Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
Burner Man's stage done again, with the run about 6 seconds faster than my last run.
In fact, since hex-editing was successful, and I am not changing Pirate Man's stage:
Pirate Man's stage done again, with the run about 6 seconds faster than my last run.
Astro Man's stage is not done, despite syncing correctly.
By the way, glitching above a boss room (i.e. Astro Man's room) while beating a boss saves 16 frames on the warp out. Unfortunately, it takes too much time to cancel an Ice Wall.
http://dehacked.2y.net/microstorage.php/info/230024141/Rockman%20%26%20Forte%20%28J%29%20glitch6.smv
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
Almost all games are hard enough even at 100% speed.
Although I don't really speedrun games, I do play Pokemon games at 200% speed. There's also a game that has a really stupid DDR-like minigame; I play it on 200% speed because it's fun that way, and I can't wait to get past it.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
You have to rename the executable "snes9x+v9.exe" or else it won't work. I figured that out a while ago.
After finding memory addresses, one adds them in 's9xwcnf1.txt' like this:
; 149 blue 79 yellow 1 pink
; 255 jump/stop/redash 0 and 1
[MEGAMAN X]
7E0BCA,2s,Pos X
7E0BCC,2s,Pos Y
7E00B4,2s,Cam X
7E00B6,2s,Cam Y
----
7E0BFA,1u,negDash
7E0BFF,1u,negCharge
----
7E0E8F,1s,enemy HP 1
7E0ECF,1s,enemy HP 2
7E1F7E,1s,Hadoken visits
; 20 blue 80 yellow 140 pink1 200 pink2
[MEGAMAN X2]
7E09FA,2s,Pos X
7E09FC,2s,Pos Y
7E00B5,2s,Cam X
7E00B7,2s,Cam Y
----
7E0A2A,1u,negDash
7E0A2F,1u,Charge
----
7E0D3F,1s,enemy HP 1
7E0D7F,1s,enemy HP 2
7E0DBF,1s,enemy HP 3
7E0DFF,1s,enemy HP 4
7E0E3F,1s,enemy HP 5
; 20 blue 80 yellow 140 pink1 200 pink2
[MEGAMAN X3]
7E09FA,2s,Pos X
7E09FC,2s,Pos Y
7E00B5,2s,Cam X
7E00B7,2s,Cam Y
----
7E0A2A,1u,negDash
7E0A2F,1u,Charge
----
7E0D3F,1s,enemy HP 1
7E0D7F,1s,enemy HP 2
7E0DBF,1s,enemy HP 3
7E0DFF,1s,enemy HP 4
7E0E3F,1s,enemy HP 5
[ROCKMAN&FORTE]
7E0C20,2s,Pos X
7E0C22,2s,Pos Y
7E00AE,2s,Cam X
7E00B0,2s,Cam Y
----
7E0C54,1u,negDash
----
7E19EF,1s,enemy HP 1
7E1AEF,1s,enemy HP ?
7E1A35,1s,enemy HP 2
----
7E0BBB,1s,char HP
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
I need it for bosses no matter what. For example, Dynamo Man normally takes 14 hits to kill, but with Counter, it only takes 7. Time saved: (14 - 7) x 1.5 seconds = 10.5 seconds. This is just Dynamo Man, once.
Counter doesn't always save 10.5s against bosses, but I can imagine saving over a minute with it.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
Good find. I actually found the second glitch (skip the second note-playing room) about the same time you did. [edit] By that, I mean about the same time that you posted it. [/edit]
I believe that using G. Boost wastes too much time. Besides, getting 510 bolts (or even 400) in the first few levels is something that is beyond convenience.
Sorry, I don't understand.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
You have emulators, savestates, and Pokemon Red/Blue runs at your disposal. Why don't you ever try out these ideas yourself, record movies, and come back with the results?
This isn't SDA, where difficulty in recording console gameplay and publicizing it is a valid excuse (and even then, you still have to try to do these ideas).
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
Pirate Man done. The run is about 13.5 seconds faster than published:
http://dehacked.2y.net/microstorage.php/info/1098950325/RnF%20FractalFusion%20pirateman%20done.smv
In order for Counter to work, I need to take enough damage in Astro Man's stage. There aren't many good places to do this.
I remember someone asking, but it is possible to manipulate Astro Man to prevent the invincibility actions.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
There is one which isn't a hack. You may have white-screen issues; it's the same issue as for the Sapphire ROM. Otherwise, keep looking.
My post from the other thread applies here: http://tasvideos.org/forum/viewtopic.php?p=146135#146135
Anyone doing this run should consider using Geodude and learning Metronome.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
That's correct. HSD reaches Tengu Blade speed, but only after about 15 frames of dashing.
