Posts for FractalFusion


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If you don't like IPS Patcher 2.0, try SnesTool: http://acmlm.overclocked.org/download/filelist.php?id=2 Despite the name, it can patch and create patches for anything.
krieg747 wrote:
since its a rom hack, cant someone just post the actual rom insted of making us do this very sketchy process or running an exe from someone we dont know to "patch" a game file we all already have? since it wasnt a real snes game, why cant we post the rom file?
The ROM hack is way too similar to the original ROM. Therefore it is copyright violation to post the ROM hack.
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DeHackEd wrote:
I was wondering what those sub tanks were for... Great job. But what was with the X1 clips? Facing the wrong way with Zero was kinda interesting, and to the best of my knowledge getting safely hit by falling blocks in Sting Chameleon's level is simply a matter of the helmet upgrade.
The Sting Chameleon clip was just a joke clip. It wasn't necessary, but I threw it in just to set up the Magna Centipede clip. To face the wrong way, ride the ice platform while facing left. There are other places to do this, such as before Vile, and before the second encounter with Storm Eagle.
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DeHackEd wrote:
82-35-43 wrote:
As a side note, there are ways to gain invincibility, not only in Sigma's stage, but in Bubble Crab, Magna Centipede, and Morph Moth stages. Shoryuken, Giga Crush (only for Bubble Crab), and part-full sub-tank required, but no tool-assistance required. Since this is only a demo thing, you won't see any of this in my run, and I'm not going into detail now.
Then I will (obsoleted, see edit). On a partially related note... wow... Kick some X-Hunter ass! Edit: I took it one step further, and crashed the game.
Interesting. I'm not sure why it crashed. I'll post a video of the other two invincibility glitches anyway. The video is in .wmv and was edited. (2.4MB) http://rapidshare.de/files/5346903/glitched2.wmv.html Click the Free button, then wait for the "download-ticket" to expire and click the file link at the bottom. Hmm... Nobody else has replied yet.
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Here is the run up to Agile defeated: http://dehacked.2y.net/microstorage.php/info/138/Backup11%20of%20MegamnX2.smv
All times in frames. Times at first movement in level (+/- 1 frame) and end when boss 

meter hits zero. Intro starts from reset.

                Blechy's run    My run
Intro           4207            4163   (44 frames)
Wire Sponge     4629            4474   (~2.5 seconds)
Wheel Gator     8271            6343   (~30 seconds)
Bubble Crab     5081            4796   (~5 seconds) 
Flame Stag      4688            4305   (~6.5 seconds)
Morph Moth      7703*           7422   (~4.5 seconds)
Magna Centipede 7017            6359   (~10 seconds) 
Crystal Snail   6875            6396   (~8 seconds)
Overdrive O.    5740            5533   (~3.5 seconds)
Violen          3798            3725   (~1 second)
Serges          3504            3286   (~3.5 seconds)
Agile           3890            3862   (28 frames)

* Does not include level revisit.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Randil wrote:
82-35-43 wrote:
Do people still think 0 and 1 are prime numbers? :(
Well, not really, but without counting them as primenumbers the mathproblem I posted quicly becomes unsolvable. And I agree with you that primenumbers must be >0. Although I think that you are allowed to subtract primenumbers in my mathproblem, or else it it will quickly be unsolvable. In any case, it makes the problem a little more challenging :)
Generally, 0 and 1 are not considered prime numbers. It makes important theorems easier to state. I think the problem you stated was whether every positive number was the sum of two numbers from the set {0,1,prime}. I figured out that if n is odd, then n can be represented if and only if n is prime or n-2 is prime, since the set {0,1,prime} only has two even numbers, 0 and 2. If n is even, then this is equivalent to Goldbach's conjecture. That's why 27 doesn't work. 27 is not prime; 25 is not prime. If you throw in the difference, i.e. whether every positive number is the sum or difference of two numbers in the set {0,1,prime}, you get: If n is odd, then n can be represented if and only if any of n, n-2, n+2 is prime. So it breaks down at 93.
