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Editor, Expert player (2079)
Joined: 6/15/2005
Posts: 3282
Satoryu wrote:
with proper timing, the last ball can land on the very edge and still remove the purple barrier. if that would help any.
True, but then the ball partially blocks Zero's path, so it is slower.
Bag of Magic Food wrote:
Really? Where was that? I was thinking of doing some planning on the Mega Man Xtreme topics.
There are some parts where the screen auto-scrolls to the right, but by going back to cancel the auto-scrolling, it is faster in the long run. I know this because I was also working on Mega Man Xtreme. I'll post in that topic when I have time.
Joined: 10/17/2007
Posts: 63
You lost time by triggering the first portal sequence during a jump. Curiously enough you didn't do that again; was that intentional?
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I was thinking of doing 100% with X. I'm wondering what the best route is though? Should I copy the route of the 100% on SDA? I would think Storm Owl first would be best if you could reach the Arm Capsule without the Web Spider weapon. I don't think there is a way though.
Working on: Command and Conquer PSX Nod Campaign
Editor, Expert player (2079)
Joined: 6/15/2005
Posts: 3282
Cremator wrote:
You lost time by triggering the first portal sequence during a jump. Curiously enough you didn't do that again; was that intentional?
It doesn't waste time. The cursor thing just leaves Zero at the same time as if I stay on the ground.
Joined: 7/1/2008
Posts: 272
the route can be altered a little bit. you do need Lightning Web to reach the Buster capsules. so at best, Owl could be third after Dragoon and Spider. this trick saves quite a bit of time. you can replace the Nova Strike with an air dash. a potential route would be Dragoon, Spider, Owl, Walrus, Colonel, Mushroom, Stingray, Beast, Dragoon revisit, Peacock. Stingray and Beast could be moved around a little bit if its not too costly to fight them without their weaknesses. i suggest fighting Stingray before getting the Plasma Shot. because his stun from Frost Tower is so long, it might be beneficial to fight him without it, using full charge shots on him until the last hit, where Frost Tower would be okay. i say full charges because his stun time is the same for full charges and half charges. i say before Plasma Shot because the lingering blast might mess up the charge shot strategy. so if that works, the route would be Dragoon, Spider, Walrus, Stingray, Colonel, Owl, Beast, Dragoon revisit, Mushroom, Peacock.
Former player
Joined: 9/1/2005
Posts: 803
OgreSlayeR wrote:
I was thinking of doing 100% with X. I'm wondering what the best route is though? Should I copy the route of the 100% on SDA? I would think Storm Owl first would be best if you could reach the Arm Capsule without the Web Spider weapon. I don't think there is a way though.
Well that covers the any%/100% categories then :P In regards to the arm capsule, unless there's a way to glitch up there, I don't believe you can as you can't wall jump off of the spikes. I plan on doing an any% on Rockman X4 when either pcsx is more stable recording wise, or a rerecording version of pSX gets released. Personally, I'm going for the stock shot storing upgrade over the plasma upgrade. I've found almost every instance that the plasma is useful in outside of boss fights can be easily substituted with another weapon (in particular either 4 consecutive stock shots+charged rising fire or charged rising fire+normal shots). I'm not too sure how much damage the plasma actually does to a boss or enemies, but I believe each stored shot does 2.5 damage, but doesn't pierce certain enemies/objects. The main object that this would be troublesome for is the ice in frost walrus' level, being that the normal charged shot and the plasma shot pierce them, but the stock shot doesn't. I don't however see this being too much of an issue, but time will tell, as there's a lot of ice to push through.
I suggest fighting Stingray before getting the Plasma Shot. because his stun from Frost Tower is so long, it might be beneficial to fight him without it, using full charge shots on him until the last hit, where Frost Tower would be okay. i say full charges because his stun time is the same for full charges and half charges. i say before Plasma Shot because the lingering blast might mess up the charge shot strategy.
