. I just used the stage modifier code, warp to wily 5, complete that and go through the ending and all, and it finally unlocked. heh.
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Sir VG i've actually tested myself personally. That's incorrect im afraid. Well just only in terms of being in weapon pause menu i mean. One time i just went to commando man with 0 lives, open weapon menu, let it sit for 5 minutes or so while listening to the music...then later unpause, go in the quicksand and let mm die for game over, save - and timer only went up by 10 seconds.
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errr this is really fustrating me alot :( i thought if i just tried to get to where i want to start at in the game (in this case, after selecting the replay option on a time attack TAS of mine) ..pause the emulator ...go into the video options...then turn on the frame dump ..then go to the audio settings ..turn on the audio dump Unpause the emulator, and let it run the automated replay, it would record both at the same time...but it ended up recording the AVI ONLY...and not the sound...gahhhh :( until i found out sound cant be recorded unless there is actually no game loaded FIRST...and i had to wait over 30 minutes just for it to create the AVI (since my comp only runs dolphin at 5 FPS or lower) so i guess i'll have to try it once again later :|
Experienced Forum User, Published Author, Player (48)
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oh i see, geez. Well that's a bit unpleasant. dang. :( I wanted to record a mm10 TAS i was doing, and i did, plays back full speed 60 FPS flawless...just sucks that it didn't capture the music and sound effects. :( a seperate .WAV file doesn't really prove useful to me.
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Sonicpacker - what ? how ?? i dont see any AVI record option anywhere in any of the menus or configuration menus or settings or anywhere. :( I just see these "play recording, start recording" but they're only about making .DTM files, i dont see any AVI recording option anywhere at all, as of revision 7224. Im confused then. edit: ohhhhh god i cant believe i didn't ever realize it was there. So it in the graphic plugin advanced settings named "dump frames". Dang i was always so used to seeing a AVI-Record option from the main regular menus, without going into a bunch of settings to find it first. Finally. :) but when i tried it out recording a video and play back in media player classic, there's no sound at all. What's up with that ? is there another specific option somewhere im supposed to click on that i have no clue about ?? I've always used the Xvid codec option to record videos with other emulators perfectly, but this is the first time ever that i get no sound whatsoever.
Experienced Forum User, Published Author, Player (48)
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is there still any very slight tiny possibility that the SVN people for dolphin might add a AVI-recording thing to the emulator anytime in the near future ? Or is that unlikely you think ?? So that people wont have to rely on Fraps or other programs to do it
Experienced Forum User, Published Author, Player (48)
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Only the blade works. For whatever reason it can be used instantly right after attacking with a weapon, but it still takes precisly exactly 5 frames (equal to 0.08) until being able to shoot it. 2 frames to get to buster, 2 frames to get to blade cause there's always a 1 frame delay between switching weapons ex-cluding buster (it's really weird) ..then 1 more frame to shoot again boss invisible time lasts for exactly 0.33 or 0.34 (if the next hit lands on a number that isn't displayed on the timer - .x2, .x4, .x7, or .x9 ..then it's rounded down to 33) In other words 20 frames 33 - 8 = attacking with blade 0.25 earlier than normal. subtract 1 frame for 2 damage, 3 frames for 1 more damage, (the farther away you are from the boss, the more time loss you suffer within a certain pixel range) then you must get back to whatever the boss weapon weakness is BEFORE the next 0.33 passes ..and shoot within that time
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toadking - huh wow. Looks like the "dual core" option was the one that fixed the frame advance issue. How it was randomly skipping over a frame once every 3 or 4 times. Now that's fine. Awesome. i cant try the Audio LLE thing cause it gives a bunch of different errors i've never seen ever before about "cant load bin" and stuff. But im not worried about that. but the savestating issues are a real serious pain in the ass though. Dolphin 2.0 is far better at handling it for some reason. But i've only tried like up to revision 7090-something. I realize i should try one of the latest, but i haven't had the time to yet. And its a bummer that my savestates dont work on anything "outside" of 2.0. :( it just gives a "states cant be used from other revisions!" message.
Experienced Forum User, Published Author, Player (48)
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petrie911 wrote:
However, I'm still having a problem with savestates and Dolphin not taking input after loading one. This is kind of important to making rerecording work, so I'd like to know what can be done about this. Also, hotkeys stop working for me if I don't switch over to the main Dolphin window. Any ideas why?
i noticed these problems in virtually any revision i try. :( ** Loading savestates dont even work half the time, like i'll open the emulator, i can load a state once, i try to do some stuff, i screw up, load again and it's become literally corrupted or screwed up, just frozen unless i completely close down the whole emu and reopen. And F1-F8 keys also only seem to work "once, then reopen whole emu" ** And it wont ever do anything unless i specifically click on disconnect wiimote 1, then reconnect... every single dang freaking time. ** and the frame advance is weird. In megaman 10, when im frame advancing...it literally skips over a frame once in awhile. When im watching the time attack counter it'll go like 1, 3, ..6, 8, ...1 That's not supposed to happen, it like completely skips over a frame cause the counter only goes up by 0.01 and 0.02 ... NOT 0.03 All these problems dont happen in dolphin 2.0 ..which is what i currently use. The only problem 2.0 has is loading and saving states sometimes crashes the whole emu, and the crash might cause the state to become permenately corrupted (saying 60 FPS, and frozen forever) heh I've tried several different recent revisions and nothing seems to work better compared to the old 2.0 at least for me unfortanetely. So i always stay with that.
Experienced Forum User, Published Author, Player (48)
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Oh god i remember when i was dealing with that a couple years ago on my megaman 3 rom hack, when i first was looking into how the boss invulnerable time worked. That was the most wackiest freaky thing i ever seen. That format was super freaking weird, cause none of the other NES mm's did it. How their HP is shared by the invulnerable time in those multiples of 20. I just said "screw it" and coded it to be based on mm4-6 where it's just a simple normal countdown timer of like 6 frames for normal enemies, 30 frames (hex) for bosses.
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Do you have this already ?? if not i recommend taking it. :) http://www.romhacking.net/docs/363/
Experienced Forum User, Published Author, Player (48)
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So is it a small possibility you might end up making another TAS eventually even faster than the current 12 minute one that was published a few days ago on here ?? :) I would love that. :) assuming this new magnet beam-bombman situation works out ??
Experienced Forum User, Published Author, Player (48)
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umm, for this monitor screen for my comp ? Im always in 800x600 all the time. I dont ever use 1024x768 or anything else.
Experienced Forum User, Published Author, Player (48)
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i've noticed the same thing a bit too myself. :( but not about fullscreen, just regular normal window emu screen. The sync method. If i have it on "none" then when i walk back and forth in any games, the screen slowly ripple's/tears or something slowly from bottom to up. :( Sound is just fine. But if i pick "Wait for vblank" that very slow ripping thing stops happening, and walking back and forth making the screen scroll will always be 100% smooth and fine ...makes CPU usage go to 100% constantly all the time though. but it then starts making sound start cracking just a tiny little bit occasionally. i dont understand :(
Experienced Forum User, Published Author, Player (48)
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the 4 RNG registers are virtually in the very exact same spot as megaman 3. E4, E5, E6, and E7 are the registers But megaman 4 makes these RNG registers run at all times nonstop wether your in a level ...at the title screen or the "1991 capcom nintendo of america" ..in the pause menu...it never stops. Megaman 3 never did that though, it only runs during levels, and stops any other time.