Here is the input file for anyone who wants to see my current progress on the actual emulator.
http://www.megaupload.com/?d=UNXRZPS3
It includes the first 3 stages and ends at the beginning of Nitro Man's stage. It syncs with r7302 that I recorded it on, as well as the current revision r7435. Use the following settings
Please note, the playback will be 20-30fps. While watching the recording, you can only pause, frame advance, and save state. Loading a state stops playback and continues recording from that point, even with read-only mode enabled.
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Also, here is some RNG information that I posted on Speed Demos Archive. I'm reposting it here since it it's more useful to this community.
"You mentioned that boss patterns are only influenced by total time elasped, down to the specific frame. That's only half right. Killing an enemy also manipulates boss patterns. I proved this during my TAS of Commando Man, making him do his optimal pattern without waiting. I don't know how many patterns he has, because even after trying 50 times waiting an extra frame, he never repeated his optimal pattern. It's probably around 60.
The reason is because all patterns (boss, enemy, crushers, etc) and enemy drops are influenced by the random number generator (RNG). Killing an enemy calls for the RNG to caculate which (if any) power-up to drop. This calculation changes the RNG, and all subsequent drops and patterns in that level appear 1 frame sooner. The RNG is seperate and renewed for each level.
Regardless, its 's too hard to manipulate the patterns successfully everytime on the console. Even a single frame could mean the difference between a favorable pattern and a bad one. Still, if you're consitently having trouble, try killing more or less enemies.
Also, keep in mind that some patterns are actually dependent on Mega Man's position. Strike Man, Blade Man, and Tsurare Stomps to name a few."
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"Jumping and shooting doesn't change the RNG.
Also, to clarify, it doesn't matter specifically which enemies you kill. The only thing that matters is the number of enemies. That's why destroying the first and second missile turrets yield the same starting boss. So for instance, assuming never stopping and arriving to the first Wily 1 boss door at the first possible frame:
-Killing nothing yields Wood Man
-Killing 1 enemy yields Elec Man
-Killing 2 enemies yields Elec Man
Even if you killed the 2 Tsurare Stomps, it would still yield Elec Man. If you could kill 3 enemies, it's possible it might yield Gemini Man.
There might be a few more ways to change the RNG, but I haven't tested them enough to be sure. I've heard some small objects like the actual missiles and footballs effect the RNG. I haven't tested that yet, but I can confirm the the bombs from Arigocks and Bomb Puttons on Commando Man's stage do not effect the RNG. Also, the ice blocks in Chill Man stage seem to do weird things to the RNG. Instead of moving patterns/drops sooner by 1 frame, I've seen it move some forward by 10 or more frames. This might be because of the way the game displays the animation when a ice block is destroyed."
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Q. Are you sure the weapon you kill the enemy with isn't relevant? In MM9 I'm pretty sure it was.
A.What you might be mistaking for an RNG change is actually a variance in weapon speed.
I tested this in Chill Man's time trial by damaging the first snowman enemy, and then delivering the kill shot with different weapons.
NOTE: The missing milliseconds (2, 4, 7, & 9) are never shown on the timer. This is how game keeps accurate time even at 60 frames per second.
Using Mega Buster:
Shoot time - Enemy hit time - Drop
4.56 --------- 4.73 ------------- Nothing
4.58 --------- 4.75 ------------- Large Health Refill
4.60 --------- 4.75 ------------- Large Health Refill
4.61 --------- 4.76 ------------- Small Weapon Refill
4.63 --------- 4.78 ------------- Nothing
4.65 --------- 4.80 ------------- Nothing
Using Triple Blade:
Shoot time - Enemy hit time - Drop
4.56 --------- 4.71 ------------- Nothing
4.58 --------- 4.73 ------------- Nothing
4.60 --------- 4.73 ------------- Nothing
4.61 --------- 4.75 ------------- Large Health Refill
4.63 --------- 4.76 ------------- Small Weapon Refill
4.65 --------- 4.78 ------------- Nothing
So as you can see, looking only at the weapon shoot time and the drop it yields, using a different weapon appears to have changed the RNG. But factoring in the time the shot actually reached the enemy, it's clear the RNG didn't actually change at all. Some weapons are just faster than others.