Posts for finalfighter

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Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Although I and Mr.aglasscage tried DelayMagnetBeamAdapater on using BOT 20,000,000 rerecord, we were not able to get success case. We may not be unable to get a magnet beam in BombManStage. I need to more analyze according to which conditions Object42 appears. (there are 8 x drops items ) And , I will start Iceman stage of DelayStageClear of ObjectFF is due to be verified. These will take more time. :(
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http://www.yuko2ch.net/rockman/qhashigo.htm Mr.Nou use this technique. (already known) 1:You make your arm Q. 2:You keep pushing the shot button. (Q is regularly shot) 3:You go straight on the ladder. 4:You push the down button on the ladder. 5:Then, RockMan moves on the ladder(top). 6:RockMan is buried on the wall if you push the up button. Of course, though it is fast to push the up button and down button. However, because his play is RTA, it might not be selected.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
I executed DelayObjectDE. http://dehacked.2y.net/microstorage.php/info/1277815606/Rock_ObjectDE.fm2 All drop item are required for next 4xDelayObjectGlitch. but the drop item disappears before executing 4xDelayObjectGlitch. And, other objects do not appear when DelayObjectDE is used. We can not obtain an enough amount of instructions by the methods other than ObjectDE. If a good solution idea is not found , we may change the route like this. Elec:usual route Bomb:DelayStageClear(using RockBuster:The switch time of arms is saved. ) Ice:DelayFFStageClear
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
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Location: Japan,Tokyo
Neither Object75 nor F5(DelayStageClear) appear only by increasing the number of instructions. Wrong CurrentRoomPointer is decided by the map number,stage number and worng Bank. Only one kind of object appears if the memory that CurrentRoomPointer shows doesn't change. In a lot of maps, the object that cannot save time appears. Elec,Fire,Cut,Wily3,Wily4:Even if the amount of instruction is enough, a useful object doesn't appear. Guts:The amount of instructions is insufficient though a good object appears. Bomb:DelayStageClear(ObjectF5) Ice:DelayFFStageClear(ObjectFF->Object75,F5) Wily1:DelayStageClear(Object75,F5) Wily2:DelayStageClear(Object5D+Y of 9th Enemy=75)
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
I completed the investigation about DelayObjectFFGlitch :) 1:I go to the place where object FF appears. (The normal appearing place is IceManStage,GutsManStage,Wily3) (An abnormal appearance place is BombManStage,Wily1(using DelayObjectGlitch)) 2:SpawnObject_TypeIsFF is called from PC:$D9B5. 2:AutoSpawnObjectFFcounter=0x10 3:SpawnObject_TypeIsFF is called from $D8AD two or more times at intervals of the number of frames. 4:SwitchBankTile is called from SpawnObject_TypeIsFF. 5:The bank number is preserved in $42 during SwitchBankTile. $42=0x02 is preserved usually. $42=0x00 or other value is preserved when I use DelayObjectGlitch and ObjectFF is called. 6:If NMI is generated by $C6AC-$D999 , the value of CurrentRoomPointer($0006,$0007) is read by an abnormal bank.  If NMI is generated by $D99A-$D9A3 , the value of CurrentRoomPointer(only $0007) is read by an abnormal bank. 7:A wrong enemy is read from worng CurrentRoomPointer. Result of investigation. BombManStage: DelayObjectFF(ObjectFF from DelayObjectGlitch)->DelayFFStageClear(DelayObjectFFGlitch) Actually, DelayStageClear was caused in this mechanism(BombManStage). IceManStage: ObjectFF from IceManStage->DelayFFStageClear is possible! OtherStage: There is no useful place. Because the investigation ended , we can finally challenge new TAS. TraceLog is here :)
--------LoadEnemies--------
|$D89B:A9 06     LDA #$06                   A:00 X:1F Y:09
|$D8AD:20 66 C6  JSR $C666                  A:0E X:1F Y:09
|    --------SpawnObject_TypeIsFF--------
|    |$C666:A5 42     LDA $0042 = #$06           A:0E X:1F Y:09  SpawnObject_TypeIsFF
|    |...
