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Former player
Joined: 5/3/2004
Posts: 366
Yes, doesn't make a difference because she's still in the air before I land. Checked now just for you by using the appearing of the first letter of her text. 2164 either way. (Did both of them manually, too, since the movie seems to count a slightly different way). The Aztec Falcon bullets are for maneuverability; they allow me to move 4 frames earlier than anything else allows. They're fired straight into him where, fortunately, the short flashing period he has absorbs the bullet anyways, while simultaneously allowing me to jump earlier than usual, allowing me to get back onto the ground earlier and use the next slash. The general idea is to use the standing slash as much as possible, of course. Thus far I know of three strategies to increase the slash speed: First strategy is to break the slash early by dashing for 1 frame, allowing Zero to attack 3 frames earlier than normal. Second strategy is to fire four frame before you could do the dash, which only saves you the same 3 frames earlier than normal just as before, but gives you the added advantages of moving 4 frames earlier and\or not moving for the next swing. Third strategy involves using the shield and Attack Mode B which allows you to attack a total of 7 frames earlier. So, I use the first method to avoid obvious stray bullets, the second one when I need to do some critical movement or stay in place (E.G. jumping over Aztec Falcon or repositioning myself on the piston to suddenly appear on the next one.) Edit: Oh, and Zurreco, you're doing pure speed, right? And you did see my comment about using Escape Unit at the beginning of the Anubis and Fefnir missions to go straight to the base invasion/final stages, right? Just making sure...
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Gigafrost wrote:
Oh, and Zurreco, you're doing pure speed, right? And you did see my comment about using Escape Unit at the beginning of the Anubis and Fefnir missions to go straight to the base invasion/final stages, right? Just making sure...
I probably won't use this technique. It just doesn't feel right. I don't know, maybe it could be considered a 'warp' and therefore make a 'warpless' vs 'warp...ful'? It just seems kinda lame to use such an underhanded tactic to skip two decently fun levels.
hi nitrodon streamline: cyn-chine
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Gigafrost, you making run of MegamanZero? I was thinking making run of it but if you are, then I'm going to make run of MegamanZero 2. (Unless someone is making run of that too.)
Which run should I encode next? :)
Former player
Joined: 5/3/2004
Posts: 366
I'm making a hard mode 100% score run which will most likely not be submitted. In other words, there's lots of room for you to make a Megaman Zero run. :) (It was noted that a hard mode run is apparently against the publication rules because it requires SRAM data. Never-the-less, I'm making my hard mode 100% for my own entertainment now.)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Sorry my ignorance but what is SRAM data? :)
Which run should I encode next? :)
Former player
Joined: 5/3/2004
Posts: 366
Save RAM data. In other words, it's the file that the emulator writes saved information to. In the case of Megaman Zero, you need to have beaten the game once in order to play hard mode. SRAM is where that information is stored. (I believe the reason SRAM games aren't accepted is because of timing worries; IE games with unfair and/or different SRAM data or something.) EDIT: Should clarify right now that Megaman Zero runs are still allowed; they only need to start with clean data (It's probably recording from "Start" in the menu)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Yeah, I got that (somehow) when I started making trialrun of MegamanZero and while i started making it, there were few options which you were able to choose from and there was that SRAM thing also. But thanks for clarifying that properly for me.
Which run should I encode next? :)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I made testrun of MegamanZero 1 which i actually quite short. :) I uploaded it so that everyone who's interested enough can see it (even though it's pretty short). I'll most likely redo it since I can do it 10-30 frames faster and I'm still in the very beginning of the game. Althou' it may take samo time to get it started (couple weeks) since I'm very busy with my school (which some of you may already know :) ). But after that I should have enough free time to make it.
Which run should I encode next? :)
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
Your WIP is somewhat okay. Although you fail at some points. For one, it's best to do a jump at the end of your dash. This way you don't lose frames, instead of when you just dash aftereachother. I also noticed you had to stop at some points (in front of one of those spider hives, and before the bomb) I'm sure it's possible to get past those with using frame advance to shoot as much bullets as possible, and i think by not shooting the bomb, but just dashing under it and jumping over the droids, though i'm not sure if that's possible. Infact, it's best to get hit by that bomb so you have less health for when you arrive at the boss fight. then get hit another time and the saber-sequence will be executed. I also noticed you shot too many bullets at one (i think) point, the 4 droids part. it would be best if you just shot as much as necessary, and not too much.
