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Joined: 4/29/2005
Posts: 1212
I'm going to be watching this WIP. Interested to see how time was saved. :3 If you saved 24 Frames already it's bound to be well played. EDIT: Wasn't aware is was a Competition, but it's entertaining. :3 Looking forward to seeing this if it gets completed. ;3
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
CrimsonPride wrote:
running much faster than normal(faster then sliding) and jumping alot farther than normal, but he resumed running at normal speed after I slid once.
Sounds like similar to something I did in Mega Man 4. https://files.tasvideos.org/bisqwit/megaman4-cossack3-alientech.gif Ps: "than". Not "then". "then" is for consequences, "than" is for comparisons.
Joined: 12/8/2006
Posts: 47
Hah, thanks :) How did you activate that glitch? It happened for me once I defeated the Metalman Doc Robot in Sparkman 2, but sliding cancelled it. I'm just making assumptions right now, but I doubt it would carry through stages, and I think it has to be when a boss fight doesn't end a stage. EDIT: I should probably mention that when I began moving faster, Megaman wasn't jumping any higher than normal, but he covered roughly twice as much horizontal distance with one jump.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
CrimsonPride wrote:
Hah, thanks :) How did you activate that glitch?
Just playing with pre-emptive input, i.e. trying to do some actions after entering the boss room before the input restriction hits.
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
CrimsonPride: a quick question. Were you playing the NES version or the Anniversary Collection?
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Vatchern wrote:
CrimsonPride: a quick question. Were you playing the NES version or the Anniversary Collection?
I did it once on the AC (GCN) at the same place as him, although I never bothered to test it on the real thing.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Joined: 11/30/2004
Posts: 83
Location: Basement
There's a new MM3 run on [URL=http://speeddemosarchive.com/mmac.html]Speed Demos[/URL] wherein the author uses a trick to make Megaman walk as fast as he slides, but the author states that it only works in the Anniversary collection and not the NES game. "Also, I happen to discover a new glitch, exclusive to Anniversary Collection. When facing a DocBot, slide right when the final blow is dealt, and MegaMan gains a significant speed boost equal to MegaMan's sliding speed. The glitch is deactivated when MegaMan is hit, he slides, dies, or enters a boss door." This may be the glitch you're referring to. If, as stated, it's no good on NES, then it won't help on this site.
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Ace of shades: you are spot on. It is the glitch we were talking about. It's a shame it wont work on nes.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I dont think this was known before but when I just obtained a small refill, Mega Man only paused one frame and then continued.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Post subject: Question about Randomness (Megaman 3)
Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Hi, I was just curious concerning the randomness factors for Megaman 3 of how exactly it works out as there wasn't any info about it for that game in particular on http://tasvideos.org/RandomGenerators.html Well first of all, I do have very good knowledge with 6502 Assembley and have taken the advantage a few times of using randomness in my own coding for some projects using Megaman 3, such as when making a boss/enemy do different actions randomly. Ex: 2 different attack phases, but only 1 of them happen at a time by modifying 2 of 4 RAM registers used by the randon number generator routine. http://rafb.net/p/OOy0xg74.html - This executes once per every frame, and it uses E4, E5, E6, and E7. I don't really get why it needs 4 though exactly. But one of the ways in order to use it though is something along the lines the following in terms of determining if a enemy were to drop a item or not. LDA $E6 ADC $E7 STA $E7 STA $00 = #$B3 LDA #$64 STA $01 = #$BF JSR $FCEB And another way which i've used just to return a specific random value i'd want is like: LDA $E4 ADC $E5 STA $E5 AND #$xx branch ; where ever However I don't actually understand though how this random number generator works though in general for Megaman 3 and was wondering if anyone had better insight of the way it fucntions. I hope this wouldn't be the wrong board to ask on.
Active player (287)
Joined: 3/4/2006
Posts: 341
Did you ask a question? I can't find one. Anyway, the code that executes every frame is a 15-bit linear feedback shift register with tap sequence [15,7]. When the RNG is actually used, it causes a nonlinear transformation of the RNG state, thus making it hard to predict the results of multiple calls to the RNG.
Post subject: Megaman 3 error
Joined: 11/2/2007
Posts: 2
Location: Somewhere in Sweden
Hi! I'm having trouble with my megaman 3 rom. It's no problem playing it, but when I run and then jump, I jump really high. I can jump of screen. This is the problem. It's really annoying that it doesn't work properly.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
You probably have a hacked ROM, then, if it's not functioning like the game should. And before you ask, this isn't the place to request a working ROM. If you're not sure about whether your ROM is hacked or not, look at the symbols that come after the name. (U)! is good. The exclamation point means is a good dump. (h1) is bad. The h stands for hacked.
Living Well Is The Best Revenge My Personal Page
Player (206)
Joined: 5/29/2004
Posts: 5712
Check what keys you have mapped to the second controller. You might just be activating the high-jump code by accident by having the same keys push buttons on both controllers.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
What mmbossman and Bag said. I see no other explanations. Dont think there is much more to be said so therefore Im locking this topic.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I'm going to make a Mega Man 3 speedrun! This time I decided to start with Hard Man then go to Top Man then Shadow Man. I chose this route because I found a glitch that allows you to access the Rush Jet early. After you beat Shadow Man you highlight his weapon in the weapon switch screen then you press right then start. The time is made up by using it in Magnet Man's stage.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
mega_man_3 wrote:
I chose this route because I found a glitch that allows you to access the Rush Jet early. After you beat Shadow Man you highlight his weapon in the weapon switch screen then you press right then start.
Already known on this forum. Although in your merit, I must admit that I could not find it by using a Search. EDIT: Except for passing mentions at: ― http://tasvideos.org/forum/p/172710#172710http://tasvideos.org/forum/p/36378#36378http://tasvideos.org/forum/p/36272#36272. I suggest you study those arguments first, before pursuing your strategy :)
Expert player (3643)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
mega_man_3 wrote:
I'm going to make a Mega Man 3 speedrun! This time I decided to start with Hard Man then go to Top Man then Shadow Man. I chose this route because I found a glitch that allows you to access the Rush Jet early. After you beat Shadow Man you highlight his weapon in the weapon switch screen then you press right then start. The time is made up by using it in Magnet Man's stage.
Using this route you'll lose about 10 seconds in the Hard Man stage and some in Top Man Level and Shadow Man as well. Have you tested deeply that this route is faster? Good luck with the run nonetheless, and using a new route (if better) would be very nice of course.
feos wrote:
Only Aglar can improve this now.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I have done the calculations and I will lose a total of 5.5 seconds and all I have to do is see if I can make up all that time in Magnet Man's stage by using the Rush Jet.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Also, I tested a glitch in this game on a few enemies where if you are one pixel from making an enemy appear and you turn left for one frame the enemy won't appear. I tested this in Top Man's stage and it worked! I wonder if it would have worked on some of the enemies (especially the bee enemies at the beginning) in Hard Man's stage though. Looks like I'll have to go back and see if I can make it work.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Wow, you really are a thorough person. :) Keep us posted.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
moozooh wrote:
Wow, you really are a thorough person. :) Keep us posted.
Wll do! ;) :D
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Also, since I'm on Shadow Man's level now, I'll just point this out: You can use Top Spin on the hopping enemies and the parachute enemies near the end! This will help me because I think it will save some time since I won't have to waste 40 or so frames to make a switch to Magnet Missile since I don't have it.
Player (206)
Joined: 5/29/2004
Posts: 5712
Good idea. The only downside I can see is that Top Spin pushes you back a little after a successful hit in the NES version.
put yourself in my rocketpack if that poochie is one outrageous dude
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