Posts for ventuz


ventuz
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Yeah that's what I'm looking for Motion Blur, meh.. why did they put it in "filter".. I was looking in "emulator" and thought it didnt have it. oh by the way, Smart makes game graphic a bit screwy, makes it a bit NOT smart.
ventuz
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Yeah something like motion blur, it's what you see exactly on actual GB handheld. You know explosion on Mega Man 5, it looks horrible without mixing last frame and current frame.
ventuz
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Theres something I really want to see in VBA, toggle "mix current and last frame". It makes GB / SGB looks alot better, believe me. (see BGB, press F11, Graphic tab) Is it easy to add it to VBA? *edit - Nevermind, it's already in VBA in Filter*
ventuz
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it looks great, it might have been even better with holding full charged up shot less time.
spezzafer wrote:
I know you're going to hate this but...it desynced at the fight with Coldman.
Turn on WIP1
ventuz
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Get FCEU with blip's patch? record from start, and end movie when you finish. It give you your time.
ventuz
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http://ventuz.homestead.com/files/mm5_testrun.zip I have included snapshot beginning from Pluto stage (load it during playback) if you want skil first 4 / darkmoon. Improvable stuff I know about / need testing I need to try .. theres could be few things i forgot to mention, but tell me anyway if you see improvable / suggestion. --------------------- For most part, bad timings (such as going by enemy many pixals away, delayed sliding, etc) - could save 100+ more frames in final. ---PLUTO--- 59800 - I could wait and let it come up 2~4 more pixal and be able to jump over without taking hit, saves 5~30 frames (along with energy pickup after that hit). 65000 - I'm not sure if this is good idea, take the "S" power-up at this point (fill up everything). Path won't open until you get it.. i think... (testing goes here). 66200 - Probly shoulda switch to normal gun, charge up shot and jump over it, saves 20~50 frames if it works. 67000 - Major sloppy fight (I screwed up here with saving movie snapshot, oh hell). For improved fight -> see next Pluto Fight. Major frame save around 200~600? ---JUPITER--- 71000 - God man.. this level.. su.. I'm thinking of avoid using Break Dash (not big help here) and use it for Uranus (frame losses, but improve later). (testing goes here). 73600 - Bad stopping slide timing, save 5~20 frames when fixed. 78000 - Was trying to see if I can avoid shot, nah.. fix in final, save 200+ frames. ---SATURN--- 83160 - Probly could avoid this guy, had delayed sliding there, saves 30~70 frames if works. 83400 - Guess don't need to shoot it, lagged? saves 1~10 if no charged up shot actually didn't lag there. 83700 - Switch to Bubble Bomb / Salt Water or not? I can't reach and shoot him, saves frame (unknown). (testing goes here). 84650 - Too long jump, save 10~30 frames when fixed. 86050 - Guess don't need to shoot it, saves 10~30 frames when fixed. 86500 - Too long jump, save 10~30 frames when fixed. 87500 - Hm, not sure how did I manage to drop elertric shot early (maybe Saturn's throwing ring dropped it?), save 50~200 frames if I able to drop electric shot whenever I want to. (testing goes here). ---Uranus--- 91740 - Not sure how could I avoid seal faster, save frames (unknown), (testing goes here). 91960 - Pick-up energy if I need it, (Break Dash thing..) frame loss/gain (unknown), (testing goes here). 92270 / 96400 - Just had idea how to kill it faster, saves 200~600 frames each if it works, (testing goes here). 93300 - Took hit.. Switch to better weapon to kill it faster? save frame (unknown), (testing goes here). 93600 - Going use Rush Jet better in final, save frame 5~20. 93950 - Same here, use Rush Jet better in final (without taking floating platform), save frame 30~100. 94450 - Not sure how could I kill this seal faster, save frames (unknown), (testing goes here). 94970 - Same as above. 95900 - Unavoidable, must find a way to kill it, save/loss frame (unknown), (testing goes here). 98400 - This is where I wanted to re-do test run, I demand Break Dash (pick up powerup at 91960?, use less Break Dash in Jupiter?), save frame lots... (testing goes here). ---Terra--- 104100 - Improve the fight, saves 100~300 frames. 104700 - I'm going try to not remove brocks in middle (keep 1 of middle brock), saves 50~100 frames if I could alter the fight. ---Space/Death Skull--- 111000 - This is almost autoscroll level, rocks are... 112300 - Now I can begin to end this level quicker, but I must heavily luck maintain their spawning position, and pull 2 close together to kill quicker (did once at 112,850, see it as example), frame save (unknown). (testing? =( ..) 116300 - Hmm, I think charge up shot, THEN shoot normally is faster than charge up again, (test here). ---Inside Death Skull--- 119100 - Probly shoulda use Break Dash back there, and keep it for next same one, frame save/loss unknown. (test here). 120800 / 121120 - Hmm, I think shooting normally is faster than half charged up shot, (test here). 121340 - Ugh, any faster? I think taking hit is quicker. Fixing in final (unless someone suggest me a faster way), save frame 200~300. 112200 - Going to try get 3rd shot go off in final or avoid 3rd shot/hit, and maintain his 2nd jumping in 1 jump, save 20~120 frames. 125100 - Umm that missile went thru but didn't hurt him, fixing in final, saves 30~120 frames. Here, I began getting more lost, made me want to re-do test run even more. This test run will give me warning and better plan. 128350 - His bouncing # is maintainable (lowest bouncing I had gotten was 2 but I needed to move in this test run), and I will make the fight better in final, save frames 80+, (testing goes here). 130800 - Goin to improve this fight in final, saves 100+ frames. Gone more sloppy when I wanted to finish this test run. ---Teleport System--- 133000 - I should go half charged shot instead of full charged shot, must maintain to keep him low jump tho, frame save 50+ if it's... faster? (Or use any remaining Photon Missile, arrgh, re-do test-run to see if I have enough remains). 