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Yes, shooting the bomb was a mistake which i intend to fix. And thanks for the dash + jump hint. I'll try to remember that. Although I didn't quite understand that taking damage part. When you are in the bossfight, you need to reduce the boss' health to get the Z-sabre, not your own. (yes, I have tested that).
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Maza wrote:
When you are in the bossfight, you need to reduce the boss' health to get the Z-sabre, not your own. (yes, I have tested that).
No, they both work. If you take a hit in the boss fight that brings you down to really critical health but doesn't quite kill you, you automatically get the z-saber. Getting hit is a lot faster than beating up on the boss for a while, so that's the best thing to do unless aiming for a no-damage run.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
McBAIN wrote:
Your WIP is somewhat okay. Although you fail at some points. For one, it's best to do a jump at the end of your dash. This way you don't lose frames, instead of when you just dash aftereachother.
Is Zero's speed the same if he moves by dashing or by dashjumping? I mean is there a difference in speed if you use >+L or >+L+A? (>=right, L=dash, A=jump)
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Maza wrote:
Is Zero's speed the same if he moves by dashing or by dashjumping? I mean is there a difference in speed if you use >+L or >+L+A? (>=right, L=dash, A=jump)
You move at the same speed whether dashing on the ground or in the air, BUT jumping causes a 1 frame delay, so jumping is slower except when it lets you go far enough in the air to reduce the total number of dashes you need to make, then it can be faster. It depends on the situation, so it's probably better to test it yourself.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Okey, but starting a new dash also causes delay so dash jumping is most likely the best way to go, but as nitsuja said: "It depends on the situation". :) Anyways, I haven't even started the actual run yet but I promise I'll do something for it after wednesday. (Mayby the first stage)
Which run should I encode next? :)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
okey, now I have redone the first stage which looks much better than the testrun (atleast to me). I'll propably continue it today and beat the boss, but that's not completely sure yet.
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
You can get to the start of the intro mission over 380 frames faster by pressing ABLRSs on frame 2 to skip the Capcom and Inticreates logos. And I'm pretty sure that not taking damage during the stage will waste a lot of time overall...
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
why couldn't you say something about the introskipping before!? I wouldn't want to redo the run again.
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I didn't know it before. And you'd have to redo the first stage anyway if you want to skip most of the first boss fight.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
The first stage isn't so bad since it's not so long. But those BORING chit-chats people have before the actual game starts. That's the real pain in the ass! :) EDIT: fixed some typos
Which run should I encode next? :)
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
Well, the movement looked nice. I didn't see any of those pauses you previously had, but yeah, taking damage along the way (make sure you fall 'forward' instead of being pushed back) is prolly faster, since you have to wait for the golem to let you do damage. You should test it out though.
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Maza wrote:
Nut those BORING chit-chats people have before the actual game starts. That's the real pain! :)
I just realized an easy way to get past those parts (and all other dialog in the game) as fast as possible. The game accepts both A and B to speed up / advance the text, so you can just put A and B on alternating autofire (so it presses ABABABAB..., turn on input display to make sure that's what it's really doing), and then fast-forward through the whole intro and you'll get through it on the earliest frame possible without even having to pay attention to it. (Zero's health bar appeared on frame 7311 for me.)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Skipping the Capcom intro was nice idea to make the run faster, but pressing A+B+L+R+S doesn't do anything. It just goes through the intro as nothing was pushed. I'm using 0589 - Megaman Zero (U).gba rom, if someone was wondering about that.
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
No, it works. Did you press Select too? Also press , to show the input and make sure all 6 keys are really registering. (If on a keyboard, you will probably have to use options>joypad>auto-hold to press them all - mine would only recognize 5 keys at once otherwise because of keyboard limitations.) And, it won't work on frame 0 or 1, have to wait 2 frames after power-on first.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
So now you say that I have to press Select too! This is really getting frustrating! :D (Beacuse I have already beaten the boss) And yes, I have also noticed the limitations of the keys which you can hold down simultaneously. There was small fight between me and VBA to get it register all of the buttons. :) I'm not sure if I'm going to even try to skip that intro any more. Just going forward and that's it! ;)
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I said ABLRSs originally, that's 6 characters for 6 buttons... (You got what I said about getting past dialogs easily, right?)
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