Joined: 4/1/2004
Posts: 83
Location: Canada
so how goes the battle?
When scores are drawn, who will you die for?
Former player
Joined: 7/15/2004
Posts: 124
School and swimming have been taking up a lot of time. I haven't been working on the run much. I did finish re-doing Pirate Man's level. I improved it...I think it was 117 frames. I hope randomness doesn't make Ground Man's level slower, 'cause I'm not very good at manipulating it.
Former player
Joined: 5/3/2004
Posts: 366
So, I mentioned this in the Mega Man 7 submission thread, but I'm planning on working on a Forte run for this game now. Megafrost is still working on his run, albeit not as fast as when he started, but he's working on it.
Former player
Joined: 5/3/2004
Posts: 366
Okay, I've completed the intro level with Forte. Here's the download: http://www.kraftfam.org/~erk/misc/RnF.zip The ROM is "Rockman & Forte (J)" Thus far, I've done some experimenting and comparison against Chronofrost's version (which y'all haven't seen). It appears that dashing along the ground is faster than "dash-jump bouncing" even though it looks slower. Also, the battle against the green slime demon thingy wasn't as slow as I was afraid it would be. :) Thus far it does appear that Forte will be faster than Rockman. At this point, Forte enters Cold Man's level 318 frames faster than Rockman. But still, the Rockman run is neater, imo.
Former player
Joined: 7/15/2004
Posts: 124
Well, if Giga is going to show off his first level, then I'm going to show off the improvements I made to Pirate Man and Ground Man's levels. :p http://www.kraftfam.org/~dtk/incomplete_rockman_run.zip Re-doing the levels cut about 200 frames off the time. Around 117 frames came from Pirate Man's level(including a 3-frame improvement on the boss fight) and around 80 frames came from Ground Man's level(14 frames improved on the boss fight). One thing I would like to note about the fight against Ground Man: I'm well aware that by starting off with a fully charged shot, I end up needing an extra shot to finish him off. However, if I didn't start off with a charged shot, he would've started off transforming into the spiked car, which I have no way of preventing. I didn't try hitting him with a Remote Mine ASAP, as the explosion would've been low and wouldn't prevent him from going into the ceiling. I might try seeing what happens if I enter the room one frame later or something.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
really nice there Giga, looks great to me! I'll watch ur run later Mega and comment it :>
Former player
Joined: 5/3/2004
Posts: 366
Well, I think I'm going to stop working on it for the weekend. I just got to Cold Man but haven't started working on the battle. The link is the same one I gave before, which is... http://www.kraftfam.org/~erk/misc/RnF.zip So, how's it look? EDIT: Well, looks like I did Cold Man after all. Well fancy that. I'm uploading that version into the ZIP now...
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
Watched ur run now mega, very impressive! I didn't know that those ice blocks could be used in so many ways :> Keep up the good work! Would like to see some more glitches with the blocks :D
Former player
Joined: 7/15/2004
Posts: 124
I...I just found a way to improve the museum level...now I gotta go all the way back and fix that, and then redo all the robot masters...
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Megafrost, be happy you found it before you beat wily and submitted it!!!! :D
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I hate it when that happens. We need better hexediting.
Former player
Joined: 5/3/2004
Posts: 366
Speaking of which, it might be possible to hex-edit fix your run, Megafrost. What you could do is redo that room and let me take a shot at merging the two versions together...it'd at least be funny to see Megaman screw up at some part where we depended on a random event that changed because we changed the time we entered the rooms...
Former player
Joined: 7/15/2004
Posts: 124
There are probably a few optimizations I can make other than the ones I noted in the museum level. Some of the tougher enemies(which take more than a fully charged blast and 3 pellets) I killed might be destroyed faster. I would usually jump out of the slide to shoot the remaining shots, but I think it might be faster to press backwards to get out of the slide. So in short, I don't want to try hex-editing. Besides, I've seen what you've done with Burner Man's level...
Former player
Joined: 5/3/2004
Posts: 366
Well, I just finished Burner Man. I put the latest version up... http://www.kraftfam.org/~erk/misc/RnF.zip
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
God I love to see burner man get so owned :D I really hate that dude!
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Well Done so far
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Looking good.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Very nice played. I sure will enjoy the rest of the run if this is the quality.
Former player
Joined: 7/15/2004
Posts: 124
Hmmm... I think I might know how to manipulate luck in this game. The events that happen in any given room seem to be based upon either what you did in the previous room, or what you did in the room before that. While waiting for the met in the first room of the museum to pop up, I did a little extra jump to waste time, and the room after that I accidently lost a frame. This changed the third room so that I could go 3 frames faster(instead of 2 frames faster), and the fourth room was changed so that it was around 20 frames faster.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
That could be quite a difference! I wish I was good at finding these things out.
Former player
Joined: 5/3/2004
Posts: 366
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Looking Good!
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
So far so good. Very straight forward. Oh.. If you plan to make future updates to your project that you post from time to time, think you could include a saved state which we could load from so that we don't have to watch it all over and over again? Even with turbo mode it's annoying. :D Keep it up!
Former player
Joined: 5/3/2004
Posts: 366
Sure. Sounds good. I mean, it's simple enough considering I save the first four save states for instant jumping to the last 4 levels done. :D
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Still looking very good :D

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