This is a run using Bass on Hard Difficulty. I installed the DLC that unlocks Bass as a playable character, and started from a save that has completed the game once already in order to allow access to Hard Mode. For this run, I use Bass. He has several abilities that contributed to the speed of this run.
Bass Ablities
Dash
Obviously, this is definately the best ability for speed. Bass' dash is alot faster that running, and his increased speed is retained during jumps.
Auto-buster
Bass is equipped with an 8-directional automatic buster, and up to 4 shots can be on the screen at once. However, the damage is halved, and he cannot fire while running. He must jump or remain planted.
Treble
Instead of Rush, Bass' companion is Treble. He can fuse with Treble at any time for additional abilites. While fused with Treble:
He can fly in any direction (subject to slow acceleration).
Shoots a 3-directional tri-buster. Only 1 triple shot on the screen at a time.
The damage on Bass' main arm cannon has been halved in order to balance the upgrades. But there are times I need the full power of the buster. In order to achieve this, I switch to the Treble weapon. After calling Treble, every shot is the same as Mega Man's buster. As long as I don't touch Treble, I can use this alternate buster.
Knockback Cancel
As I mentioned, Bass suffers no knock back effect when he takes damage while in Treble Form. to take advantage of this, I simply fuse with Treble slightly before I need to take a hit, cancel out of Treble form, and continue.
Stage Times
Commando Man | 1:14.05
Blade Man | 1:12.41
Chill Man | 1:06.55
Nitro Man | 1:28.88
Strike Man | 1:15.93
Sheep Man | 1:33.78
Pump Man | 1:03.93
Solar Man | 1:17.56
Wily Stage 1 | 2:13.06
Wily Stage 2 | 1:31.26
Wily Stage 3 | 2:04.10
Wily Stage 4 |
Wily Stage 5 |
DarkKobold: Finally! This gets accepted! Sorry for the wait.
-_- I was aware, and it's neccesary to sync correctly.
I've reuploaded the zip without the offending files since my heinous crime has been highlighted. Please dump the DSP files yourself. Message me for more info.
Thanks for uploading the saves and verifying the run.
I've added a YT encode to the submission text. A few notes...
I used the Dolphin version 3.0 build which diggidoyo posted above. Note that this is the 64 bit version. I was unable to get the 32 bit to sync.
Here are the settings I used to dump:
http://imageshack.us/photo/my-images/807/mm10dolphinsettings2.png/http://imageshack.us/photo/my-images/810/mm10dolphinsettings1.png/
I allowed Dolphin to open a new window and choose the AR. It came out as 640x360. There were/are issues with the audio file which Dolphin dumps separately. The wav file was longer than the video file. As a result, I used .AssumeSampleRate in AVISynth to get it to sync up correctly. This is probably not the optimal way to do this. Due to using a non-standard sample rate, I ended up using the HD/Streaming Media encoding techniques to do the encode rather than treating it like a 512kb as I had planned.
It should work fine as a temporary encode during judging. I'm not sure I should be the one to do the primary, etc. other encodes since I really am not a "pro" encoder and don't know what to do to make sure the result is up to quality standards. I think it would be wiser for me to stick to encodes which are more standard. I hope this is helpful info for future Dolphin encodes. ;)
Diggidoyo did a great job with this run. I hope he continues his work on Mega Man 9. I would also love to see additional runs of the challenges in both games. I think there are plenty of branches these games could see published.
You're a newbie, so I think you can vote. Only nobodies (people who haven't posted on the forum) and lurkers can't vote.
I've always liked the Mega Man runs, and this one is great.
edit: I just realized you're the guy who wanted to vote yes on the Kirby 64 run but needed to post more to do it. Sorry for telling you twice. :)
Even though you don't need the extra yes vote, I'll throw it in anyway. I've always enjoyed the Mega Man TAS's that use dashing much more than the static running; it adds to the excitement and seemingly-reckless nature of the run and makes it far more entertaining.
My current project: Something mysterious (oooooh!)
My username is all lower-case letters. Please get it right :(
Youtube
http://www.youtube.com/watch?v=hnfenkfyiTA
Every direct youtube I tried to do failed to process entirely. No idea why, was just the usual avc+flac in mkv. So this is a pile of junk.
Hi there, at the request of natt, I was trying another dump of the movie to get better quality before publication. But the revision that you stated doesn't seem to work. Natt mentioned that you gave him a binary to use, but is there anyway that I can get the source for that binary diggidoyo?
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
Thanks to rog, we have some more sync information on this.
It does sync with the 3.0 official release build (and the "mystery build" is in fact 3.0 release 64 bit). The main two issues are:
a) it was possibly recorded with idle skipping on, which can cause desyncing.
b) it was recorded with wiimote, which was not well supported at the time, so it won't sync on new revisions.
The main reason why I'm trying to collect this information is for future preservation; don't want someone to come back to this run in 3 years, try to dump it, and be left scratching his head.
a) Negative
b) Negative
I used the same settings that I did with Mega Man 10.
I used r7571 and I checked v3.0-367 and the official 3.0 release.
I can check the newest revision (v3.0-458) tomorrow if that would help. I could also upload a screenshot of my entire settings.
New encodes, look much better (and WAY smaller). (URL same as old ones, as archive.org collection was updated).
New youtube, full HD process:
http://www.youtube.com/watch?v=poxUFFOeZl4
Technical info:
No filtering:
I haphazardly patched the GL renderer, stamping out every instance of GL_LINEAR I could find and replacing it with GL_NEAREST. That didn't seem to cover the final conversion for framebuffer to screen, so in addition I uncommented a code block that causes the framebuffer to be output 1:1 on the display. With that done, you get a crisp (all pointresize) image, but it's not quite right. 492 wide by 448 high, where 512 wide x 448 high is expected. So you pointresize up to 512 wide. I used trial and error to position the resize parameters exactly so that all of the single columns got doubled and none of the double columns got tripled. Then you can downsize to 256x224 easily:
A/V Sync:
I used a build that outputs timecodes for each frame to a text file. Scanning that revealed minimal jitter, no lag frames, and a framerate of 60750000/1014391
The audio dump was damaged however (audio dumping in Dolphin is currently a mess). After using the correct framerate and matching up the track beginnings with a delay offset, I noticed that there was still occasional drift through the course of the movie. The DMA is stopped occasionally during loading screens, causing small portions of audio silence to be missing. It was a simple, but slightly tedious matter to match it up by hand using a particular sync point (I found the sound where a boss's HP bar starts to fill up to be pretty easy to read):
In the normal encode, there are a few places where Bass disappears from a frame or two in Commando Man's stage.
All instances seem to be after landing from a jump and immediately dashing on quicksand.
The youtube encode doesn't seem to show this, probably becuase it encodes at 30fps.
I'm using mpc; is anyone else seeing (or not seeing) the same thing?
Yeah, about that...
I did get a dump at one point that didn't have that graphical glitch, but it had other problems. When I finally got stuff working to the point that I was able to create the dump that you see, that bug somehow cropped up. And I tried a bunch of Dolphin's infinity video settings and couldn't remember which one fixed it.
After months of not being published and trying revision after revision to sync and source code modifications and bisecting config files (thanks for the help on that, rog!) and god knows how many hours... I just threw in the towel and hoped no one would notice.
It's only a few frames anyway.
Edit: The old youtube (not on the publication) http://www.youtube.com/watch?v=hnfenkfyiTA does not have that bug, because it's off a different dump. The one attached to the publication does though.