|    |$C67D:A6 93     LDX $0093 = #$FF           A:83 X:1F Y:09
|    |...
|    |$C685:BD B1 C6  LDA $C6B1,X @ $C7B0 = #$FC A:29 X:FF Y:09  A=#$FC  
|    |$C688:20 AE C7  JSR $C7AE                  A:FC X:FF Y:09
|    |    --------SwitchBankTile--------
|    |    |$C7AE:48        PHA                        A:FC X:FF Y:09  PUSH A=#$FC
|    |    |...
|    |    |$C7BB:68        PLA                        A:00 X:FF Y:09  POP A=#$FC
|    |    |$C7BC:29 03     AND #$03                   A:FC X:FF Y:09  A= #$FC AND #$03 = #$00
|    |    |$C7BE:A8        TAY                        A:00 X:FF Y:09  Y=A=$00
|    |    |$C7BF:85 42     STA $0042 = #$06           A:00 X:FF Y:00  $42=#$00  The bank number is decided.
|    |    |$C7C1:99 00 C0  STA $C000,Y @ $C000 = #$00 A:00 X:FF Y:00  ChangeBank0
|    |    |$C7C4:60        RTS                        A:00 X:FF Y:00
|    |    --------SwitchBankTile--------
|    |...
|    |$C6AA:68        PLA                        A:C0 X:FF Y:FF  PLA
|    |$C6AB:AA        TAX                        A:06 X:FF Y:FF  X=A(06)
|    |$C6AC:9D 00 C0  STA $C000,X @ $C006 = #$06 A:06 X:06 Y:FF  ChangeBankX=ChangeBank6
|    |    --------NMI--------
|    |    |...
|    |    |$D56E:A5 42     LDA $0042 = #$00           A:00 X:00 Y:1C  A=$42=0x00
|    |    |$D570:AA        TAX                        A:00 X:00 Y:1C  X=A=0x00
|    |    |$D571:9D 00 C0  STA $C000,X @ $C000 = #$00 A:00 X:00 Y:1C  ChangeBankX = ChangeBank0
|    |    |$D582:40        RTI                        A:06 X:06 Y:FF
|    |    --------NMI--------
|    |$C6AF:60        RTS                        A:06 X:06 Y:FF
|    --------SpawnObject_TypeIsFF--------
|…
|$D92F:20 89 D9  JSR $D989(LoadEnemyNumber) A:01 X:06 Y:FF
|    --------LoadEnemyNumber--------
|    |...
|    |$D999:18        CLC                        A:04 X:04 Y:FF
|    |$D99A:BD 52 A4  LDA $A452,X @ $A456 = #$51 A:04 X:04 Y:FF 
|    |$D99D:65 06     ADC $0006 = #$04           A:51 X:04 Y:FF
|    |$D99F:85 06     STA $0006 = #$04           A:55 X:04 Y:FF  $0006(CurrenRoomPointer)=#$55(from MadBank)
|    |$D9A1:A5 07     LDA $0007 = #$18           A:55 X:04 Y:FF
|    |$D9A3:29 03     AND #$03                   A:18 X:04 Y:FF
|    |$D9A5:7D 53 A4  ADC $A453,X @ $A457 = #$D1 A:00 X:04 Y:FF
|    |$D9A8:85 07     STA $0007 = #$18           A:D1 X:04 Y:FF  $0007(CurrenRoomPointer+1)=#$D1(from MadBank)
|    |$D9AA:A0 00     LDY #$00                   A:D1 X:04 Y:FF
|    |$D9AC:60        RTS                        A:D1 X:04 Y:00
|    --------LoadEnemyNumber--------
|...
|$D94D:B1 06     LDA ($06),Y @ $D158 = #$F5 A:D0 X:04 Y:03  Enemy=#$F5!(from mad CurrentRoomPointer)
|...
