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ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
diggidoyo wrote:
It's been a long time in progress
Damn, I need to step my TASing game up. You’ve been working on this for what, 4 months? I still haven’t done AWDS Time Survival and I started work on that 5 years ago.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Yea, collaboration helps keep the ball rolling. This would have taken me a lot more than twice as long on my own. Link to video Found a different strategy for magma man's stage that quadruple zips through the beam and avoids taking damage. It's 70 frames faster at that point, but it uses two extra concrete shots. I'm pretty sure there's only one extra c.shot we have to spare in this stage (used it to platform up the ladder in the second screen) so we might have to replace that with the zips and then still take damage through the last magma beam.
Player (50)
Joined: 2/7/2012
Posts: 70
That's a very cool looking strategy! I figured out how to clip into the unwrapping platforms in Hornet Man's stage if you want to investigate it further. You need to get on an even X position (easily achieved by running into a left wall) and then jump and land on this position while facing left. Works on all other platforms in that room as long as you're on an even X position.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
What the hell was that. :O
Player (50)
Joined: 2/7/2012
Posts: 70
You can kill the wily3 boss with one less pause: http://www.twitch.tv/dabigbooi2/b/631861266?t=1m20s
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
biggyboy wrote:
You can kill the wily3 boss with one less pause: http://www.twitch.tv/dabigbooi2/b/631861266?t=1m20s
Good catch, biggy. I'll edit that in after I fix Magma's stage
TheKDX7
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Player (115)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
News on the TAS?
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
We're just about done and at Wily, but as usual there's some improvements we found for the earlier stages. We're working on editing those in, but since hex editing isn't working (because so there's much input now) we have to edit it in manually and then redo the rest of the game.
EgixBacon
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Player (181)
Joined: 4/15/2013
Posts: 331
Location: In the attic
It's been a while, so... How much has been redone so far?
FanFiction|Youtube Still on Win7! Take that, Microsoft!
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Not much, haha. I have to finish school and then I have more time than ever to finish this off.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
TheKDX7
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Player (115)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
diggidoyo wrote:
Link to video
Happy to see that you still work on this project, good continuation!
Player (36)
Joined: 9/9/2006
Posts: 388
diggidoyo wrote:
Link to video
Wow. That. Was. Amazing to watch.
A whisper in the wind~~
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Sure is calm around here. Maybe a little too calm. Calm before a storm, perhaps? >:D
darkszero
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Joined: 7/12/2009
Posts: 181
Location: São Paulo, Brazil
diggidoyo wrote:
Sure is calm around here. Maybe a little too calm. Calm before a storm, perhaps? >:D
That's not ominous. Not even a little.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
While Morthyas made it vehemently clear that a run of this nature will not be published because of it's use of a gecko code, I still believe this is the Mega Man 9 run that I always wanted to be made. And sometimes when you want something done...... This run aims for in-game time instead of real time. For the purposes of this run, the code is ONLY used to provide a smoother viewing experience. An in-game time run without using the code would use the exact same strategies, but every weapon change would include a ~70 frame pause. After obtaining concrete shot, this would become incredibly jarring and unpleasant to watch. The code isn't perfect, and there are some frames where it doesn't work or I need to change weapons faster than the code allows. For this, I still use the menu as normal.
sack_bot
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Player (111)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
diggidoyo wrote:
While Morthyas made it vehemently clear that a run of this nature will not be published because of it's use of a gecko code, I still believe this is the Mega Man 9 run that I always wanted to be made. And sometimes when you want something done...... This run aims for in-game time instead of real time. For the purposes of this run, the code is ONLY used to provide a smoother viewing experience. An in-game time run without using the code would use the exact same strategies, but every weapon change would include a ~70 frame pause. After obtaining concrete shot, this would become incredibly jarring and unpleasant to watch. The code isn't perfect, and there are some frames where it doesn't work or I need to change weapons faster than the code allows. For this, I still use the menu as normal.
Please disable the shake correction. It screwed up the video MOD EDIT: fixed that for you. <3 samsara
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Fixed. Link to video
Joined: 2/28/2009
Posts: 99
Although I enjoyed the realtime TAS you guys made, this was what I had always hoped to see for this game. Really glad you decided to complete this project as well diggidoyo! The excess pausing was a bit unpleasant during boss fights, but other than that this was fantastic and often hilarious. Mega Man 9 has an unusual amount of useful, unique weapons, and this TAS shows this off wonderfully. Truly a delight to see Tornado Blow used so liberally, to say nothing of the overload of Concrete zipping. The amount of weapon drops manipulated was rather amusing as well. A couple questions: there was one pause menu (can't remember which level) where you moved the cursor rather slowly, why was that? And, what exactly happened at the start of the Twin Devil fight? Looked like a weird glitch to do with the weapon switching code. It's a shame this apparently can't be published. I think TAS's like these should be examined on a case-by-case basis to determine if the code used adds enough value to the gameplay as well as doesn't subvert or render too arbitrary the spirit of the game. I understand setting precedents is a big deal for this site but I think the fact that this TAS is more entertaining than the normal one and that the hack doesn't fundamentally change the game (indeed, it makes the TAS a spiritual parallel to the PSX RM2 and MM10 ones) should make this worth considering for publication.
