Posts for GlitchMan


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Experienced Forum User, Published Author, Experienced player (621)
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Those were very nice improvements (especially the final bossfight)!! I like seeing new strategies used to blaze through the stages and bossfights! I especially liked the new usage of Item 1, 2, and 3 in the fortress stages!! Yes vote!! :D
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Mothrayas wrote:
Looks like a sprite overload to me.
That's what I was thinking of too.
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Interesting. Usually when a game crashes that means there's infinite frames of lag and the game can't figure out what to do. This type must have been from too many sprites on one scanline at a time and it could also result from too many calculations that were going on when that happened such as sprite animations, Mega Man getting sucked in by the whale, and most notably the spiked balls falling down the screen.
Post subject: Re: MegaMan 4 Topic
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SoulCal wrote:
I'm fairly certain there is a way to zip past the entire compactor area without the balloon. I've zipped past at least 1/2 of it with Mega Buster equipped, by having a hard hat hit me while sliding between blocks (or something to that degree.) I've done it a couple of times on Anniversary Collection when I attempted some speedruns.
I do know that when the trash compactor reaches the highest point, Mega Man starts zipping a little bit on the floor (as shown at the second wall of trash in my demonstration; I zipped without the Balloon).
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I found a way to zip through the walls in the trash compactor section of Dust Man's stage!! http://dehacked.2y.net/microstorage.php/info/1067141144/GlitchMan-Mega%20Man%204%20%28U%29-stage05balloonzipping.fm2 I also found out how to completely turn off the music (you have to use Hex Editor). Make sure the addresses 00DA and 00DB equal zero, enter the value F3 in 00DC, then set 00DB back to zero. To turn it back on, enter F4 instead of F3. This can also be done in MM3 and MM5.
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Bisqwit wrote:
I don't know about Megaman 4-5 versus the others.
I think that Mega Man 5's engine could be a modified version of Mega Man 4's. A lot of the RAM addresses in MM4 and MM5 are similar. For example, the x/y coordinates and velocity for on-screen sprites are in the same memory address (0310-040F), the color palette is in the same memory address (0600-063F), the randomness generators, and the music/sound effects generators. Another thing that's interesting is that the weapon you get from stage 00 (Bright Man and Gravity Man) of both games has the same color scheme: white (color #20) and purple (color #14).
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That would be awesome to see all 6 NES Mega Mans together in one video! I can't wait to see it! :D
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Thank you, Sonikkustar! :D
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I finished Pharaoh Man's stage (not counting the boss). I thought I would go ahead and upload this since Pharaoh Man is so hard to luck manipulate (I don't want to keep you guys waiting): http://dehacked.2y.net/microstorage.php/info/674713189/GlitchMan-Mega%20Man%204%20%28U%29-WIP%20of%20stage%201.fm2 I have saved 85 frames off the published run so far.
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I also figured out how you are able to skip the long boss energy fill like in T3h Icy's Rain Flush on Wily Boss 2. You are only able to pre-hit the boss when the address 0467 reads 1C. I also found out that it is possible to hit Drill Man before he digs into the ground but you have to slide before the boss starts so you can hit him in time.
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woabclf wrote:
GlitchMan wrote:
Hey guys! I found a zipping opportunity in the first level!! Check it out! http://dehacked.2y.net/microstorage.php/info/1832588526/GlitchMan-Mega%20Man%204%20%28U%29-03zipping.fm2 I can zip through some of the walls by using the balloon platform/enemy that shoots bullets (strange because this is the first room where I actually have the Balloon upgrade)!
Do you have tests can use Rush Jet through the wall of the Glitch? The same skill (MM5 new find)
Not yet. That's what I've been thinking about doing and I did try it but the problem is I have to get hit by an enemy to become invincible for a moment because you die when you're inside a wall in this game (excluding Ring Man's stage). I'm better off just doing Rush Jet zipping the way I did in my Skull Man and Cossack Stage 4 demonstrations.
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Sonikkustar wrote:
I got a desynch. Did you use the (U) version?
Yes.
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I grabbed that clock in hill valley gym the last because it was closest to the trophy I was supposed to get. As for rock around the clock and similar ones there is a glitch where if you land on a moving platform and a bottom corner of a wall is right next to it (you have to be under the corner for it to work) you can jump partially inside the wall (similar to Mega Man 2's item 1 and 3). Sometimes I can't get to a platform in time when it's already going up.
Experienced Forum User, Published Author, Experienced player (621)
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Hey guys! I found a zipping opportunity in the first level!! Check it out! http://dehacked.2y.net/microstorage.php/info/1832588526/GlitchMan-Mega%20Man%204%20%28U%29-03zipping.fm2 I can zip through some of the walls by using the balloon platform/enemy that shoots bullets (strange because this is the first room where I actually have the Balloon upgrade)!
