Submission Text Full Submission Page
Compared to <https://tasvideos.org/3513S> This has different timing since the PSXJin 2.0.2 version does not have the bios loading, and there is different RNG, and who knows what else since the original submission used a game with the wrong regional bios.
This has a couple tricks the original did not. Namely : 1) L and R to switch weapons without needing to go into the start menu. 2) Getting hit by Bubbleman instead of dodging is slightly faster. 3) Avoiding shooting some destroyable shots by some enemy bosses. On some bosses it makes no difference on others it does. Also RNG dependent so not really seen that much. 4) Keeping some Magnetman power for the last boss. The tradeoff is while Hardman takes longer, the last boss then takes less time. Last boss has lots of invincibility and Magnetman can be used on it to freeze it in place for a short while then to immediately switch back to the rapid fire normal shot. Then repeat that when possible.
Copied the same style of switching discs as Noxxa where the disc switches after the last possible button press to save before a disc's credits. Despite never using that save data or any explicit instructions to switch discs.
There is a possibility this may tricky to sync since the ones I could get working had a "?". If anyone has any improvements those are welcome too.
File to run all three discs.
<BizHawk-XMLGame System="PSX" Name="Super Adventure Rockman (Japan) (Disc 1) (Episode 1 - Tsuki no Shinden)">
 <LoadAssets>
   <Asset FileName=".\Super Adventure RockMan (Japan) (Disc 1).cue" />
   <Asset FileName=".\Super Adventure RockMan (Japan) (Disc 2).cue" />
   <Asset FileName=".\Super Adventure RockMan (Japan) (Disc 3).cue" />
 </LoadAssets>
</BizHawk-XMLGame>

Mechanics

The game is mostly an interactive movie where the game wants you to select several options to choose a path. However, ultimately they lead to the next area, but there are major time saves possible by choosing the fastest options. For example the tas skips two boss fights, and as many of the extra info chips as possible. On some "action" sections the game wants you to make a directional input in time, but the outcomes differ. Sometimes Megaman will take a hit resulting in a long damage animation, othertimes you "fail" and the game sets you back, or a new route is entered. The guide linked below shows how the various options result in different outcomes.
The fighting sections of game are basically the same as lightgun games but you move with a controller and there is a pause menu. By holding the fire button a charged shot can be used. The pause menu allows the player to switch weapons, and restore life and energy tanks. Changing weapons is better done with L and R in the fight however. The energy tanks are used rarely like on the last boss to restore the Magnet weapon. The enemy weapons tend to be pretty useless overall unlike most Megaman games. With very few exceptions they do roughly same damage as a charged shot. Another bad thing about the weapons that are effective on a boss is that there is usually a long pause while the enemy is invincible so using the charge shot or regular shots are better most of the time. However, the best spot to use the effective weapon is for the final shot since in total it saves couple seconds. Starting on Disc 2 Megaman gets a rapid fire normal shot and it is extremely useful since it rapidly drains the enemy health and does not stun in between hits.

Discussion On Game

There is some discussion about this game in the Ask a Judge thread. As some replied, it could make sense to have all discs as a goal as well as individual discs as goals. Curious to see whatever judge takes this on thinks.

Darkman425: They took the jumping out of the shooting? What is this madness?


TASVideoAgent
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This topic is for the purpose of discussing #9632: CoolHandMike's PSX Super Adventure Rockman in 1:20:40.09
Noxxa
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Nice to see actual gameplay improvements in this TAS! My original run was intentionally no-damage (explaining the differences with Bubble Man, etc) but I wasn't aware about being able to use Magnet Man's weapon like that on the final boss. I'm also pretty sure I knew about L/R weapon switching at the time, but iirc it was often times faster to select the weapon directly instead of cycling through all the weapons. Could be wrong here, since it's been 13 years, lol. In any case, also good to finally see an actual legit run of this game :p
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
CoolHandMike
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Noxxa wrote:
Nice to see actual gameplay improvements in this TAS! My original run was intentionally no-damage (explaining the differences with Bubble Man, etc) but I wasn't aware about being able to use Magnet Man's weapon like that on the final boss. I'm also pretty sure I knew about L/R weapon switching at the time, but iirc it was often times faster to select the weapon directly instead of cycling through all the weapons. Could be wrong here, since it's been 13 years, lol. In any case, also good to finally see an actual legit run of this game :p
Ah ok yours was going for no damage, makes sense. The L R switching was probably faster in menu when you had to also use an energy tank to replenish a weapon. Surprisingly the weapon switching and firing can be done on the same frame as long as the cooldown for the previous weapon was complete. I did like your stylistic decisions on moving the cursor. I was thinking about doing something with mine but kind of lost motivation on style when the RNG changed for some fights after making some early disc improvements. Magnetman freeze effect helped a lot on that last boss for sure. Strange invincibility and the thing takes so many shots too.
discord: CoolHandMike#0352
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Congrats on finishing your resync and finding new strategies too! It's great that we can finally publish this interesting game.
CoolHandMike
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CoolKirby wrote:
Congrats on finishing your resync and finding new strategies too! It's great that we can finally publish this interesting game.
Well it is not a resync of Noxxa's since I could not find a way to convert that older Psxjin input file. Assuming others can sync this submission, hopefully this will be accepted and published. Thought it was an interesting game too.
discord: CoolHandMike#0352
Darkman425
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Quick question since I had a hash mismatch but didn't check sync yet. Do you happen to have the SHA-1/MD5 hashes of each disk so I can check that I got the right ones? There's a few file hashing tools that can work with that. Here are the ones I need hash checked, with names taken from the Redump version I have:
  • Super Adventure Rockman (Japan) (Disc 1) (Episode 1 Tsuki no Shinden) (Track 1).bin
  • Super Adventure Rockman (Japan) (Disc 2) (Episode 2 Shitou! Wily Numbers) (Track 1).bin
  • Super Adventure Rockman (Japan) (Disc 3) (Episode 3 Saigo no Tatakai!!) (Track 1).bin
Switch friend code: SW-2632-3851-3712
CoolHandMike
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Darkman425 wrote:
Quick question since I had a hash mismatch but didn't check sync yet. Do you happen to have the SHA-1/MD5 hashes of each disk so I can check that I got the right ones? There's a few file hashing tools that can work with that. Here are the ones I need hash checked, with names taken from the Redump version I have:
  • Super Adventure Rockman (Japan) (Disc 1) (Episode 1 Tsuki no Shinden) (Track 1).bin
  • Super Adventure Rockman (Japan) (Disc 2) (Episode 2 Shitou! Wily Numbers) (Track 1).bin
  • Super Adventure Rockman (Japan) (Disc 3) (Episode 3 Saigo no Tatakai!!) (Track 1).bin
Used the PSX Disc Hasher in Bizhawk. 52A2241B Super Adventure RockMan (Japan) (Disc 1).cue A208716F Super Adventure RockMan (Japan) (Disc 2).cue 2E7F9291 Super Adventure RockMan (Japan) (Disc 3).cue
discord: CoolHandMike#0352
Darkman425
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None of those CRC32 hashes seem to match what I have when checking BizHawk's in-program hash checker. It'd be more helpful if I could get the hashes of some of the individual files. There's separate programs to check such as this one that I use to check for myself: https://romhack.ing/database/content/entry/QtNw5JQBNs8FWu0CXJTD For reference, I made sure my files matched the Redump hashes since those are the most reliable source for checking disc based files: That being said I'll probably try to do the sync check later today so this isn't an immediate problem. I've got input files to run on different hashes before.
Switch friend code: SW-2632-3851-3712

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