If the plasma shot does 5/hit, and you're not able to fully charge one by the next opening (and there is a plasma orb there still), that orb will still give you a slight damage boost, putting your overall kill ability above the stock shot depending on how short his window of invincibility is. There's a 3 ball limit on screen, so if he fires 3 ground hunters first then you'd be free from a ball staying on him, but it'd probably take longer for him to do that than for you to get in another hit. Stage wise, I'd probably mirror what's been said. dragoon > spider > owl > walrus, but after this the rest are personal choice really. I'd probably go with stingray > beast > dragoon > mushroom > peacock so as to get maximum use out of the nova strike in a 100%.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I was testing stuff against Jet Stingray and I found that the Stock Arm Upgrade is best against him. You can get 4 fully charged shots off him plus 1 half charged shot before he goes off screen. I haven't tried doing 4 charged shots then using Frost tower on him. That might be the best.
Working on: Command and Conquer PSX Nod Campaign
Joined: 10/17/2007
Posts: 63
Atma wrote:
Personally, I'm going for the stock shot storing upgrade over the plasma upgrade. I've found almost every instance that the plasma is useful in outside of boss fights can be easily substituted with another weapon (in particular either 4 consecutive stock shots+charged rising fire or charged rising fire+normal shots). I'm not too sure how much damage the plasma actually does to a boss or enemies, but I believe each stored shot does 2.5 damage, but doesn't pierce certain enemies/objects. The main object that this would be troublesome for is the ice in frost walrus' level, being that the normal charged shot and the plasma shot pierce them, but the stock shot doesn't. I don't however see this being too much of an issue, but time will tell, as there's a lot of ice to push through.
I looked into that a while ago, and I can say that Plasma Shot is probably the upgrade you want. Stock Charge is uselful against Dragoon & probably Stingray if you kill it with the buster, but you'll lose time against Owl, Walrus' ice cubes and Beast's mid-boss. The Plasma Shot is also useful on numerous other occasions (although quite the lot of them can be circumvented with special weapons like charged Ground Hunter and Twin Slash). I'll remind you (in case you haven't read the stuff that happens over at SDA) that Owl loses its invincibility while it's blowing away the Wind Shredder orbs, which can be abused somewhat with the Plasma Shot. Not so useful if you're using the Stock Charge upgrade.
I suggest fighting Stingray before getting the Plasma Shot. because his stun from Frost Tower is so long, it might be beneficial to fight him without it, using full charge shots on him until the last hit, where Frost Tower would be okay. i say full charges because his stun time is the same for full charges and half charges. i say before Plasma Shot because the lingering blast might mess up the charge shot strategy.
If the plasma shot does 5/hit, and you're not able to fully charge one by the next opening (and there is a plasma orb there still), that orb will still give you a slight damage boost, putting your overall kill ability above the stock shot depending on how short his window of invincibility is. There's a 3 ball limit on screen, so if he fires 3 ground hunters first then you'd be free from a ball staying on him, but it'd probably take longer for him to do that than for you to get in another hit.
The plasma residue does laughable damage (along the lines of 1 or something) and still triggers the full invincibility, so you don't want that. If you don't have the Plasma Shot while you're fighting Stingray, it probably does the most damage if you alternate between fully and half-charged shots while changing the distance between yourself & Stingray to get that small bit of extra charging time for the full shot, unless the full shot's power is much greater than the half-charged's power.
FractalFusion wrote:
Cremator wrote:
You lost time by triggering the first portal sequence during a jump. Curiously enough you didn't do that again; was that intentional?
It doesn't waste time. The cursor thing just leaves Zero at the same time as if I stay on the ground.
Certainly didn't look like it, but OK. You probably know better (I never bothered actually timing it).
Former player
Joined: 9/1/2005
Posts: 803
Cremator wrote:
I looked into that a while ago, and I can say that Plasma Shot is probably the upgrade you want. Stock Charge is uselful against Dragoon & probably Stingray if you kill it with the buster, but you'll lose time against Owl, Walrus' ice cubes and Beast's mid-boss. The Plasma Shot is also useful on numerous other occasions (although quite the lot of them can be circumvented with special weapons like charged Ground Hunter and Twin Slash).
Beasts mid boss can easily be taken down by a charged rising fire followed by point blank uncharged shots in an amount of time that would be negligible in comparison to the plasma. depending on how long that vulnerability window on owl is, damage could be taken first and precharged shots could be fired directly into him during that window, doing a fair amount of damage still. The ice cube issue is the only real one I can see plasma having the big advantage over stock with.