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I'm still working on my run, but very slowly. I have to study at university, and there are other games I like to play. Blechy's fortress stage runs are as tight as I imagined they would be, so I can't improve on them as much as on the first 9 stages. I'm currently in Agile's stage, climbing the vertical part with the control platforms. As a side note, there are ways to gain invincibility, not only in Sigma's stage, but in Bubble Crab, Magna Centipede, and Morph Moth stages. Shoryuken, Giga Crush (only for Bubble Crab), and part-full sub-tank required, but no tool-assistance required. Since this is only a demo thing, you won't see any of this in my run, and I'm not going into detail now.
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Bag of Magic Food wrote:
I was in MathCounts a few times...
If you're talking about the MathCounts contest (Grade 8/9) in British Columbia, Canada, then I took it once. I would have taken it twice if not for illness.
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Solving math problems is one of my main interests. I sometimes take the Putnam Math Competition, an undergraduate contest in North America for solving math problems. I got 31 last year, which is considered very good (top 300 out of 4000). The problems are very difficult to solve. As for Fermat's Last Theorem, I think Wiles submitted a 200-page proof which was fundamentally flawed. He then fixed the proof and shortened it in the process. Do people still think 0 and 1 are prime numbers? :(
Dan_ wrote:
Are negative numbers considered prime? If so, then I'd assume subtracting would be okay, since it's just adding negative numbers.
As far as I know, the primes are considered only in the set of natural numbers (greater than 0), so the answer is no.
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I wonder if you guys saw David Kim's speedrun of Pokemon Yellow. He gets the Earthquake for Nidoking in that run. It's a great run, too, even though it's Yellow. It may be better to get some exercise. In other words, see whether climbing stairs is faster than using the elevator. As for turning, I don't think there is any delay at all. Wait, I almost missed the update! Watching now. Edit: Good job, Tilus! I didn't think you would have caught an Abra. You're going for a no-damage run, right? As for Squirtle's DV's, you could have saved the game and checked the memory location where Squirtle's DV's would be located. Also, I want to point out that in the Rock Tunnel, there is a battle you can skip. Near the second ladder with the Hiker and some other guy. Just stay close to the right wall until you reach the top.
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Gigafrost mentioned before that you can jump off an ice wall even when you form it against a wall in Rockman & Forte. I'm wondering if that glitch also applies in the GBA version. You also mentioned in the submission that Bass can only dash with >+>. Is there not a single-button dash? In R&F, A is dash. I'll try to watch your movie if I can find the ROM. Edit: Looks good so far, but I suggest trying to shoot on the run, as opposed to stopping to shoot them all.
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Here is the run up to Morph Moth defeated: http://dehacked.2y.net/microstorage.php/info/91/Backup9%20of%20MegamnX2.smv Here's how the level stats stack up:
All times in frames. Times at first movement in level (+/- 1 frame) and end when boss meter hits zero. Intro starts from reset.

                Blechy's run    My run
Intro           4207            4163   (44 frames)
Wire Sponge     4629            4474   (~2.5 seconds)
Wheel Gator     8271            6343   (~30 seconds)
Bubble Crab     5081            4796   (~5 seconds) 
Flame Stag      4688            4305   (~6.5 seconds)
Morph Moth      7703*           7422   (~4.5 seconds)
Magna Centipede 7017            6359   (~10 seconds) 
Crystal Snail   6875            6396   (~8 seconds)
Overdrive O.    5740            5533   (~3.5 seconds)

* Does not include level revisit.
My run is currently 6001 frames (~100 seconds) ahead of Blechy's run.
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Thanks for the replies. As for an improved version, I'll decide when I complete this run. If anyone can improve my run, that would be great.
