Completely agree. I like the realtime goal for that reason as well.
Thanks for the updates on your route planning. It's interesting to me to hear about that stuff.
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
The latter. We'll both work on one .dtm together, and pretty much alternate the TASing job with each other.
And we haven't started yet. I'm still waiting to see if an official version of Dolphin will be released in the near future.
As for the name... I'd probably go with Anger&Moth.
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.
Here is the .dtm if someone could try reproducing the same results I did in their Dolphin. Just to make sure I did everything right. I started recording from power on after choosing my name, so make sure to do that first.
http://www.megaupload.com/?d=2CC7HOKA
I used revision 7251 with the following the settings:
http://img143.imageshack.us/img143/614/dolphin7251msettings.png
And here is the YouTube video to show how the final product should look.
http://www.youtube.com/watch?v=l-BwLsRVhSw
The final run will exclude the save, and include the name select screen and a few improvements to the stage.
Anyone get a chance to try out my .dtm yet?
Here is the final updated one. I used the same settings as above, but this time I started from a clean ram.
http://www.megaupload.com/?d=U757QGY8
To clean the save files in your Dolphin, go its folder -> User -> Wii -> title
All the saved files are located there. I just deleted the whole file, since I only use Dolphin to play Mega Man 10. If you have other games saved, you might just want to move it temporarily.
This is the Commando Man start that will be in my submitted run. Any time losing tactics I do are there for a reason. The only thing I'm not happy with is the fact that I had to wait for .5 seconds before the boss door to get him to do his correct pattern. Technically its also possible to change the RNG values by killing more/less enemies, which I tried on the last few enemies. I just didn't want to run the whole stage again to try to save half a second. Instead I occupied my time by calling Rush. I'm going to be starting Blade Man's stage next.
Thanks.
As for the jumping/running thing, I've tested this out myself. Rush Jet, running, and jumping all have exactly the same horizontal speed. Maybe the earlier 8-bit games were different (never played them as extensively) but Mega Man 9 and 10 have their own speed tables.
It does take a few frames to reach full speed while running, but he always has full speed in the air, which is why you must jump at the beginning of each level/boss fight and at the top of every ladder.
Also, vertical acceleration is naturally a factor, so edge jumps should be as close and high as possible.
I just want to say that it continually amuses me that the first games to get TASed on our bright and shiny new 64-bit console emulator are intentionally limited to look and play like 8-bit games.
Good luck with the TAS!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
yea all those facts do apply to the 6 NES mm games too.
im absolutely positive angerfist was surprised about that 1 specific detail because, mm1, 2, and 3 all have this little weird issue where if you jump while moving, and land on the ground, you instantly lose 1 or 2 frames because it puts mm back in the standing animation.
(I recently was able to fix that annoying little bit on mm 3, for my rom hack so that there's no landing-whatever delay, to be like all the later games.)
mm4, 5, 6, 9, and 10 dont have that problem. But then ...it once again happens in the SNES rock+forte :(
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.
Looks like my Commando Man stage run garnered some popularity over at Nico Videos. Don't know who uploaded it, but thankfully he credited my name in it. I simply did a search for my name and it popped up.
http://www.nicovideo.jp/watch/sm13743170
It was uploaded about the same time I put it on Youtube and has over 7k views. Wish I could get that much traffic on my youtube channel -_- lol
I translated the comments and the first 20 seconds are just people commenting, "Wii TAS?" and "Finally WiiWare TAS".
Then there's random text throughout the level until I beat Commando Man. After the fight, a wave of www's (lol's) consume the screen and several people comment on the invincibility timer.
I've been trying to rerun the stage with the newest revision (r7302 at the moment) but I've been having some desync difficulties still. I'll post my WIP when I get through Blade Man.
So is the in-game time route actually different from the real time route or not?
Does the Rush Coil jump at 1:25 (the last one) actually get you high enough to benefit from going above the sandstorm? If so, is it possible to land and shoot the mettaur, and then rush coil a bit earlier? The rush coil right before the last one doesn't seem to get the boost, and it looks as though the last one would if it occurred before the sandstorm ended. If possible it looks to me like it would save a few tenths.
