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biggyboy wrote:
If you press down or up after Crash deathwarp Mega Man kind of clips half a tile to the right. You can then proceed to move right with no delay without jumping. http://dehacked.2y.net/microstorage.php/info/1962198460/crshfi_1.fm2 Has this been brought up earlier and/or doesn't it save any time to do?
Can you talk about the detailed process? There die before the movie? (fm2?)
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I watched the current TAS (aglasscage,finalfighter,pirohiko,shinryuu-rockman2.fm2) up to that point then made my own .fm2 but it should work with any inputs before it as long as you die where there is a ladder nearby. Rockman will then briefly grab the ladder (i think) when he appears again if you press down or up & it will bump him to the right.
Joined: 9/25/2008
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finalfighter and i have known about this trick for a year or so. I'm not sure if it will save anytime in clashman stage but it might save time in the woodman stage.
Player (50)
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how would it be executed in Woodman stage? There are no ladders nearby where you would suicide
Joined: 8/7/2012
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Hello! My first post ever in this forum. I recently started making my first TAS ever, and this game is the chosen one. I only finished one stage for now, and I wanted to know what you experienced TASers think of it. I already noticed a few spots where I could improve the run but I noticed that when I made changes say at the beginning of the run, there is one part of the run later on that ends up being different than expected, as if everything was one frame off, but I'm pretty sure it isn't. Is this normal or am I just really one frame off? Any help / tip is appreciated! Link to video
Joined: 7/2/2007
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Names wrote:
I already noticed a few spots where I could improve the run but I noticed that when I made changes say at the beginning of the run, there is one part of the run later on that ends up being different than expected, as if everything was one frame off, but I'm pretty sure it isn't. Is this normal or am I just really one frame off?
It's normal. What you did (changing an earlier part of a movie) is commonly called "hexing", for hex-editing, the way we used to have to make changes like that. And depending on the game, hexing can work either perfectly fine or not at all -- there's rarely any middle ground. The problem is usually that anything that depends on randomness will change when you do an earlier bit faster, which can throw the entire rest of the run off. Alternately, you might actually just be a frame off; figure out where to add a frame (or eliminate it), and you could recover the run. But it can be a fiddly business.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Names wrote:
My first post ever in this forum. I recently started making my first TAS ever, and this game is the chosen one. I only finished one stage for now, and I wanted to know what you experienced TASers think of it.
Hello. Congratulations on your first TAS experiment! I would say one thing: Accuracy. In this video you had many jumps that were overshot. Sometimes less noticeable, sometimes more noticeable. Jumps that were taller than they should, jumps that landed in a different direction than you were going in the next screen, and jumps around the ledges where you were not falling past the ledge's edge at the first possible frame. And maybe another: Consistency. Either you kill an enemy, or you take damage and pass through. Don't try the first and fail, and then go for the second option, like you did with the last enemy before the boss's gate. Commit for one option and follow through with it. If it turns out to be impossible, undo the whole commitment and choose another option.
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Bisqwit wrote:
Hello. Congratulations on your first TAS experiment! I would say one thing: Accuracy. In this video you had many jumps that were overshot. Sometimes less noticeable, sometimes more noticeable. Jumps that were taller than they should, jumps that landed in a different direction than you were going in the next screen, and jumps around the ledges where you were not falling past the ledge's edge at the first possible frame. And maybe another: Consistency. Either you kill an enemy, or you take damage and pass through. Don't try the first and fail, and then go for the second option, like you did with the last enemy before the boss's gate. Commit for one option and follow through with it. If it turns out to be impossible, undo the whole commitment and choose another option.