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Being one of the few people who has played this game, I had considered doing a TA-run on this game. I considered running the game on hardest difficulty, destroying no enemy except those needed to progress the game. I stopped, however, because: -Such a run would look cool for 5 minutes, then get boring for 35 minutes. -Lag. Even though this wasn't a TAS, lag just made the game look as if I'd run memory-hogging applications in conjunction with Snes9x. In other words, half as fast, if not slower. -Probably due to the most extreme form of lag, the space levels become glitchy. (Imagine herding a bunch of enemies that home in on your location constantly.) With the game already running 5 times slower, sprite graphics start to vanish. I even managed to glitch out the level 7 boss, rendering the game unbeatable. I considered the alternative of running a two-player TAS (like you suggested.) That would be much better. Note that since 99% of the game is side-scrolling, you have the liberty to play with superhuman reaction, and you definitely should.
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Here is the run up to but not including the first miniboss in Morph Moth's stage: http://dehacked.2y.net/microstorage.php/info/76/Backup8%20of%20MegamnX2.smv Gaining height from jumping off down-slopes is useful not only in Bubble Crab's stage, but in Morph Moth's stage as well. As for Overdrive Ostrich, I thought I couldn't shave off a lot of time but I exploited a weird boss invincibility pattern. I saved 3.5 seconds on that level. I'll be away the next few days so I can't reply to this board or work on my run during that time.
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I seem to recall a glitch with the ice wall where you can jump off it even when you form it against a wall. Gigafrost mentioned this in Rockman & Forte. Is it also in the GBA version?
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Anon wrote:
There's an English rom of SNES Rockman & Forte out there. o_o
Unfortunately, fan-translations aren't allowed unless the game doesn't work without it.
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Yes, the Strike Chain is used because it does 2 damage and I can charge up in advance. To escape, I rapidly press L and R (any two buttons work, except X, select, or start) and the number of button presses required increases as Magna Centipede takes damage. There are times I appear to wait, but that's because Magna Centipede is a puzzle and breaking out sooner may cause him to teleport around. The Speed Burner is slightly faster than dashing. I was going to use the last Speed Burner at the second-last gate to Magna Centipede (where the shifting block was) but hitting M.C. with a charged shot first makes the battle shorter by about 90 frames. Skipping the rabbit armor saves 2 seconds compared to Blechy's run. I get to Magna Quartz (I heard that's the name) 5 seconds faster while only taking 3 more seconds to destroy. For the no-items run, not having charged Speed Burner hurts, but time lost can be made up with the Silk Shot, which kills Magna Quartz even faster (1.5 seconds) than with charged/uncharged Spin Wheel. I also took into consideration the major lag that occurs around the part with 16 breakable ice blocks and 3 crystal enemies. Compared to Blechy's run, I saved about 10 seconds in Magna Centipede's stage and about 8 seconds in Crystal Snail's stage.
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Unfortunately, hex-editing is too hard to do in this game. The timing is just strange, and luck manipulation changes all the time. It would be better off starting all over. I would like to finish this run at least, because I made good progress, even better than I expected. I redid part of Magna Centipede's stage because I took the Speed Burner weapon for granted and never bothered getting any more energy for it. Redoing the run gave me a large energy capsule and three more Speed Burners (but it turned out that I could only use two). Here is the run up to Crystal Snail beaten. http://dehacked.2y.net/microstorage.php/info/66/Backup7%20of%20MegamnX2.smv WIP1 timing.
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Maza wrote:
If anyone is interested, I started makeing TAS of Megaman & Bass in GBA. I'm playing with Megaman and currently in Cold Man's stage (first actual boss stage). Since this is my very first TAS, don't expect too much of it because i'm doing this just for fun and there fore i'm not checking each step if that could have been done few frames faster. I'll upload my work to somewhere when i have done a little bit more of it (say, two actual boss levels or something like that).
Sounds good. I wonder if there are any differences between the SNES version and the GBA version (apart from the language). Personally, I'd take the SNES version over the GBA, even though it's in Japanese.