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OmnipotentEntity wrote:
In the room before the one where your score reads 151850 (sorry I didn't catch the frame) would it be faster or possible to just make one of the two columns of blocks disappear and then jump up the other?
What column of blocks are you talking about? Are you talking about the object room in Street 15, 1985 (Lucky Draw)? I assume you mean the quicksand that disappears when I stand on it. No it's not possible because it's too high up (I make one disappear and jump on the other in Fill 'Er Up). I hope this answers your question. :D
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Okay, I see how Dust Crusher works now. After hitting an enemy and splitting into four pieces, it's only the top left piece that has to disappear before you can fire another one. I also figured out the pattern of the bug that drops pellets in Pharaoh Man's stage. It drops either one, two, or three pellets (each of them 8 frames apart) then there's a waiting sequence of 60 frames before it starts dropping them again.
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I was really impressed with the warp from the 1st level to the 2nd level! I also liked the improved boss fights! I voted yes for this TAS! :D
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kuja killer wrote:
the 4 RNG registers are virtually in the very exact same spot as megaman 3. E4, E5, E6, and E7 are the registers But megaman 4 makes these RNG registers run at all times nonstop wether your in a level ...at the title screen or the "1991 capcom nintendo of america" ..in the pause menu...it never stops. Megaman 3 never did that though, it only runs during levels, and stops any other time.
These are the RNG registers I had a feeling that Capcom must have had stored for those specific addresses (it's also in the same addresses in Mega Man 5 and they run at all times like Mega Man 4). I have to look into these randomness generators to see which action (jump, shoot, etc.) is RNG-sensitive.
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Baxter wrote:
Black screen, -27, What is really important for the explosion is that the boss is at the horizontal center of the room. Vertical position doesn't really matter. It might save a frame or two if he's in the perfect center both horizontally AND vertically, but it doesn't matter if he is vertically in the air or at the ground (if he's not in the perfect center). The explosion leaves the screen last horizontally anyway, so this should be focussed on. We killed him at the perfect horizontal center, which saved us 30 frames here.
I was reading through these old posts and I'm not sure if I mentioned this: vertical position for killing a boss matters as much as it does horizontally. It doesn't display the explosion particles on the screen because they go to the bottom F0-FF range. The NES screen resolution is 256x240 and the bottom of the screen stops at EF. I know the resolution is 256x224 but it shows the additional 8 pixels at the top and bottom of the screen on PAL emulation.
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NitroGenesis wrote:
Wow, this game's colors are as dull as a Game Boy game.
You know, there actually was a Game Boy version of this game (also developed by Ocean just like the NES version). It's almost exactly the same game (I haven't played it but I did see a gameplay video of it)!
Experienced Forum User, Published Author, Experienced player (621)
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Thanks everyone! I appreciate your honesty! :) This game could have more variety in its color palettes too. I also noticed that this game uses mostly even numbered colors: 30, 2C, 18, 2A, 22, 24, and 26 for example.
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Thanks andrewg!!! :D Now I want to know if anyone else is working on it so I can help. :D If not then I will take it on! :D
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sameasusual wrote:
GlitchMan wrote:
Looks like I won't be saving seven seconds a stage after all. The most I could save would probably be 40 seconds. T_T
Forty seconds of improvement for the entire TAS would be phenomenal. I don't get why you feel it's a letdown. Because it isn't. At all.
You're right. It doesn't have to be perfect. I was just feeling kind of discouraged because I couldn't glitch this game as easy as Mega Man 5. I think I will just do the best I can. Who knows? Maybe I might be able to save more. :D Thank you!!! :D BTW, has anyone else started the run yet because if not I'm going to tear this game APART!!! YEAH!!! :D I will find all the randomness generator addresses and eliminate all that lag as much as possible!!
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Guys!!! I am so sorry!! I tried everything to get the sliding zipping glitch to work (besides using the Rush Jet) but so far nothing is working. I need a very specific stair step type piece of level design for me to place the Balloon low enough and close enough for me to zip through: oooo | xxx oooo | xxx -------- xxx | xxxxxxxx | xxxxxxxx I tried really hard but so far I have not come up with any better results than that! <:( Looks like I won't be saving seven seconds a stage after all. The most I could save would probably be 40 seconds. T_T
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Oh, I didn't know that. Sorry for anyone's post that got deleted and/or vote that has been cast that was removed. :( At least now I know that for future reference. :) I know it's in the Gruefood pile but is it too late to get everyone's votes back?
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