Posts for nrg_zam

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Joined: 5/30/2016
Posts: 14
Experienced Forum User, Published Author, Active player (405)
Joined: 5/30/2016
Posts: 14
Alyosha wrote:
Hi, So I had this same bug when I tried to use TAStudio. I'm not sure how this could have worked for feos since it looks like the code is taking an instance of Emulator before one exists to call Frame from? I put in a check to make sure it exists and defaults to zero otherwise and now markers are back agian. I must not be understanding something about how everything works together since this seemed like a pretty serious exception that everyone would have gotten, but hopefully it works now for you too, so maybe give it a try.
Nice, that did the trick, thanks. Edit: Actually, after playing with it a bit, I'm still missing the scrollbar on the inputs, and also missing the branch/marker buttons. ex. http://i.imgur.com/badPf0L.png (1.11.9.1 vs interim build)
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I'm getting an immediate unhandled exception when opening TAStudio on the latest interim build, but not on 1.11.9.1. TAStudio still works, but without markers or a scrollbar on the piano roll. System.NullReferenceException: Object reference not set to an instance of an object. at BizHawk.Client.EmuHawk.MarkerControl.MarkerView_QueryItemBkColor(Int32 index, RollColumn column, Color& color) at BizHawk.Client.EmuHawk.InputRoll.DoBackGroundCallback(PaintEventArgs e, List`1 visibleColumns) at BizHawk.Client.EmuHawk.InputRoll.DrawBg(PaintEventArgs e, List`1 visibleColumns) at BizHawk.Client.EmuHawk.InputRoll.OnPaint(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Well I think it's pretty obvious which TAS is going to win bath scene of the year and publication screenshot of the year (this prediction subject to change if the wrong screenshot is chosen). Yes vote
Post subject: Re: submisson for update
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kevlegoth wrote:
hi hetfield, ok the cutscene starts when you enter the door but if you jump right megaman walk many second no ?
Yes, X has to walk into the correct spot, but he just walks during the cutscene so it doesn't matter at all.
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I was curious so I tried a bunch of times while recording to replicate the fail on the very first saber usage for X, and I think I figured it out. It's basically the same as the regular way, except you kill mosquitus with zero as you're landing, rather than weapon canceling the saber animation as you're landing. I was kind of hoping there was a separate unique way to trigger the glitch, but oh well, at least it kinda makes sense.
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Samsara wrote:
Jumping to a random level in both encodes (level 10, to be specific), the difference there appears to be around 4-5 seconds, as the fadeout happens much earlier in the 1p version even without counting the extra victims saved bonus, so the time saved by removing those screens is much higher, possibly even 4+ minutes depending on how variable it is.
I see, that makes sense. I hadn't checked from before fadeout, just isolating the additional bonus. Curious why there's such a huge additional difference in there. Edit: just to clarify, I meant I had timed from the start of the points tallying to when the next stage name appears, assuming only the extra victims saved bonus would change things.
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Voting yes, not the biggest fan of the game (mostly from all the downtime between short stages), but the run was decently entertaining. Not sure how it compares to the 2p TAS in terms of entertainment, though, I'd have to check that one out. I was curious to what extent the additional bonus thing for 2p actually matters, so I checked out each run up through level 2, looks like theres a ~104f difference. So across 48 stages, that's about 1:23. Less than I was expecting, I thought the additional point tallies would be a greater proportion of the overall time saved. Of course, this is assuming that bonus tally isn't incredibly variable, but since you're saving only 1 person in every stage, it might be a safe assumption to make? Don't know if they're worth more points later on or something.
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"A cute killing machine? That's the dumbest *** thing I've ever heard!" This game is really silly, a cute killing machine with a positronic brain trying to save humanity from annihilation. Seems like it could be fun to work on. From what I've played so far (5-6 stages, or so), the levels are fairly varied in scope and goal. Or at least varied enough to not feel like doing the same mission over and over. Some are real quick and don't require much from you, others you have to navigate around a bit. Curious to know if anyone else's interested in checking this game out, or wants to see a full run of this. Movement seems awkward at times, bumping a wall can turn you, stop you in your tracks, get you stuck until you deliberately move away from the wall. Sometimes you'll just go right through a wall that should really be blocking you. Landing from a jump can just stop your movement almost completely. Being slightly off the ground, or even just being tilted, you won't get a jump and instead get the little jets instead. Besides the little quirks, it's not too bad, double-tapping a direction will allow you to immediately go full speed or let you turn exceptionally fast. You can jump super high and hover around a bit. L2/R2 offer some decent strafing options, as well. Controlling your shots can be rough, Tiny locks onto nearby targets, which can be really nice, but if he locks onto a target you don't actually want to attack, getting him to target the right thing can take a moment. Haven't found any out of bounds stuff, but I wouldn't be surprised if some existed. I did notice weird behavior on the boss in level 1. Depending on where you position yourself when you fire a missile, and how you move immediately after, you can deal anywhere from no damage at all, to like 90% of his health in one shot. I put together a little WIP of stage 1 where you can see it: Link to video The goal of the first mission is to destroy the enemy generators and Black Bart, and to do this I needed to go out of the way into the mine field to pick up a missile launcher. Without it, you can't destroy the big door. The enemy generators have pipes along the sides, you need to attack them a little to disconnect them from the main structure before they actually take damage. The menuing I did was equipping the positronic brains, putting a few into the missile launcher let me one-cycle the guy guarding the door. For some reason I couldn't get it without the missiles specifically. Then I remove them from the missile launcher in order to get the huge damage on Black Bart. Without removing those two brains again, I just couldn't get more than a few points of damage out of the missile, when getting 50% of his health with 0 brains in missiles was actually really easy. The lasers at the end will instantly kill you, luckily avoiding them isn't too bad.
