Posts for finalfighter


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Experienced Forum User, Published Author, Active player (275)
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If it isn't an error of production of real NES, that's interesting. I have not seen the glitch condition with which the "stage number"=$2A changes yet. (The stage of a recovery is changing, so it isn't glitch of the "map number".=$14,$15,$440-45F)
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I have not discovered such a glitch yet. However, it may be interesting when there is a glitch which a game crashes or resets.
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Although I have also already tested the part using LuaScript, mad of ProcessCounter do not appear at Wily2 Boss. http://www.yuko2ch.net/rockman/rm2delaytest.lua Because, next screen exists. Then, we cannot use ACE there. Although I tested the part which reset caused by DelayScroll(Example.(QuickManStage(=Wily5Map),Wily3(BossMap),Wily4(BossMap))), ACE was possible only in Wily3.
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Mechanism of DoubleObjectFFGlitch http://www.yuko2ch.net/rockman/doubleobjectffglitch.txt about DoubleObjectFFGlitch(in Japanese) http://ch.nicovideo.jp/TASVideos/blomaga/ar535617 in IceManStage ObjectNumber=$23(counter) inGutsManStage ObjectNumber=$17(2nd controller) If ObjectNumber=4Aor75orF5 , StageClear is happend.
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Good news, I success DelayMagnetBeamAdapter(Object42) without ACE. :P https://www.youtube.com/watch?v=ntbgATKvhp8 Then , I have some idea of all stage clear TAS. ->I(Object42->get MagnetBeam->Object75->DelayStageClear) ->F(using MangetBeam TAS) ->B(ObjectF5->DelayStageClear) ->G(using MangetBeam TAS) ->C(using MangetBeam TAS) ->E(using MangetBeam TAS) ->W1(Object75->DelayStageClear) ->W2(Object5D->DelayStageClear) ->W3(using MangetBeam TAS) ->W4(using MangetBeam TAS) ->LastBoss Magnet beam can be used by ElecManStage. :) Although we would like to make a fastest TAS, ("game end glitch") I would like to also make an entertainment TAS!(any% or "glitched") http://tasvideos.org/2921S.html This course may update this TAS? Do you think about this course ? ;)
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To be sure, it is technical. The call of the worng ROM address which a glitch causes exists also in many other games of any% TAS. (The call of a debug mode is an intelligible example. ) And the case where worng RAM address is called also exists in other games of any% TAS. Some case, reset may be avoided fortunately. Then, I think definition of ACE, only when the code is intentionally written to the memory(RAM). Though NES only... I agree with the opinion of feos. :) 3 branches, I think , - ACE (this submission) call RAM address,write codes to RAM , fastest Ending. - glitched (current run) call ROM address only, final Boss killed. - 100% run (all play, Deign's run) DelayStageClear is not included , play full of all stages
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I think that the kind of object and used glitch is important. *kind of glitch DelayObjectGlitch(Bank5) was used by my old TAS. DelayObjectFFGlitch(Bank2) was used by my new TAS. DelayObjectFFGlitch(Bank2) differs from DelayObjectGlitch(Bank5). And the places which interrupt NMI also differ. If I am in the place where ObjectFF doesn't appears, DelayObjectFFGlitch cannot be executed. And if I cannot use DelayObjectFFGlitch, Object55 doesn't appear in BombManStage and IceManStage. *kind of object ObjectF5(DelayStageClear) using DelayObjectGlitch used by old TAS execute $C0BD. Object55 using DelayObjectFFGlitch used by new TAS execute $0600. Though it is difficult to determine the definition of ACE. :( Perhaps, I think that a ROM address and a RAM address using glitch are important. any%: worng ROM address($8000->$FFFF) executed by glitch of TAS (like old TAShttp://tasvideos.org/2921S.html) ACE : worng RAM address($0000->$7FFF) executed and the code of the RAM was executed by glitch of TAS (like new TAShttp://tasvideos.org/4308S.html) I think that anyone would like to make any% which acquired MagnetBeam in BombManStage(using DelayObjectGlitch) in the future. Probably it will show entertainment. What do you think about it? :)
Experienced Forum User, Published Author, Active player (275)
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Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Thanks Mr.feos. I understand very much. :)
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Old TAS 1:ObjectF5 calls worng address($C0BD). 2:DelayStageClear NewTAS: 1:Object55 call worng address($600). 2:The code written by us is executed.($600) Perhaps, I think that these have a difference of genre. :)
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>Mr.feos I am confused to the definition of Ending. I consider 5 patterns to your guidelines. :) 1:All Stage Clear->Wily defeated->goto Ending 2:Ice->DelayGlitch->jump to WilyStage->Wily defeated->goto Ending 3:Ice->DelayGlitch->$31(stage) is 0x0B(Ending)->Death->goto Ending 4:Ice->DelayGlitch->$5D is mad(We get all arms)->goto Ending 5:Ice->DelayGlitch->goto Ending(this case)
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We can set whatever value we like to $5D ($5D = arm flag, or boss defeat flag). (However, we have to sacrifice many frames to rewrite 4 more bytes of RAM into some code.) But I don't think that it's necessary for the game completion, and I think that the condition for the game to be completed is watching the ending. The reason why I think so is that any other TAS'es didn't set (or even care about) flags for the second play until now. For example, Super Mario Land 2 : The 6 coins flag are not set. :)
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I and the Mr.Pirohiko found the ACE code. We can perform DelayEnding at GutsTank fight. :)
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In GutManStage , I found the case of glitch where $009D was called. (not rare) http://www.yuko2ch.net/rockman/rm2_9D_called.fm2 Still, it is not delay ending. Some codes can be executed , however, it is difficult to call address directly. Because , $9C-$A6 = energy of arms. = #$00-#$1C If we can call $C269, it will be able to go to ending. However, there is still no good idea for ope-code. I am waiting for the good idea. :) The conditions of good ending. ($2A = $0D , JMP $C215) or (JMP $C269) And , I am investigating whether the call of a different address also occurs.