sack_bot
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Player (111)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
Orange Claw Hammer wrote:
Although I enjoyed the realtime TAS you guys made, this was what I had always hoped to see for this game. Really glad you decided to complete this project as well diggidoyo! The excess pausing was a bit unpleasant during boss fights, but other than that this was fantastic and often hilarious. Mega Man 9 has an unusual amount of useful, unique weapons, and this TAS shows this off wonderfully. Truly a delight to see Tornado Blow used so liberally, to say nothing of the overload of Concrete zipping. The amount of weapon drops manipulated was rather amusing as well. A couple questions: there was one pause menu (can't remember which level) where you moved the cursor rather slowly, why was that? And, what exactly happened at the start of the Twin Devil fight? Looked like a weird glitch to do with the weapon switching code. It's a shame this apparently can't be published. I think TAS's like these should be examined on a case-by-case basis to determine if the code used adds enough value to the gameplay as well as doesn't subvert or render too arbitrary the spirit of the game. I understand setting precedents is a big deal for this site but I think the fact that this TAS is more entertaining than the normal one and that the hack doesn't fundamentally change the game (indeed, it makes the TAS a spiritual parallel to the PSX RM2 and MM10 ones) should make this worth considering for publication.
Well, if you can merge the code into the game, it can qualify as a romhack.
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Orange Claw Hammer wrote:
The excess pausing was a bit unpleasant during boss fights
This was necessary because the code didn't work quite as fast as needed in order to switch to the Magma Bazooka on the very next frame. Then I switch to the weakness weapon again using the code so even the boss fights have half as many pauses. But that is what the whole game would look like without the code. Terrible to watch.
Orange Claw Hammer wrote:
A couple questions: there was one pause menu (can't remember which level) where you moved the cursor rather slowly, why was that.
I ate a bite of my pizza. No seriously, it's near the end of Wily 1 there's no reason. I noticed I missed that part later on but since I aimed for in-game time and wont be published it doesn't really matter. Couldn't be bothered to fix it.
What exactly happened at the start of the Twin Devil fight? Looked like a weird glitch to do with the weapon switching code.
Just something I noticed while playing around with the code. Not sure what the code is doing behind the scenes but the charged shot was cool. Doesn't do any extra damage, though.
It's a shame this apparently can't be published. I think TAS's like these should be examined on a case-by-case basis to determine if the code used adds enough value to the gameplay as well as doesn't subvert or render too arbitrary the spirit of the game.
My thoughts exactly, but with the immediate backlash against this TAS from day one I decided to pull the submission. There's a big difference between "slippery slopes" and "strawman" arguments, and they are both solved by using sound judgment and reason on a case-by-case basis. But still, I don't want people to look back at this game as the "gateway TAS" that lead to the degeneration of TASvideos into one-button clear cheat videos. I just want people to see it for what it is.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
sack_bot wrote:
Well, if you can merge the code into the game, it can qualify as a romhack.
This is an interesting idea, but why go through the trouble? The end result will look very much like what I have already created. The in-game time to beat for the original game is now 18:09. A romhack could have any level design with an arbritary in-game completion time. I wouldn't create this TAS again with a romhack just to satisfy the bureaucratic rules of this site which have nothing to do with my chosen goal.
sack_bot
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Player (111)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
diggidoyo wrote:
sack_bot wrote:
Well, if you can merge the code into the game, it can qualify as a romhack.
This is an interesting idea, but why go through the trouble? The end result will look very much like what I have already created. The in-game time to beat for the original game is now 18:09. A romhack could have any level design with an arbritary in-game completion time. I wouldn't create this TAS again with a romhack just to satisfy the bureaucratic rules of this site which have nothing to do with my chosen goal.
You go through the trouble, because according to the rules, that's what you have to do.
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Invariel
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Editor, Site Developer, Player (169)
Joined: 8/11/2011
Posts: 539
Location: Toronto, Ontario
diggidoyo wrote:
I wouldn't create this TAS again with a romhack just to satisfy the bureaucratic rules of this site which have nothing to do with my chosen goal.
The bureaucratic rules of this site exist so that people can't simply submit whatever they want and have it published. It lends some legitimacy to what is done here.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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Joined: 2/5/2012
Posts: 1688
Location: Brasil
not all TASes need to be in this site,it's not like a guy doesn't go into this thread and find it somehow,or in the youtube search.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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