Posts for GlitchMan

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Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I like the PSX runs. I’d like to see how fast the Super Arrow can be what with having no slowdown. It can really show the elegance of traveling through all levels and to literally have RC and RJ. And yes, I’m still planning on making the original FC movies as well and see how they compare. As soon as I get my new computer, I’m going to play Rockman X, Rockman X2, and Rockman X3. As of right now, I’ll be expected to have a new computer by the end of this year. Don’t worry! These TASes are on their destination!
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I have a lot of work to catch up on. I apologize for being gone for so long. I have a long list of Rockman projects to catch up on: Rockman 3-6 actual run Rockman 3-6 save state music off (enter F3 sound effect) Rockman 3 with second controller codes Rockman PSX remakes 3-6 Rockman X1, X2, and both versions of X3 I'll be able to work on these in about 6 months to a year. I'm going to keep watching Rockman videos and come up with new strategies and improve upon my TASes.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I'm optimizing Tunnel Rhino's boss fight at the moment. After I finish Neon Tiger I'll post a WIP for both versions of the 100% run ("Best Ending" and "100%"). For Tunnel Rhino I have to find a way to get a fast attack pattern. It turns out that Tunnel Rhino stopping 3/4 of the way at the start of the fight is one frame faster than ramming the wall. Stopping half way at the other parts of the boss fight loses five frames and the last uncharged shot can be fired on the other side of the room when he slams the wall so the minimum number of times X fires an uncharged shot at Tunnel Rhino when he stops 3/4 of the room is twice. The minimum number of frames lost from a standard X-Buster bossfight is 18 frames. Taking damage before he slams a wall or stops 3/4 of the boss room delays his next attack by the number of frames before he stops or reaches a wall. Might as well use BizHawk to go ahead and update the run.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
If anyone's still working on a 100% run of this game there are some other tips and tricks such as: If X ends a dash on the edge of a slippery surface X can stand on the air for a few frames and can skip having to wall jump on the ledge where the leg upgrade is. It is faster to beat Bit and Neon Tiger faster with Frost Shield. For Bit two Frost Shields instantly have to be shot after the charged form hits him and position them so that they hit and by the time he's vulnerable again the charged Frost Shield hits him (90 frames). For Neon Tiger fire two Frost Shields and throw an additional X-Buster charged shot at him which can be done twice (120 frames). For Hyper C. if the first preliminary charged shot is still on screen and then X starts the animation for the second one and do a wall kick it cancels the second one and goes straight to Z-sabre that way it only uses two HP of Hyper C. now. Another trick with Hyper C. is that X can ascend by using neon jumps infinitely and keep Hyper C. HP by touching the wall and cancelling the preliminary shot by switching to Tornado Fang and keep doing it. In Doppler 2 using charged Frost Shield to make a platform when X switches to Zero allows jumping on that frame in the air for 40 more frames to be charged when he enters the mini-boss.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Yeah I can't get horizontal zipping either. When I can get into the wall I can't get further than 2 blocks in. Looks like it's the normal path then. http://dehacked.2y.net/microstorage.php/info/1195916742/Mega%20Man%20X%203%20%28U%29-wip3.smv
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
You have to hit the ground for it to work so yeah it's every other unless you jump on a platform or ledge. Also there's a (for 100% run) z-saber trick where if you charge up to green level and select Blast Hornet's weapon for one frame and press L+R and shoot at the same time on the frame the crosshairs disappear he uses his z-sabre instantly. For Hyper C. if you fire the two charged shots then z-sabre and switch back to the X-Buster he uses the z-sabre but it doesn't use the Hyper C. I found many tricks for 100% run. Tornado Fang at a breakable wall and scrolling it offscreen makes it break instantly. You can use charged weakness on Gravity Beetle by jumping and going partially into the ground so that it hits Gravity Beetle (same with Vile). Get Gravity Beetle's heart upgrade without having to revisit the level by air dashing underneath the ledge, selecting Zero, zipping into the wall, and switching back to X. You can use the zipping trick in other levels too. Possibility that Neon Tiger might be my first stage (to get the charge upgrade, Blizzard Buffalo heart upgrade and the ride armor).
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Can it be allowed in the low% run? The 100% run would be better to fight Bit and Byte and their boss fights are quick with charged weapons.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
http://dehacked.2y.net/microstorage.php/info/560207359/Mega%20Man%20X%203%20%28U%29-wip1.smv Basically X doesn't encounter Bit or Byte throughout the game and doesn't have to fight Vile in the secret factory to get Zero's sabre. This saves 3 minutes and 30 seconds (I got the time from my other movie).