The plasma residue does laughable damage (along the lines of 1 or something) and still triggers the full invincibility, so you don't want that. If you don't have the Plasma Shot while you're fighting Stingray, it probably does the most damage if you alternate between fully and half-charged shots while changing the distance between yourself & Stingray to get that small bit of extra charging time for the full shot, unless the full shot's power is much greater than the half-charged's power.
A half charge does 1.5 damage in comparison to uncharged at 1, a stock shot at 2.5, a non upgraded shot at 4, and a plasma at (an assumption of) 5 or greater. The only way to really find out which will be better in the long run will be to do a run using both, though if the stock shot does turn out faster in a tas, it'd still likely turn out to be slower in a speedrun due to reaction time and windows of availability.
Joined: 10/17/2007
Posts: 63
The Beast miniboss fight makes you lose some time, because Plasma does more damage, can be fired first and probably so that it inflicts damage on all three pods. Not 100% sure about the last point, though. Not massive, but it's still relatively substantial considering it's a TAS and what you gain in the boss battles is likely not that much. Of course, I might be wrong. One of the problems with trying to fight Owl with Stock Charges it he shields himself with the said orbs, although that problem is far less difficult to circumvent with tools. I haven't timed the Owl vulnerability time but I think it's one second or close to that. Sadly, I think that particular move is unlocked only after he's health drops to half.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I just started my Test Run. It plays to the end of Magma Dragoon. Not sure if my strategy was the best against him. Hopefully it syncs properly.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 9/1/2005
Posts: 803
OgreSlayeR wrote:
I just started my Test Run. It plays to the end of Magma Dragoon. Not sure if my strategy was the best against him. Hopefully it syncs properly.
I have some bad news, and some worse news. The bad news: it desyncs. The worse news: it desyncs before you even actually start playing the intro level. That was a partial reason why I raged a bit and haven't actually done the first level yet. While trying to make it look nice and killing as much as possible while not slowing down at all, the lag and inconsistancies in the desyncing caused it to actually be off by enough for me to sustain damage and not kill what I'd kill if I had loaded from a savestate I'd made (which was made after the text skipping input had ended, but before the window had completely closed and the actual intro level starting.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Really? I just played it back and it synced fine.. I should of mentioned that I used the US version of the game. I hope it's simply that being the problem. Can some other people try?
Working on: Command and Conquer PSX Nod Campaign
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
OgreSlayeR, try to run it on a different computer...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 9/1/2005
Posts: 803
OgreSlayeR wrote:
Really? I just played it back and it synced fine.. I should of mentioned that I used the US version of the game. I hope it's simply that being the problem.
How odd. I'm able to watch FractalFusions zero runs without them desyncing, but this desyncs so early (I tested with no sound, midas audio and the other pete's audio one, all to the same effect) that you dont even actually pass the first area. You get into a pause menu and don't get out for the remaining 8000 or so frames. For reference, I have a bin/cue of x4 (file size of the .bin I have is 592,217,136 bytes), but given that FF has an iso, I doubt that's the issue.
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
bin and iso are almost always the same thing... if you rename your .bin to .iso, it will most likely work... (I guess this is only true for RAW dumps)
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Atma wrote:
OgreSlayeR wrote:
Really? I just played it back and it synced fine.. I should of mentioned that I used the US version of the game. I hope it's simply that being the problem.
How odd. I'm able to watch FractalFusions zero runs without them desyncing, but this desyncs so early (I tested with no sound, midas audio and the other pete's audio one, all to the same effect) that you dont even actually pass the first area. You get into a pause menu and don't get out for the remaining 8000 or so frames. For reference, I have a bin/cue of x4 (file size of the .bin I have is 592,217,136 bytes), but given that FF has an iso, I doubt that's the issue.
My Bin is the exact same size... The only thing I can think of is did you use P.E OP.S. CDR Driver 1.4 for the Cdrom plugin? Meh.. seems like I should wait before I get serious about TASing PSX. It has awhile to go it seems.
Working on: Command and Conquer PSX Nod Campaign
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
I'm able to sync movies made with CD/ISO/BIN to BIN/ISO/CD whatever, so the media isn't a problem. OgreSlayeR's movie desyncs at the same point as Atma for me. Maybe he's using a "RIP" version (game without music/videos), maybe he's using a dirty memory card, maybe he's using some strange configuration... I was able to make it sync past the first level with some hex-editing, but it desyncs again at the beginning of the second: X100_test.7z...