Also, I assume pausing can't be used to effect the randomness at all for the boss room?
Overall good run though. Style is important; shooting things with various weapons can add a lot of entertainment.
After thinking more about this I don't think so. And I also believe real time should be used since that is how TASvideos was established. The in-game time is nice to know, but as far as TASvideos is concerned, power-on to final input is what counts.
Yes and no. I don't get the full benefit like I did with the first one, but the sandstorm is a diagonal line across the screen. So leaving the sandstorm at the top saves a split second as opposed to coming out of the middle.
As for an earlier first Rush coil, that wont help since I use the coil at the first possible frame to still reach the top platform. Any earlier, and you will miss. Technically, once on the top platform, I jumped a frame or a two later than optimal, in order to grab the 1-up on my way up. This was for entertainment value since I plan on obtaining maximum lives (already more than halfway there now). There might be another couple of frames to save during the sandstorms, but no tenths.
Interesting theory. Haven't tried but I'll test this out. Although I'm doubtful, because I'm guessing it takes at least 2 seconds to fade in and out of the pause screen optimally. And I only had to wait less than 30 frames.
Definitely. Quick switching is one of my favorite features of Mega Man 10. I'll be using more abilities as they become available.
Thanks.
I'll offer any help if you have questions with the game or rerecording on the Dolphin.
After I finish Mega Man I'll run back through with Bass on Hard so we have all characters represented.
I got as close as I could to the center of the screen while still defeating him optimally. His pattern is based off your movements so you can't end the fight on the left side of him because he will hit you on his way down. It's possible to get a few frames closer by turning right and taking a hit but that looks really sloppy and I'm trying to avoid taking damage to save miniscule frames.
I'll see what I can do to end a little closer to the middle but I'm not expecting much since you are planted to the ground after the boss is beaten (if you're in the air, movement stops once you touch thhe ground again)
Grrr. Alright, after reflecting a little on my run and the comments its received I've decided to restarrt my run once again. This is because there are a few instances where I sacrifice time to improve entertainment such as the red Tsurare Stamp before Commando Man. I can easily pass under him without stopping but I chose to halt for 5 frames mid-air to kill him as fast as possible on my way through.
Since I feel "speed/entertainment trade-offs" directly contridicts my "fastest time" goal, I'm going to eliminate them. I will still provide ample entertainment, but only if doing so does not waste even a single frame.
I just don't want my submitted run to be obsoleted easily because of obvious improvements.
I'm still debating on whether or not to take the hit from Blade Man save time. I'd like to finish with Mr. Perfect and maximum lives so I really don't want to suffer damage or a death. Maybe I can find a find a faster way to the middle that doesn't take damage.
Or you could just add "takes no damage" to the run's goals.
Though I think Mr. Perfect would look more impressive done on hard mode, especially since such feat's been done unassisted before. Maybe save Mr. Perfect for the hard Bass run?
What you've done so far looks awesome, though. :)
Hmm. Never thought of it that way. But I still think I don't want damage in my run. A TAS is meant to perfect, and what's more perfect than Mr. Perfect himself?
Also, great news. After only a few minutes of testing I found a way to the middle of the screen after Blade Man that kills him in the same time and takes NO DAMAGE! :)
Thanks for bringing it up ALAKTORN. I don't know why I let myself settle for the same route the time attacks use.
I'll still be backtracking my run though, Probably back to the backwards sandstorm. I'll skip the 1-up if I need to since I've been using luck manipulation on every enemy I kill to try to get large drops for entertainment.
Out of curiosity, how much time is saved (real-time) by going to the store and buying those items, as opposed to waiting?
Also, the 1-up dropping was pretty dang cool. Oh, and I think this will be the first TAS to gain achievements.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
It sounds as if your two goals are conflicting. If they aren't yet, they will later in the run. You need to decide which goal has the higher priority. All of the site's megaman TASes take damage to save time (all of which I'm aware that is), and it doesn't bother me seeing megaman take damage because I know it's the fastest way to pass a particular area. Just some food for thought.