|$D952:20 AD D9  JSR $D9AD                  A:F5 X:01 Y:04  SpawnObject(DelayStageClear)
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
BombManStage: DelayBkeyHoldingAI_E->DelayMagnetBeamAdapter->DelaySmallBomb->SpriteOverGlitch->DelayStageClear(-30sec) ElecManStage: Using MagnetBeam(+30sec) + RollingCutter(+25sec) IceManStage: DelayFFStgeClear Wily1,Wily2: DelayStageClear
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
I created TestLuaScript for DelayObjectFFGlitch. :) http://www.yuko2ch.net/rockman/rm1delayfftest.lua My current investigation: IceManStage:many object appears DelayWarpDeath,DelayStageClear(ObjectDD),DelayTransform(Object4D) MangetBeamAdapter(Object42) has not been found yet. :P GutsManStage: StageClearObject(Object44) Acquisition is as difficult as MagnetBeamAdapter. BombManStage: ObjectF5(DelayStageClear) appears very much.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
I found other new glitch by NMI. :) It is "DelayObjectFFGlitch". I am investigating this glitch now. As for past DelayObjectGlitch, NMI had been generated just behind "$D89D". This new glitch causes the other problem. NMI is generated in the "$C6AC back". general:
D8AD jsr SpawnObject_TypeIsFF
C666 SpawnObject_TypeIsFF
 C6AC STA $C000,X @ $C006 = #$06 ChangeBank6
 C6AF RTS
D8B0 lda ScreenMovedFlag Bank6(general code)
glitch:
D8AD jsr SpawnObject_TypeIsFF
C666 SpawnObject_TypeIsFF
C6AC STA $C000,X @ $C006 = #$06 ChangeBank6
D4A8 NMI!
D571 STA $C000,X @ $C000 = #$00 ChangeBank0
D8B0 LDA $008D = #$01 (The value of the memory of Bank0 is executed as a code!)
 D8B2 AND #$01        
 ...
 D9A5 ADC $A453,X @ $A457 = #$D1
 D9A8  STA $0007 = #$D1   (CurrentRoomPointer is mad!)
 D9AC RTS
D94D 
D932 LDA ($06),Y @ $D158 = #$F5  LoadEnemy from bad data.
1:It is necessary to call ObjectFF. 2:Perhaps, the code of D8B0-D9AC of Bank0 causes an unknown problem. 3:The enemy can be called from not only Bank5(Current DelayObjectGlitch) but also Bank0(New DelayObjectFFGlitch). (In a word, the kind of the enemy whom you can call in all stages increases. ) I will investigate making LuaScript later. ;P
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
We will advance new TAS by this route. However, an extraordinary trial rerecord with BOT might be necessary. ;P 1:DelayBKeyHoldingAI_E 2:UpScroll->DownScroll http://www.yuko2ch.net/rockman/DelayBkeyholdinAI_E.avi (using test Lua script) The movement ends at about 5 seconds! :) Increase enemies for DelayObjectGlitch(3-5) and move very faster than walk. 3:DelayMagnetBeamAdapter enemy of MagnetBeamAdapter is appear. 4:DelaySmallExplosion Y coordinates are driven mad(with sprite overflow) and the MagnetBeamAdapter is collected. 5:DelayStageClear We have already known. :)
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
stage07glitch.fm2 is very interesting. The map number is single-mindedly increased. It looks like Woodman stage or DelayCurrentBeginScreenChanged of MM2? :) It seems to be able to do such a revival death even in other stages.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://www.yuko2ch.net/rockman/delay_object_ai_e.avi I am investigating DelayBKeyHoldingAI_E(Object5E,ObjectDE). ObjectDE seems to appear though Object5E doesn't appear in BombManStage. Plan1:DelayBKeyHoldingAI_E->scroll->increase a lot of enemies->DelayMagnetBeamAdapter->DelaySmallExplosion->get MagnetBeamAdapter->DelayStageClear. http://www.yuko2ch.net/rockman/delay_objectDE.avi (This pattern is possible.) Plan2:DelayMagnetBeam->DelayBKeyHoldingAI_E->get MagnetBeamAdapter(If it is possible)->(death)->DelayStageClear. http://www.yuko2ch.net/rockman/rm1delayobject_rev2_number.lua I update test LuaScript. :) When 5E is selected, you also stop DE.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