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I didn't find out about that until just now. This was actually just a WIP to revise. There is also a time saver where if you jump further ahead of the miniboss door in the minibusses room on each Maverick stage it saves a frame which i didn't know about until after this WIP. I might go redo this WIP from the intro level start.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I decided to uncancel this TAS. It's a decent improvement over the current movie.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I have a place where there are maps of each stage that shows you what places you can zip through: http://soniccenter.org/maps/sonic_1 These maps have each level's collision detections. The green areas you can't pass through the top, the red is the inverse of the green (can't pass through the sides and the bottom), and the blue you can't pass through at all (unless a sprite object forces you through). I hope this helps.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
There is a place that has maps from this game where it shows all the ring placements, item box placements, enemies, and the level collision detections. http://soniccenter.org/maps/sonic_2
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
In Aquatic Ruin 2 it is possible to get those rings but you have to have Tails so the sprite doesn't show up on screen and he can get the rings. This isn't the only level that does this either. There are other levels in this game that have rings in unreachable places. Casino Night Act 2, Mystic Cave Act 2, Oil Ocean Act 2, and Metropolis Act 2 have rings that are stuck inside of walls and/or are in a high, unreachable place. The only way to get those rings is with debug mode. If you want to know how many ring you collect before a perfect bonus the address is located at $FFFF40.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I found more glitches: http://dehacked.2y.net/microstorage.php/info/570691418/GlitchMan-Sonic%20the%20Hedgehog%202-CasinoNightAct1.gmv http://dehacked.2y.net/microstorage.php/info/1676895061/GlitchMan-Sonic%20the%20Hedgehog%202-MysticCaveAct2.gmv In Casino Night Act 1 I skipped the whole level and in Mystic Cave Act 2 I found a way to get Tails at a certain height so he can fight Robotnik before he shows up on screen. Too bad the RAM for Tails resets whenever he's off screen for a certain length of time. I think I could use this trick in Metropolis Act 3 as well.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I found a trick to skip all of Metropolis Zone Act 3. I use the platform to slip down into the wall and use high speed to zip across the left boundary (the speed has to be greater than 16 pixels): http://dehacked.2y.net/microstorage.php/info/672097738/GlitchMan-Sonic%20the%20Hedgehog%202-MetropolisAct3.gmv I also made the animals from the capsule disappear off the screen faster by making Sonic look upwards before the boss begins so that the screen position above the boss area doesn't lock then I can make Sonic look up when the capsule is destroyed so the animals are all off screen. I saved 1579 frames for skipping the level and 84 frames for the animals disappearing off the screen.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I didn't mean for you to become unmotivated. You don't have to use the zipping technique that I showed you. I think the only other level that this would affect is Spring Yard Zone. I couldn't find any other stages to save time with this. I think there could be a "no zipping allowed" run of this game since pretty much with the sprite glitch almost all of this run would consist of zipping through walls. In my personal opinion, I like zipping through the levels because well it demonstrates speed (it's Sonic the Hedgehog). Just my opinion.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I just found glitch that can be really useful for glitching into walls and zipping through the level. When the screen scrolls upward the sprites disappear below him and when he takes damage he falls right through the platforms. I made a WIP of Marble Zone. It saved time on Act 2 and Act 3 (Act 2 is beaten in 15 seconds and Act 3 reaches the boss area at 12 seconds): http://dehacked.2y.net/microstorage.php/info/1241470559/GlitchMan-Sonic%20the%20Hedgehog%20%28J%29-MarbleZoneshortcuts.gmv
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
I found a shortcut in Star Light Zone Act 1 where Sonic skips the entire act and beats it in 17 seconds (I saved 5 seconds (300 frames) off the published run): http://dehacked.2y.net/microstorage.php/info/1490665219/GlitchMan-Sonic%20the%20Hedgehog%20%28J%29-StarLightZoneAct1shortcut.gmv
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Sonikkustar wrote:
What value is the camera position exactly GlitchMan? I think that you might be onto something.
It is located at $FFF700. It is also displayed when using the in-game debug mode at the top left corner where your score is supposed to be. I also found something else in this game that could be useful. When Sonic has 32 or more rings and he gets hit by something, the sprite limit from the rings that spilled can be used to stop other sprites from appearing that could get in your way. The ring count is located at $FFFE20. You can make Sonic have any number of rings you want and make Sonic lose rings where sprites would normally appear and not show up. You could play around with it a bit and see what you come up with.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Sonikkustar wrote:
GlitchMan wrote:
Sonikkustar wrote:
I have a little problem. Before the tunnel with the sponges, I am 4 frames ahead. But after I get through, I end up being 8 frames behind. Is there an explination for this? http://dehacked.2y.net/microstorage.php/info/1888213072/Sonic%20the%20Hedgehog%20TAS.gmv
Look at Sonic's horizontal acceleration at $FFD010. It goes down when Sonic's jumping velocity ($FFD012) is FC00-0000 which is when his jump ends (unless he hits a ceiling).
Wasnt really any use against the tunnel part, since you will hit the ceeling no matter what. I have a feeling its the water rising/lowering too late. Is the water on a global timer by any chance?
I used debug mode and figured out that when the screen position in the stage is greater than or equal to 0180 the water level changes on that exact frame.
Experienced Forum User, Published Author, Experienced player (634)
Joined: 8/28/2008
Posts: 443
Sonikkustar wrote:
I have a little problem. Before the tunnel with the sponges, I am 4 frames ahead. But after I get through, I end up being 8 frames behind. Is there an explination for this? http://dehacked.2y.net/microstorage.php/info/1888213072/Sonic%20the%20Hedgehog%20TAS.gmv
Look at Sonic's horizontal acceleration at $FFD010. It goes down when Sonic's jumping velocity ($FFD012) is FC00-0000 which is when his jump ends (unless he hits a ceiling).
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