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ALAKTORN wrote:
So: I think the spiders are still a variable that could mess it up, though? Can’t help that without any info on how that stuff works.
The baby spiders are only a concern if there exists a "god pattern" where there's no manipulation needed and Bospider is also choosing the necessary wire, then you'd be screwed and have to search for the next 0-crossing pattern. This won't be the case most of the time and you can just get a dust sprite or two in between Bospider choosing a wire and choosing whether or not to throw spiders to manipulate that.
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ALAKTORN wrote:
Can someone rename the topic “Mega Man X”? I couldn’t find it.
nrg_zam wrote:
ALAKTORN wrote:
^You’ve mentioned manipulable RNG advances (I’ll take the value 20 for each climb), but you didn’t mention all the RNG advances that happen regardless. Each attack should be 12 advances, since it’s a charged ice platform thing, right? Anything else? (I wanted to move the conversation to a general MMX topic, but we don’t have one. Wtf. lol)
Oh, right, RNG naturally advances once per frame as well, and a few times to determine which wire Bospider will appear on and if it'll throw baby spiders, then to determine the wire pattern it advances the RNG 9 times. And yeah, each attack will be 12 advances since it's an ice sled breaking. Edit: this means that the amount of RNG advances that happen through the fight naturally is variable, since Bospider increases in speed, there will be fewer natural advances, and if you get a bad pattern there will be more advances than a good pattern.
That’s annoying. I was hoping for there not to be so many advances. For a program it would need a whole RNG map of the fight, then. Are “determining which wire Bospider appears on” and “whether it throws spiders” variable advances, or always the same? Also does Fractalfusion’s list ignore the fact that Bospider can throw spiders? I see nothing about that in it… so a s0 value could still not work because of the spiders variable?
Both of those are just one advance each, and they happen about a second before the wire pattern generation. The table gives the wire crossing patterns for the RNG value just after generation of the pattern, meaning the current RNG value after the 9 advances.
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ALAKTORN wrote:
^You’ve mentioned manipulable RNG advances (I’ll take the value 20 for each climb), but you didn’t mention all the RNG advances that happen regardless. Each attack should be 12 advances, since it’s a charged ice platform thing, right? Anything else? (I wanted to move the conversation to a general MMX topic, but we don’t have one. Wtf. lol)
Oh, right, RNG naturally advances once per frame as well, and a few times to determine which wire Bospider will appear on and if it'll throw baby spiders, then to determine the wire pattern it advances the RNG 9 times. And yeah, each attack will be 12 advances since it's an ice sled breaking. Edit: this means that the amount of RNG advances that happen through the fight naturally is variable, since Bospider increases in speed, there will be fewer natural advances, and if you get a bad pattern there will be more advances than a good pattern.
Post subject: Re: #5128: nrg_zam's SNES Mega Man X in 29:08.45
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ALAKTORN wrote:
TASVideoAgent wrote:
Shoutouts to Fractalfusion for dumping every possible Bospider pattern for all RNG values, I probably would have just quit making this TAS right here without that info.
Could we get a link to that? Also to any TASer of this game: how many times can you advance the RNG in between Bospider “climbs”? And does nothing else advance the RNG during the fight? To calculate it with a program it basically requires an RNG map of the fight. What advances the RNG, how many times, and the maximum amount of manipulable advances out of each Bospider climb. 8 climbs total, right? We can try a conservative estimate of max amount of manipulable advances at first, it might still find a possible pattern. If that doesn’t work then it might require more specific numbers for the max manipulation of each climb. If no programmer from here feels like making the program I found a place on Reddit where you can request it (r/programmingrequests), idk if people would actually do it though. I’m willing to ask since it would be cool to know.
http://www.mediafire.com/download/r74xxonx492n4uc/bospider2.txt is the link to the full table, was in the notes for hetfield's tas. It shows the RNG sequence, the resulting wire pattern, and also shows how many crossings Bospider will do from each possible starting wire. There are two things you can do to advance RNG in the fight. One is to create dust sprites by sliding down the walls, advancing one RNG value per dust sprite, and you can get one dust sprite for every 4f of wall sliding. The other is to use charged shotgun ice, when the sled breaks it advances the RNG by 12 values. You can only use an extra ice sled once in a while though, due to lack of necessary charge time. You need to be able to set up an early sled before Bospider drops down in order to get extra charge time, since for whatever reason you can charge while charged ice is on screen. The amount of RNG advances you can do in between cycles varies through the fight, since Bospider starts moving faster and faster, you have less time to work with. I think you can fairly safely get on the order of 20ish? More like 30ish if you get an extra usage of shotgun ice out.
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DeHackEd wrote:
So you slid the sled into the Bospider out of RNG necessity? Okay then That's the only thing that stands out as a possible improvement from me, but manipulating that guy is a bitch. So Yes vote from me.
Yeah, the charged ice is really good for luck manipulation if you can find the time to charge it up. In combination with sliding along the walls, getting somewhat decent patterns can be ok. I think I went into the fight at a bed stretch of the RNG sequence, only 1 of the bad cycles was even remotely hopeful, and it came at a bad point in the fight where it was impossible to get an additional ice sled out (since I had just used an extra one in the previous cycle, the charge time just wasn't there). I expected a worse time loss, though, given how solid Hetfield's fight was, and how few and far between the 0-crossing patterns are.