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The acquisition secondarily of MagnetBeamAdapter completely recovers energy. >Mr.aglasscage Thanks. To save time, we will think about the plan of BombManStage in the first half. :P We can use DelayStageClear near the place where the magnet beam was acquired.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://www.yuko2ch.net/rockman/crdouble.lua http://www.yuko2ch.net/rockman/crdoublelua.avi I created LuaScript for CrashBomb glitch. When RockMan collides with the enemy in a white square, it is possible to defeat it. I use this script. And, I have already found the method of saving 20-30 frame.(BooBeamTrap) However, the RTA player Mr.hrtb of Japan reported an unknown glitch. http://www.yuko2ch.net/rockman/boobeama.wmv At 0:14 , the wall is defeated at the same time with the enemy. If this unknown glitch can be used, I may be able to save frames more. I try many times , however ,I cannot reproduce it yet.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://www.yuko2ch.net/rockman/bombbuster.avi http://dehacked.2y.net/microstorage.php/info/1482980848/bombbuster.fm2 I have already proven DelayStageClear with RockBuster. However, we aim at the MagnetBeamAdapter acquisition. :)
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
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I found the method by which I was able to get MagnetBeam in BombManStage. NewExample(using testlua script): http://www.yuko2ch.net/rockman/delaymagnetbeam_smallexplosion.avi Though the probability might be very low. :) 1:DelayMagnetBeamAdapter(Object42,Backward) (MagnetBeamAdapter moves under the left.) 2:DelaySmallExplosion 3:Y of Rockman go mad by the sprite overflow.(Already known glitch) 4:Rockman's Y coordinates become near of C0-D0. 5:I collect the magnet beam by the technique that uses a right edge of the screen. As a result, we can finally use MagnetBeam in ElecManStage. :P
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1:You shoot RockBuster by Rush. 2:You switch to arms that want to change the attribute(TapSpin). 3:Then, RockBuster in the screen has the attribute(TapSpin). 4:Same as 2xTapSpin hit the boss. :)
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http://www.yuko2ch.net/rockman/Rockman3ElementChange.avi Mr.Kouka that was the RTA player of Japan taught me a new glitch. It is that the arms attribute of Rush changes. In this example, arms of RushCoil have been changed into the TapSpin. Perhaps, this technique will be able to be used in some places. Link to video EDIT: Video link added by adelikat.
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Joined: 4/20/2004
Posts: 219
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Current investigation: *DelayMagnetBeamAdapter(BombManStage) Perhaps ,it may be impossible or too slow. Because neither Object5D nor 5E appear in BombManStage, MagnetBeamAdapter cannot be collected. Besides, there is no object that drives Y coordinates of Rockman mad in BombManStage. When Object5D goes out by rm1delayobject_rev2_number.lua, I want you to report. *DelayStageClear with only RockBuster(BombManStage) It is possible. I select BombMan first. And , I am challenging new TAS. (BOT:249506rerecord) Though I have not understood whether it is possible to save yet. >Mr.aglasscage I also want you to help new MM1TAS.