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Former player
Joined: 9/1/2005
Posts: 803
OgreSlayeR wrote:
My Bin is the exact same size... The only thing I can think of is did you use P.E OP.S. CDR Driver 1.4 for the Cdrom plugin? Meh.. seems like I should wait before I get serious about TASing PSX. It has awhile to go it seems.
Aha. I just got it working, had to adjust one of the options in the cd reading plugin to the apparantely recommended but not set by default option. It looks fairly good, but at the same time I'd probably have done a few things differently, that would give me an equal time but would look more entertaining. I'll comment on the boss fight after I actually fight him myself, but I think there's minor room for improvement still. The only thing that I would really question is taking the ride armor over going without, you could probably kill the other ride armors fast enough so that they dont slow you down, and the warning comes up the moment you enter the room from above anyway. -edit- I just watched my own short run with said option enabled. It synced where it previously didn't. How Peculiar. I think I shall resume recording then. Scratch what was previously here, I was basing this off of the previous input without it syncing properly.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Atma wrote:
I just got it working, had to adjust one of the options in the cd reading plugin to the apparantely recommended but not set by default option.
You're right, apparently OgreSlayeR had subchannel reading enabled while recording. So, to make his movie sync you have to use the "recommended" option or just "read subchannels" in the CDR plugin. Now I'm out of this thread again! Thanks for testing. :P
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Editor, Expert player (2079)
Joined: 6/15/2005
Posts: 3282
Storm Owl: http://www.youtube.com/watch?v=k1skDEvHSGQ Jet Stingray: http://www.youtube.com/watch?v=hkAK8RHxbl4 Now with sound. However, there is progressive V/A drift in the first one and a weird issue during the loading zone of the second while trying to fix the drift (VirtualDub won't let me crop it out). Movie file: http://www.mediafire.com/download.php?mmdeedoezmx One thing to note is that in Jet Stingray's stage, dashing on the ground saves 4 frames, but dashing in the air saves about 20 frames. Note when the stage music ends in each part.
Joined: 5/17/2007
Posts: 393
Location: Sweden
Sweet, bunny jumping with sound. Keep up the good work
"No love for the game gear"
Joined: 7/1/2008
Posts: 272
wow both of those vids blew me away. in Owl's stage, at :50 in the YT vid, it looked like you wallkicked off the spikes without temporary invulnerability. is there a false spike there, or did it only look like you were vulnerable because the YT vid ran a 30fps? the fight with Owl was mindblowing. i have no clue how that invulerability bug works. nice find about air dashing with the Ride Chaser. i always preferred to air dash over dashing on ground, but i has no clue it was faster. at about :30 you get caught on the ceiling for a little bit. is that avoidable? nice job with the Stingray fight. but are you sure he can't be manipulated to drop to the bottom right away?
Editor, Expert player (2079)
Joined: 6/15/2005
Posts: 3282
Satoryu wrote:
in Owl's stage, at :50 in the YT vid, it looked like you wallkicked off the spikes without temporary invulnerability. is there a false spike there, or did it only look like you were vulnerable because the YT vid ran a 30fps?
Definitely a false spike there. If you slide down a little bit, you die though.
Satoryu wrote:
the fight with Owl was mindblowing. i have no clue how that invulerability bug works.
If Storm Owl spawns off one of the bottom corners, it is possible to SDC him while he is off the screen. I used Rakuhouha to chase him and he spawned there again.
Satoryu wrote:
at about :30 you get caught on the ceiling for a little bit. is that avoidable?
Perhaps. I didn't bother to figure out because I assumed that it was the act of air-dashing that sped up the screen, and not where Zero was on the screen.
Satoryu wrote:
nice job with the Stingray fight. but are you sure he can't be manipulated to drop to the bottom right away?
Stingray only drops down when he has taken 16 (out of 48) damage. I have yet to see Stingray drop directly from the top without firing his rays, and actions tend to be decided earlier than expected.
Joined: 10/17/2007
Posts: 63
O_O How did you damage Owl constantly before he went off screen? I had no idea you could do that. How do you do that? The vids were fantastic. Simply fantastic. One thing, though: Wouldn't it be faster to use charged shots on the cannons in the first part of Storm Owl? Seeing shooting normally seems to stop you and all...
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