Thanks for the tips and comments! Though I have one comment about the consistency part, I killed the last ennemy and took the damage that way because if the enemy is looking to the right when i run into it, then I will take damage going to the right, if he's looking left (since i'm coming from the left), the I will take damage going backwards a little bit. By eliminating the first ennemy and going under him (as he jumps out of the mech armor), making him turn around and THEN taking the damage, I don't go backwards, I'm pushed forward. That's the reason why I did it this way. Though I did stop for like 5 frames in front of him so I'm not sure if this is the best way to do it. As for the jumps, I noticed that I could save a few frames by jumping higher and earlier (because since I jump higher I have higher DOWN speed than with a single frame jump, as I have more time to accelerate to be at the same place), but I don't understand when you say that many of my jumps were overshot. I timed every jump so that If I jumped one frame earlier I land on the same level of ground. And if the jumps were really taller than they should, it was not affecting the speed of the run as I didn't have to fall down at that time. Or am I mistaken? Do you have any point in particular that I didn't see? I'm still a novice here =p Thanks again for the comments! Names
Joined: 8/7/2012
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Derakon wrote:
Names wrote:
I already noticed a few spots where I could improve the run but I noticed that when I made changes say at the beginning of the run, there is one part of the run later on that ends up being different than expected, as if everything was one frame off, but I'm pretty sure it isn't. Is this normal or am I just really one frame off?
It's normal. What you did (changing an earlier part of a movie) is commonly called "hexing", for hex-editing, the way we used to have to make changes like that. And depending on the game, hexing can work either perfectly fine or not at all -- there's rarely any middle ground. The problem is usually that anything that depends on randomness will change when you do an earlier bit faster, which can throw the entire rest of the run off. Alternately, you might actually just be a frame off; figure out where to add a frame (or eliminate it), and you could recover the run. But it can be a fiddly business.
Thanks! Alright so I'm not the only one at least =p. I'll double check to see if it's really not just a frame off. The weirdest part is the boss fight is completely different. I do the exact same steps but the boss doesn't follow the same path as before so all my hits miss. I'll check that tonight... Is a 10 frame improvement a good deal for TASers? Because I think that's about the best I can (by myself) improve my run right now. Names
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Names wrote:
And if the jumps were really taller than they should, it was not affecting the speed of the run as I didn't have to fall down at that time. Or am I mistaken? Do you have any point in particular that I didn't see? I'm still a novice here =p
Mega Man's speed in air is slower (1 + 5/16 pixels per frame) than his speed when walking (1 + 6/16 pixels per frame). Which means that any time your goal is to progress horizontally, you should minimize the time spent in air. Just in case I don't know what I am talking about I made a comparison video myself. This is not a competition; I just wanted to verify whether I know what I am talking about. The comparison is here. From the music you can see neither video was sped up. The one below is mine. Link to video Note: I did not use RAM watch or subpixel optimizations in this test. Though the bulk of the difference in the end comes from differences in route selections (those "landed in wrong direction" things I mentioned), you can also observe the differences in those small things if you are careful. You were right about the enemies and taking damage.
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Names wrote:
Is a 10 frame improvement a good deal for TASers?
Maybe, and maybe not... but I assure you there's plenty of us that lurk these forums that got (and will get) really excited by the action in this thread. The way you handled that last enemy was clever, and I hope you're encouraged to continue TASing!
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Healblade wrote:
Names wrote:
Is a 10 frame improvement a good deal for TASers?
Maybe, and maybe not... but I assure you there's plenty of us that lurk these forums that got (and will get) really excited by the action in this thread. The way you handled that last enemy was clever, and I hope you're encouraged to continue TASing!
Oh please understand that it was a 10 frame improvement on my own previous run, not on the fastest TAS out there. The current best TAS of this game doesn't bother killing the last two ennnemies, instead it uses a glitch through the roof to go straight to the boss room xD. but thanks anyway :)
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Bisqwit wrote:
Mega Man's speed in air is slower (1 + 5/16 pixels per frame) than his speed when walking (1 + 6/16 pixels per frame). Which means that any time your goal is to progress horizontally, you should minimize the time spent in air. Note: I did not use RAM watch or subpixel optimizations in this test. Though the bulk of the difference in the end comes from differences in route selections (those "landed in wrong direction" things I mentioned), you can also observe the differences in those small things if you are careful. You were right about the enemies and taking damage.
Oh. I didn't know megaman was slower in the air than on ground. That's good to know. Then indeed there are a lot of moments where I should try to get back on the ground ASAP. Thanks for that! Also the video you showed made it pretty obvious that my run wasn't as good as it could be and that's good for me! Means there's still place for improvement! Just to use as a benchmark, how long did it take you to make that run? Did you start from scratch? Thanks again! Names
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Names wrote:
Just to use as a benchmark, how long did it take you to make that run? Did you start from scratch?