Experienced Forum User, Published Author, Active player (275)
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We avoided DelayStageClear of RockBuster last t ime because objects other than 10 and 20 almost did not appear. But , I think it might be possible though DelayStageClear of RockBuster is very very difficult. (The probability might be very low. 1/10,000,000rerecord? :) ) It takes time to collect items or more enemies are defeated at the same time for 3000 intstructions. It might be good to obtain HyperBomb even if DelayMagnetBeamAdapter is impossible. If it doesn't take time to a DelayStageClear of RockBuster too much, we might be able to save the time in Battle of ElecMan.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
I tested DelayMagnetBeamAdapter with BombManStage. DelayMagnetBeamAdapter moves under the left. :) Because the object appeared forward when I used DelayMagnetBeamAdapter in sniper Joe's location, I was possible to acquire it. It is only at this place that appears from the front side. However, coming here is slow. (And, it is also difficult to collect objects for DelayObjectGlitch) http://www.yuko2ch.net/rockman/delaymagnetbeamadapter-forward.avi I cannot acquire it when appearing backward the DelayMagnetBeamAdapter. http://www.yuko2ch.net/rockman/delaymagnetbeamadapterbackward.avi I want to acquire MagnetBeamAdapter in front of ElecMan. I think about the following possibilities. DelayMagnetBeamAdapter(Forward) 1:We goto to sniper Joe's place very quickly using DelayTransform(Object4D) or DelayWarpDeath(Object5D) or DelayBKeyHoldingAI_E(Object5E). DelayMagnetBeamAdapter(Backward) 2:We acquire the magnet beam that appeared backward using DelayBKeyHoldingAI_E(Object5E). (Object5E greatly drives X coordinates and Y coordinates mad. In a word, we might be able to acquire the magnet beam that appears backward. ) However, these are very difficult :P I used two LuaScript to investigate. *rm1delayobject_rev2_number.lua http://www.yuko2ch.net/rockman/rm1delayobject_rev2_number.lua You understand the behavior when the object actually appears in the place. This script regularly rewrites the bank number. And, when the object of set number appears, script is pause. When the select is pushed, the pause becomes effective.
select button:ON,OFF(pause)
P:Inc ObjectNumber
O:Dec ObjectNumber
S:Save
L:Load
*rm1delaytestnumber.lua http://www.yuko2ch.net/rockman/rm1delaytestnumber.lua I use it to know the behavior of the object of the number. This script makes the object of an arbitrary number appear. The function for the appearance of the object turns on when you push the selection twice.
select button:ON,OFF(apparance of object)
P:Inc ObjectNumber
O:Dec ObjectNumber
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
If you use RockBuster, more drop items are needed(for +3000instructions). When the drop item increases too much , the slot to put the DelayObject is lost.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
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The problem of DelayStageClear in the BombManStage has recovered by 2.1.5 interim. Thank you for the fix about your program. :)
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
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Mr.Shinryuu and I tried the introduction of a new DelayObject technique. But,our TAS had stopped for a long time(3Month). It is from too a low probability of DelayStageClear in BombManStage. It is more greatly difficult than the DelayScroll of Rockman2. Because it doesn't succeed only by adjusting the amount of instructions. But,there is a good news! Today, I finally defeated DelayStageClear in BombManStage!! Our TAS accomplished the saving of very big time. :P
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Joined: 4/20/2004
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I tested FCEUX2.1.4(OldPPU). However, DelayWarterCurrent in the IceManStage and DelayStageClear in the BombManStage was impossible. 2.1.4's result is contradicted with a real machine. I compared the memories. Apparently, ChangeBank seems to be wrong.
Usual(ChangeBank6@IceManStage)(FCEUX2.1.4a)
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
A450 00 00 68 A4 29 A5 CE A5 77 A6 54 A7 41 A8 C6 A8

$C006 = #$05(ChangeBank5@IceManStage)(FCEUX2.1.4a)
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
A450 00 A4 09 00 06 07 81 10 E0 02 80 07 83 30 03 37

Usual(ChangeBank6@IceManStage)(FCEUX2.1.3,Nestopia,Nintendulator)
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
A450 00 00 68 A4 29 A5 CE A5 77 A6 54 A7 41 A8 C6 A8

$C006 = #$05(ChangeBank5@IceManStage)(FCEUX2.1.3,Nestopia,Nintendulator)
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
A450 85 06 E5 64 8D 85 06 20 09 A7 60 A9 F8 8D 05 06
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://dehacked.2y.net/microstorage.php/info/1716231556/Mega_Man_4_%28E%29-2.fm2 Some Example :) >GlitchMan It is necessary to use the (U) version in TAS. I only used the (E) version (by mistake) at the test. :P
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