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gbagcn wrote:
I wonder how hard it this would be to program. Unlike button presses that TAS use in order to fully play the game it would to be able to beat it starting from any savestate. Imagine sometime in the distant future a computer that can make a perfect TAS of any game ever created.
Since there are only a finite number of savestates, it is possible to create a TAS that would beat all possible savestates that can be beaten. To show this is possible, order the savestates. Create a TAS that beats the first savestate. If the second savestate is not already beaten by this TAS, add button presses to the end of the TAS that would beat the second savestate. Continue likewise, so if the TAS does not beat the nth savestate, add to the TAS so it beats it. Eventually the process will terminate at the last savestate. The TAS now beats all savestates that can be beaten. Of course, a TAS constructed this way would be too huge for even a supercomputer to construct at this point of time. We're assuming that there is a definite point where the run can be said to beat the game and cannot be "unbeaten". Also we should only consider savestates that can be beaten, although legitimate savestates (non-hacked savestates) are usually beatable.
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Truncated wrote:
Whoops. I missed that. So, are you going to redo earlier parts to include that trick?
Only if hex-editing goes my way. I can accept a desync rate of 1 desync per 2 minutes of the movie, but if it desyncs every 2 seconds, then I can't really try that. I also hope that the timing in this game is congruent.
Truncated wrote:
Another thing I mentioned was that when Blechy beats the first big robot, he is standing in the middle of the screen and teleports a shorter distance than you, standing on the bottom of the screen. I didn't time if this made any difference, just throwing out the idea.
It may have made a difference, but not much.
DeHackEd wrote:
And no offense to Blechy, but I did get the impression that his playing improved towards the end of the video compared to the start.
Quite true. I'm amazed at how fast he did the X-Hunter levels.
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DeHackEd wrote:
Case in point: Magna Centpiede's sub-tank. After grabbing it, you dash right and fall down the hole. You didn't even grapple the wall. The faster solution would like be one of grappling the wall, or doing a dash jump from the sub-tank such that you just barely miss the floor of the ledge falling it. That way you don't need to wait for gravity to accelerate you down the hole -- you've pre-accelerated
I somehow only noticed that I missed grappling the wall after I beat Chop Register. Maybe I'll change it; nevertheless, I'll keep this (falling down pits) in mind.
DeHackEd wrote:
Edit: although you've eliminated the X-Hunters very quickly, I'm wondering if the time saved is worth it. To the best of my knowledge, their locations cannot be manipulated, so you could play through freely and observe their behaviour and decide how you're going to bump them off.
What I had in mind even before I did the test run was what order the X-Hunters would go after I beat Wire Sponge and Wheel Gator. The order is: Overdrive Ostrich -> Morph Moth -> Bubble Crab -> Flame Stag -> Magna Centipede -> Crystal Snail -> Overdrive Ostrich The X-Hunters start at Overdrive Ostrich, Morph Moth, and Flame Stag I found that if I took Bubble Crab before Flame Stag, I would lose 3 seconds (each X-Hunter takes 30 frames (0.5 second) to exit and re-enter) and down the road, I would have to lose another second, unless I wanted to fight Overdrive Ostrich without Crystal Hunter, or Magna Centipede's second mini-boss without Speed Burner. So I considered taking Flame Stag first. Above reason, plus dash-shot does 2 (same as Bubble Splash) and I wanted to show off the X-Buster. There was something subtle I missed though (apart from Truncated's post about Flame Stag exploding only when he hits the ground). Flame Stag's invincibility is 54-56 frames when hit by Bubble Splash, not 60 like everything else. So I stand to lose about a second if I don't use Bubble Splash. Even then I still felt clearing the X-Hunters, plus having Speed Burner in Bubble Crab's stage, would save enough time. I also intended to take Magna Centipede and Crystal Snail before Morph Moth regardless of X-Hunter order.
krieg747 wrote:
One minor problem with the latest movie portion you posted. You could have wired the second gate into Magna Centipede and saved 1/10000000 of a second. Just putting it out there so you know
Thanks. Actually, I was planning to charge up.