I started from scratch, and it took... I guess about 1,5 hours if I read file timestamps correctly. Huh. Longer than I thought. This page should be useful. http://tasvideos.org/GameResources/NES/Rockman/Data.html It contains the movement speed information, among other things.
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It's been a while, "secretly" I have worked on my Rockman 2 improvement. The most furious annoyances are frame rules which tend to come in my way. * Flashman boss fight without taking any damage. * Heatman contains a neat trick I found and is now 16 frames faster. Also I optimized some item3 heights. * Airman is now 16 frames faster as well, I saved some item1s, optimized their raising speeds and used them in the front of the gates to zip. * In the Crashman stage I used the trick to zip after the death (saves around 5-6 frames), also because of different item1 heights I have a lead but I still have to finish DelayLadderTech off without losing too much time Here's the teaser picture (this trick I found motivated me to start this project once again):
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Shinryuu wrote:
It's been a while, "secretly" I have worked on my Rockman 2 improvement. * Flashman boss fight without taking any damage. * Heatman contains a neat trick I found and is now 16 frames faster. Also I optimized some item3 heights. * Airman is now 16 frames faster as well, I saved some item1s, optimized their raising speeds and used them in the front of the gates to zip. * In the Crashman stage I used the trick to zip after the death (saves around 5-6 frames), also because of different item1 heights I have a lead but I still have to finish DelayLadderTech off without losing too much time Here's the teaser picture (this trick I found motivated me to start this project once again):
What? This is happening?
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It indeed is happening
Player (50)
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Oh my god, I can't wait for a new movie of this game!
Post subject: Mega Man 2 Metal Blade trick
Joined: 3/4/2013
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Hello, I am currently working on a tool assisted speedrun on a Mega Man 2 hack. There is one part on a stage that I think I can use the Metal Blade trick on. I have tried over and over again, but to no avail. Can someone, who is an expert on Mega Man 2, please give detailed instructions on how to do the Metal Blade trick? Thanks.
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You mean the trick where a metal blade gets stuck in place? Your normally just do it by pressing L+R when attacking. It could very well be that, as it's a hack, the author has fixed the glitch. In that case, you're out of luck.
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scrimpeh wrote:
You mean the trick where a metal blade gets stuck in place? Your normally just do it by pressing L+R when attacking. It could very well be that, as it's a hack, the author has fixed the glitch. In that case, you're out of luck.
No, I actually meant the trick where you throw a Metal Blade at the bottom of the screen. In this way, you can actually scroll from the bottom of the screen to the next screen. Sorry about that, I should have been more specific.
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yorky97 wrote:
scrimpeh wrote:
You mean the trick where a metal blade gets stuck in place? Your normally just do it by pressing L+R when attacking. It could very well be that, as it's a hack, the author has fixed the glitch. In that case, you're out of luck.
No, I actually meant the trick where you throw a Metal Blade at the bottom of the screen. In this way, you can actually scroll from the bottom of the screen to the next screen. Sorry about that, I should have been more specific.
I think that's caused by lag rather than a specific weapon. I don't know the exact details of it, but they are written down in the game resources page. Try to have many enemies on the screen at once or have them all fire at the same time, that should up your chances. Good luck
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Oh, I see. Thanks for the info!
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Shinryuu wrote:
It indeed is happening
Cool, let me know if you need any help. I found the airman and clashman time savers after the last movie but was way too burnt out to go back and redo it. The clashman trick can also be used in woodman's stage after the death zip. I don't know if it's possible to save anytime but maybe you can squeeze out 8 frames from that trick if you're lucky. The Heatman trick is awesome I'm really surprised we've never thought of that before. You should also try to get the delay tech glitch at the end of clashman's stage that changes the color of the boss room. I only got this to work that one time and it was really cool but I couldn't figure out how to reproduce it. Ask FinalFighter though he probably knows. It won't save time but will add to the entertainment value Also I had an idea once to scroll in wily 1 before the dragon appears using heatman's weapon fully charged. You should see if pirohiko can look into it and see if it's possible. I think it might be. Good luck.
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that image is alterting my Avast! antivirus. it is a false positive?
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