You can't go down without L. Bolt. You can go up, but not as fast as with L. Bolt.
The Ice Wall doesn't cause zipping. It can only be used to enter a corner.
Now that I think of it, I will try Astro Man fourth. The glitches do save time.
Edit:
Without HSD, you really can't make way for anything. I don't know with HSD; you probably can make way somewhat.
A full dash without HSD saves at most 2 frames. So my earlier statement about staying on the ground as much as possible is inaccurate. If there is anything better, like pre-accelerating into a downward fall, by all means do it.
With HSD, it should save 6-8 frames. Tengu Blade is not much better.
Currently, I am trying to obtain bolts in Pirate Man's stage without wasting time. I need 310 (200 for Counter (Attack), 100 for H. Speed Dash, and 10 for Shock Guard).
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
I am planning to do the bosses in order, so Dynamo Man is last.
Breaking the weakness cycle means that I probably will require (with Counter) 10 hits on Astro Man instead of 7 or 8 (Magic Card+Counter), plus no Tengu Blade for Astro and Dynamo levels. It comes down to whether I can save more than 4 seconds using L. Bolt in Ground, Tengu, and Magic stages.
I definitely didn't plan for H. Speed Dash, though. This will be problematic.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
L. Bolt is a Robot Master weapon, obtained from Dynamo Man (after beating Astro Man).
I decided not to start with Astro Man. No decision is easy.
The L. Bolt weapon allows zipping up, down, left, and right (not as easy as it sounds). Without it, I can only zip horizontally or glitch upwards as described in the previous post.
I just hope the use of Ice Wall in Astro and Dynamo levels pays off. Some sections of Astro level can be done quickly with Ice Wall, and there is a through-the-wall glitch in Dynamo level.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
Some of the glitches used by parrot14green involve zipping with Lightning Bolt. Seeing that I don't have that weapon, I cannot do that.
However, unlike what the glitch movies indicate, the proper height setup for the levitation trick (in order to glitch into the wall) can be done just as easily (assuming enough room) with Ice Wall, and is even faster than using L. Bolt. Although I cannot zip upwards, I can glitch upwards at 32 pixels per 7 seconds frames (about 4.5 pixels per second frame, close to initial jumping speed) by pressing
A _ _ A _ _ _
over and over. I am using this trick in Burner Man's stage (only once, though). The trick saves about 1 second. I am almost done Burner Man's stage.
Zipping horizontally is possible, but I haven't found a good opportunity yet. It may be possible in Pirate Man's stage, since Ice Walls float in water.
Not all of parrot14green's glitch locations are feasible. Some of them depend on L. Bolt, and some of them take too long to be worth doing.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
Correct, if in degrees.
You should use the ° symbol. Failure to do that implies radians.
In fact, all sine and cosine of rationals are algebraic if in degrees, but transcendental if in radians unless it is 0.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
I tested it out and Forte gains very little separation from the boat itself. What I missed though was that Forte can jump from a levitation position. However, I tested it and it only saves 8 frames. I left it out since I had made some progress into Cold Man's stage at that time.
So far, I have defeated the snowman miniboss and picked up over 100 worth of bolts and an extra life (not the obvious one sticking out). I'm also ahead some amount.
I had too much on mind when I wrote that post.
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
Intro stage of Rockman & Forte done:
http://dehacked.2y.net/microstorage.php/info/654558698/Rockman%20%26%20Forte%20%28J%29%20FractalFusion.smv
123 frames (~2 seconds) faster than published run.
It is best to stay close to the ground. Although Forte has a slow dash startup, he goes 3.5 pixels per frame on the ground, but only 3 pixels per frame in the air.
Against the slime devil boss, you can do 5 damage (instead of 4) every time you blow its outer casing open.
I considered which Robot Master to start with. Groundman and Astroman take 13.5 seconds less to defeat than Coldman (because of Coldman's 2s invincibility instead of the normal 1.5s). However, starting with Groundman has some problems, even though you get Tengu Blade early. Starting with Astroman also has its problems (third boss is Coldman and Lightning Bolt only does 18 damage before running out). I'm considering Coldman, followed by boss order, just like in the published run.
After the third boss, I will buy Counter. I do not know yet whether I will buy Energy Saver (or whatever it's called).
Editor, Experienced Forum User, Published Author, Skilled player
(1943)
Joined: 6/15/2005
Posts: 3250
A conservative guess would be a 50 minutes TAS. Now that seems long.
I'm hoping the inability to just run by everybody (like in the first Splinter Cell GBA) makes this TAS worthwhile. At least it is worthwhile in concept.