Post subject: Mega Man Network Transmission
Joka
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Has anyone thought about or started doing a TAS of this? I have a bunch of notes for the real-time run on like what chips to use where, money, hp, power ups -route and so on. I don't know how useful that would be for a TAS though. The routing is pretty complex as it is and it will just get "worse" if you have control over everything. I've been thinking about TAS:ing just the first stage (up to FireMan), mostly because I'm curious to see what it would look like. Videos with current RTA strats: https://www.youtube.com/playlist?list=PL2KajNgxRdOTz1kT4OVUTysvy1Bnou9fO
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Joka
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FireMan: https://www.youtube.com/watch?v=MnLSaRhEuWg I'm a TAS newbie so there's a few problems with this. Still pretty fun. Dunno if I will continue.
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Looked nice to me :)
The best time you have is the time you share with other people.
Joka
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Is it normal for games to not reset the RNG between stages? This makes it basically impossible to go back and edit a stage/section... :S
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Jokaah wrote:
Is it normal for games to not reset the RNG between stages? This makes it basically impossible to go back and edit a stage/section... :S
Well, RNG often messes up hex edit, mostly on Mega Man games, and if you add that it's a GC game, 'luck Hex editing ^^
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Joka
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GutsMan: https://www.youtube.com/watch?v=-Wf8UkfDITY .. however, as you can see I'm a bit short on energy to kill GutsMan. So I'll have to redo the stage from a point where I can save energy.
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Feels awkward we get to see Mega Man's back when he is sliding :) Your wip looked good, keep it up.
Nitrogenesis wrote:
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I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
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I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Joka
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I found two good places to save energy. Hopefully i can reuse inputs and stitch together a new movie file.
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Joka
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Ok, I fixed it. New GutsMan: https://www.youtube.com/watch?v=0sCKEhqjXQU I still have to wait a few frames to regen energy at the end, but I think that's how good it's going to get now.
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really good!
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Joka
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Finished QuickMan on stream yesterday - https://www.youtube.com/watch?v=T1E7Bgz0TYQ
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Joka
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Squ4ll- wrote:
Looked nice to me :)
AngerFist wrote:
Your wip looked good, keep it up.
grassini wrote:
really good!
Thanks! :)
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u can edit ur posts at the right part of the screen next to quote,in case u didn't know,i'll keep an eye for your wips,i havent played this megaman yet
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Joka
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NeedleMan: https://www.youtube.com/watch?v=NiPFkXpDEQk Going BrightMan next
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Joka
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..aaaand BrightMan (short stage, but kinda complicated): https://www.youtube.com/watch?v=P0styCTf3Z4 Sliding under those bunnies in the last section required a frame-perfect cancel and re-slide, but it looks completely unimpressive full speed :P
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Joined: 11/1/2013
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Always wanted to see a TAS of this. Here's my RTA notes, not sure how useful they'll be though: https://docs.google.com/spreadsheets/d/1UQ6XlHpkKIzaHl8UlZNdOjFoyT8iDAdv4RxvUdO8vtU/pubhtml Can't wait to watch you open draw Z-Canon in Undernet :)
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Joka
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Tterraj42 wrote:
Can't wait to watch you open draw Z-Canon in Undernet :)
In the year 2019
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Joined: 11/28/2004
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Looking good so far :) 1. Does powerups in this game work the same way as they did in mmbn 1? 2. Beeing a megaman game, does it exist any wall zips or similar here?
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Joined: 11/1/2013
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PowerUPs are just like BN 1, though I'd say the buster in NT is way more powerful and useful. There's no zips or OoB that I've found. There's a few chips that could maybe trigger it: Dash FootStomp Double Jump RockCube / IceCube Jazz and I did light testing of this on the English version a long time ago. I wonder if there are any in the JP version that got patched? Oh, Joka. If you could cheat for infinite double jump, there are a few places we could maybe try to get OoB, depending on where the kill planes are.
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Joka
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Here's the best I've got for the mini boss fight so far: https://www.youtube.com/watch?v=m6TYmJCx4xs Lilbomb would be good, but it costs 16 :S Minibomb I can't see being better than ShockWav It's an extremely weird and random fight. Everything you do seems to change the speed and direction of the spawns.
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Joka
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Squ4ll- wrote:
2. Beeing a megaman game, does it exist any wall zips or similar here?
Not that I've found so far. There are a couple of weapons/abilities that could maybe do it (as tterraj said). Personally, my highest hopes are with the Star Arrow (a k a Super Arrow). You also get a tiny boost when you jump into a corner (can be seen at ~1:41 in my gutsman video). This makes corner jumping way easier than in lets say Mega Man 1, but I haven't found another use for it yet.
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Jokaah wrote:
Here's the best I've got for the mini boss fight so far: https://www.youtube.com/watch?v=m6TYmJCx4xs
Nice fight. Given what we have I don't see doing much better.
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Joka
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Oh yeah, IceMan: https://www.youtube.com/watch?v=KqCoNbv0_5c So far, the two hardest thing in this TAS has turned out to be 1. chip rng manipulation and 2. energy management. 1. The only thing that seem to make a difference for this is time. Wait one extra frame -> a new random set of chips. Getting 2 specific is pretty ok. Getting 3 specific can take ages, so a few times I probably haven't had the "perfect" set of chips. But it seems impossible to route or predict this. 2. Since I'm getting through the stages much faster than I'm used to (when doing RTA:s) - having low energy on the boss or in a critical section has been a pretty big problem. This is also very hard to route around, without pretty much re-TAS:ing the stage 2-3 times.
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Nice. Though it hurts watching you go through the vanishing blocks without repair. There has to be a way to fully manipulate chips. Worst case scenario is to edit the folder before each stage. If editing the folder doesn't affect what you draw, and it's only frame based, then pick a target frame, edit your folder, then wait for that frame. This could save a lot of time in some stages, and would mean you can cut the RegUPs. The energy thing I don't think can be helped outside of, as you said, redoing the stage.
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Joka
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Well! I guess I'm redoing IceMan stage! I didn't actually know that Repair worked on yoku-blocks. I thought it was only on permanently disappearing terrain. Silly me. -_-'
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