135250 - Oops, did it again. (I forgot...), Fixing in final. save 100+ frames. 141000 - Accidently save snapshot when I thought next one was MERCURY, fixing in final, save 30+ frames. 141500 - Here, I just had idea pop up, surprise in final, save/lose frames (unknown, but worth showing). ---Arm Bots--- 147000 - I think I can maintain his gift, ugh "S" = time-wasting, save 100+ frames. (test here). 148050 - I shoulda save some Salt Water energy for 2nd Arm Bot. save 500+ frames. (also test for amount needed energy) 149??? - Should put Mega Man far right when 1st Arm Bot dies. save 80+ frames. 152900 - Should put Mega Man far right again. save 80+ frames. ---Wily's Tank Machine--- 154600 - Will fix better bubble bomb shooting at this type of enemy (this frame as an example) for the rest, save 100+ frames. Seem not maintainable timer bomb.. 159400 - I will try jump farther right when tank is destroyed, save 2+ frames. ---Sunstar--- Put Tango in the show? No = saves 30+ frames. 166600 - Will not use Energy tank in final or whatever. Thought I cannot avoid raining shot, but you can interrupt it from shooting him. saves 100+ frames. ----------------- Oh, thanks for fixed v8. And congrat on new title, nitsuja.
ventuz
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I have finished my little test run at frame 169,727 (47:09). It was pretty sloppy run, I estimate that final run will be anywhere between 150,000 to 167,000 frames. I have found a little neat trick that I can kill one of master robot instantly. But I might won't continue my final run base on this test run (since test run was pretty sloppy).. I might re-create another test run with a changed plan to see if it's a better plan.
ventuz
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er why I cannot change speed % for playback in v8? *roll back to v5*
ventuz
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Go for the fastest time. For the 99 call trick, seperate it for demostration (from now record). I want to see both ;)
ventuz
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qbproger wrote:
Looking foward to seeing Dekar again. Prolly my favorite character. Poor guy died. :(
he lives.
ventuz
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Ok.. when I were working on my own little test run, i realized that next 4 master robots (and the rest..) speed plan need some changes, and Jupiter's level is still pain in the ass. And I started playing Diablo 2 to death... I'm going to try continue working on MM5 run sometime. While you waiting for me to finish MM5 run, enjoy updated WIP --> HERE (up to beginning of Pluto)
ventuz
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Pay != Donate
ventuz
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ok, WIP of final run --> http://ventuz.homestead.com/files/mm5_ta.zip *moan*
ventuz
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man i was wonder where Fighter's Edge went, do they accept Fighter's Edge points?, i have so much capcom's games...
ventuz
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aw man, it made my movie looks bad, pick up sample run instead ;) uh yea it sound like came EARLY than on actually handheld/console.
ventuz
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Done Neptune, around 350 frames faster than test run (50 frames faster in Neptune fight). 2175 re-record counts. Im afraid of Mars stage.
ventuz
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cool, im glad someone IS working on this game (my old snes request) ;)
ventuz
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Argh, hex editing didnt work, I guess you're right, my current run lagged in ladder part. I'll try re-do ladder, jumping over 1st stream goin to take forever, like 200 rerecording in frame advance.
ventuz
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Umm.. Im having BIG problem, Im having trouble jumping over first stream (after long ladder of boredom) in final run, Mega Man seem to alway get hit 1 frame ahead, or fall 1 frame back. I don't know how did I manage to pull it off in test run. I need someone to hex edit the play from test run to final run.. (LINK deleted, manually re-do it) What I need is frame from 6955 to 7178 copied from test run and to AFTER frame 6796 in time_attack run. I couldn't find proper hex editor that change offset to decimal (I tried changing to decimal, it seem to remain at hex) *edited out link*
ventuz
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Oh, so the E version is much cleaner. No gameplay change?
ventuz
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Nach wrote:
If you're going to do a time attack on this game, please use the E version.
Why? Is there big different between U and E?
ventuz
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Nicely done, I think the route is very wise. YES from me.
ventuz
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ok.. new test run up, pretty sloppy but it will be better in final. Mars level made my ass hurts... im pretty happy with tactic using Salt Water double hitting MARS, its going to be better in final. (about last monkey, i will make it double hit in final) Anyone got any better suggestion for mars level? like better way around armored turtle, armored spinner guy, rocket in better time saving.
ventuz
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It's going to be less charged shot in final, I'm making this one just as test run (crappy version, such as too long charge up / a bit delay sliding / delay shots) but I wanted opinion from someone if the method is good or if theres better alternative. As for lags, I dont know... It's on the GB / Console too..
ventuz
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I own a Lufia 2 cart, and I played them like more than 5 times. For #3 that you have, I kind of disagree.. sometime they hit really hard, harder than heroes can hit. My idea is pick out 1 of capsule (maybe Armor Dog?), and luck maintain their action.
quietkane wrote:
A possible alternative to doing a speedrun of the game proper would be a speedrun of the Ancient Dungeon, using Gift mode.
That would be cool.. if Bisqwit allows saved SRAM that has unlocked Gift Mode.