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When I fight with GutsTank, if I cause DelayRightScroll , reset is caused. It is based on the call of the wrong address. I have tried by this LuaScript. This LuaScript is BOT which causes DelayRightScroll. http://www.yuko2ch.net/rockman/rm2reset.lua Some cases. 1:reset 2:fleeze 3:The beginning of a stage and reset http://www.yuko2ch.net/rockman/rm2reset6.fm2 http://www.yuko2ch.net/rockman/mm2reset.mp4 I am investigating the bad condition. :)
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Good news, we confirmed that DelayEnding was possible. I already created three Lua files for assistance :) Then , I and Mr.Pirohiko began to make new TAS of Rockman1 !
Experienced Forum User, Published Author, Active player (275)
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I and the Pirohiko are finding a breakthrough of DelayObject55 or D5. If our investigation is right, we will start new TAS. :)
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A promising object
Delay
Object  CallAddress
50,D0  0390 
53,D3  00AD 
55,D5  0600 = ObjectPosY
5A,DA  00A0 
60,E0  0660 = ObjectYSpeedFraction
64,E4  0390 
68,E8  0640 = ObjectFireDelay
69,E9  00A9 
6C,EC  04C0 = ObjectXSpeed
74,F4  04E0 = ObjectXSpeedFraction
78,F8  04C0 = ObjectXSpeed
7F       04E0 = ObjectXSpeedFraction
It is interesting if these are "0x20"(JSR) or "0x4C"(JMP)- Example: If DelayObject55 is appear , $600 $601 $602... executed. ForExample, If $602(RockBuster1Y) $603(RockBuster2Y) $604(RockBuster3Y) = 4C XX YY then JMP $YYXX. If $YYXX is the address of game clear , we may get ending. We need to investigate whether a suitable value can be adjusted. We can get object DelayObject00-FE easily on an IceManStage. (BombManStage is difficult :P)
Experienced Forum User, Published Author, Active player (275)
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I need to investigate the DelayObject of reset. Because, the data of a RAM address may be executed as processing like SMB3 by DelayObject. I have not investigated yet. However, I looked at execution of instructions(6502) from the data of RAM address by some DelayObjects with the past. This is an interesting thing. It will become interesting if JSR [$XXXX] can be executed. JumpAdress list of DelayObject. http://www.yuko2ch.net/rockman/JumpAddressList.txt I need to investigate DelayObject4B-DelayObject7F. In other words , I will try to investigate the possibility of "DelayEnding" in BombManStage or IceManStage.
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Since Shinryuu is very busy, Our TAS is still BubbleMan stage. However, some saving has already been performed. Mr.aglasscage, please cooperate in our TAS if you hope. :) Intersting. >hi.fm2 When you are in WilyStage1, you cannot go to the map 255. Because the wall is on a left end on the WilyStage 1. >testagain.fm2 Instructions is insufficient if there is no enemy. Saving time looks impossible.
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It is impossible to acquire a magnet beam in the BombManStage although I did many tries. Because, when drops items will be 6x over, magnet beam can't appear. However, we need the drops item of 8x. (For the throughput which performs DelayObjectGlitch ) And your idea of HyperBomb has many objects. ( Then ,we cannot get a magnet beam) Now , our true route is BombManStage(DelayStageClear with RockBuster)->ElecMan(with HyperBomb)->IceMan(DelayFFStageClear with ThunderBeam) :)
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I also wanted MagnetBeam, because I wants to improve entertainment elements ;) However, even if I had tried for a long time, I was not able to get it. DelayFFStageClear is a technique which can use ObjectFF at the appearing place. ObjectsFF is a special object and appears only within a specific place. ObjectsFF are actually calls to remap pattern tables of PPU. If NMI is put in the specific processing of ObjectFF, a mistake will occur. It is only a specific place of an IceManStage, BombManStage that can use DelayFFStageClear now.
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Probably, next, I need to consider a boss's capture order. 3 plan. 1: IceMan:4xdrop item and ThuderBeam(DelayStageClear) , clear point time(50000) 2:BombMan:8xdrop item and RockBuster(DelayStageClear) , clear point time(50000) 3:BombMan:4xdrop item and ThuderBeam , change arm time(DelayStageClear) + clear point time(50000) I need to consider the course in which the change of arms does not become slow. :)
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I challenged the proof of DelayFFStageClear in an IceMan stage similarly. I am using ThuderBeam and 4x drop item by IceManStage and proved that DelayFFStageClear is possible. :) We will be able to save about 1 min.
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I reached in BombManStage the conclusion that acquisition of a DelayMagnetBeamAdapter was impossible. Execution of DelayObjectGlitch requires 8 x drops items, however, if an drop item increases, the kind of appearing object will be restricted. The screen end of BombManStage: use 8 x drop item and use RockBuster , appearing DelayObject=0,5,10,11 4xdrop item and use ThuderBeam , appearing DelayObject= 0-0xff This means that the acquisition by RockBuster is impossible.
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