Truncated wrote:
You jump in the corridor just before Wire Sponge and Flame Stag. I thought someone decided it was faster to dash twice, as you did with Wheel Gator.
I believe it was nitsuja who said that in the Megaman X3 thread. I forgot the first time and the second time, I was trying to jump without hitting the ceiling. Of course, that's totally unnecessary and I won't do it anymore.
Truncated wrote:
You don't charge up before going in to Wire Sponge. Is the damage the same?
Yes, charged damage is 2, same as dash-shot. Even if it were 3, it still wouldn't matter.
Truncated wrote:
You grab all the ladders on the way up... I remember someone just jumping up all the ladders by positioning exactly in the middle. Perhaps that was another MMX game but the engine is likely the same.
Yeah, mikwuyma mentioned that already.
Truncated wrote:
Flame Stag seems to wait with exploding until he hits the ground. Can you manipulate him to take the final bullet closer to the ground?
I never noticed that before. Apparently, the only way to do that would be to luck-manipulate Flame Stag to throw flames all the time when he lands. You guys know so much about the game.
Truncated wrote:
Jumping up just before the water draining part of Bubble Crab's stage, it looks like you fumble a wire.
If that looks too unsightly, I can try to hex-edit it and hope it doesn't desync badly. I was trying to charge up.
Truncated wrote:
And just for reference, how far ahead of the current version are you?
It's hard to compare straight up because I take a different order. So I'll compare the levels I've done. Times (in frames) begin when X's glow disappears after he touches down and end when the boss's health meter plunges to 0. The intro starts from reset.
                         Blechy's run                My run	
Intro                    4207                        4163     (44 frames)
Wire Sponge              4629                        4474     (~2.5 seconds)
Wheel Gator              8271                        6343     (~30 seconds)
Bubble Crab              5081                        4796     (~5 seconds)
Flame Stag               4688                        4305     (~6.5 seconds)
My .smv so far is 12 minutes and 23 seconds long. Anyway, thanks for the comments.
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I wanted to complete Magna Centipede first but I ran into something unexpected. When Magna Centipede doesn't warp around, he has an invincibility period of 200 frames. When he does warp around, the period is 90 frames. 2 damage/90 frames is better than 4 damage/200 frames, but there is luck manipulation to cope with. Maybe even a combination of dash-shots and charged shots are faster. Here is the good run up to entering Magna Centipede's room: http://rapidshare.de/files/3719149/Backup5_of_MegamnX2.smv.html (savefile is down for the moment) Click the button that says "Free". Then click the filename at the bottom of the page. WIP1 timing.
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Thanks for the replies. I'll try to find ways to use the ladder glitch later. As for the skipping the intro, I didn't realize that much could be skipped. 166 frames (almost 3 seconds). I'm pretty sure that hex-editing this run at the beginning would cause desyncs, however, but I'll make a note of it next time I make a run in this game. I've done Flame Stag and Bubble Crab, and I'm currently in Magna Centipede's stage, right after the shifting blocks part.
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krieg747 wrote:
i dont think a 101% would be very entertaining to watch, seeing as you have to play armored armadillo's stage 6 times to get the hadoken. 6 times, even being played at max speed, will add minutes to the movies time.
101% run? Don't you mean 100% run? You only have to play Armored Armadillo's stage 5 times. During the first 4 times, you can pick up the energy capsule at the end at any time, even with no items collected, no enhancements, no weapons, and less than full health. Only during the 5th time must you have all the items, enhancements, weapons, and full health. Even better. Play the stage only twice. The second time, grab the capsule kill X off, and get it again. Repeat. I even suspect there may be a way to play the stage only twice, not die, and get the hadoken, but I'm not testing it out until I'm done with my MMX2 run.