Posts for finalfighter

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Experienced Forum User, Published Author, Active player (275)
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http://dehacked.2y.net/microstorage.php/info/1361187977/Mega_Man_4_%28E%29-2.fm2 It is an idea in the balloon same as SuperArrow. :)
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It is interesting. It seems to decrease the number of SuperArrow in some places.
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
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Location: Japan,Tokyo
Experienced Forum User, Published Author, Active player (275)
Joined: 4/20/2004
Posts: 219
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Dark Man Fortress Stage 2 The value of "$3f2" is "0xF9" in this place with the napalm bomb. And, this value is maintained to the next stage. Dark Man Fortress Stage 3 And, when you get on the second SuperArrow, the value of "$3f2(0xF9)-0x01=0xF8" is written in "$3f0"(the gravitational velocity!). As a result, MegaMan falls faster than usually. In a word, this case is necessary to change "$3f2". The memory is different because of the SuperArrow used. $3f3:first SuperArrow $3f2:second SuperArrow $3f1:third SuperArrow The memory will have to be adjusted for the SuperArrow that you use. :)
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It is a good route. The way to take the recovery is wise. :) >There was a Super Arrow glitch where you could exit through the Super Arrow through the front What do you mean? Please teach details a little more.
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http://dehacked.2y.net/microstorage.php/info/61686548/MegaMan4-7.fm2 It is sample that uses a RushCoil and a DrillBomb. If RushJet is used in this part, this pattern may not be selected. ;)
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http://www.yuko2ch.net/rockman/mm4rj_to_drill.avi Such a pattern is also possible. Because RushCoil is just used the boss ahead, which is fast will have to be measured.
Experienced Forum User, Published Author, Active player (275)
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The same event occurs when you do not land with Wire or etc..
Experienced Forum User, Published Author, Active player (275)
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The rain skipping technique is very good find. :) RainFlush RushCoil->HiJump->SwitchArm->Attack Balloon->Sliding->Jump->SwitchArm->Attack These extend the action time. :)
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I have known them to be possible by the highest SuperArrow, RushCoil, and Bubble since 2006. The important one is that height rises while sliding. http://www.yuko2ch.net/rockman/m5scroll.mpg (Bubble:2006-07-16) http://www.yuko2ch.net/rockman/w5rcscroll.mpg (RushCoil:2006-07-28) The IRC log that sent this movie to Mr. Bisqwit at this date remains. When I tested with RushCoil in this place, I was expecting "up scroll". The state that looks like rising mechanism of the bubble is made. However, it was possible only to down scroll. Perhaps, there is no place where RushCoil is used(TAS of original MM5). SuperArrow is superior in all places. >Mr.t3h Icy TAS that had used sliding at a high position so far did not exist now. TAS of MM5 has not been renewed from 2006-02-16. It is because MM5 is difficult to think about the route. I expect that an excellent idea of Mr. GlitchMan saves time :)
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http://www.yuko2ch.net/rockman/rm2delay.lua Please use this LuaScript if you need the measurement of NMI and MAIN. :) This script has a function that is more excellent than CustomFCEU. I have already used this script to investigate. X->X(XSpeed) Y->Y(YSpeed) PreNMI->NMI instructions(It decides by the frame and sound effect.) MAIN ->MAIN instructions(It decides by action and enemy and object.) Total ->PreNMI+MAIN(DelayScroll at about 8950-9050.) PRESCRL->DelayPreviousScroll(DelayScroll to Previous Screen) NEXTSCRL->DelayNextScroll(If it is 4-13,DelayScroll to NextScreen ) $14Set->DelayCurrentBeginScreenChanged SE->Value of register that changes as a result of NMI
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>Mr.aglasscage Time is slow though I considerably tested the same route as you when TAS is made. If you revive, it is necessary to advance to next map. Then, you will walk uselessly for one more screen.
Experienced Forum User, Published Author, Active player (275)
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>Mr.aglasscage. I know those examples in around 2008. http://www.yuko2ch.net/rockman/hc.htm But, I decided to consider DelayDownScroll again when saving item1. I calculated Delay(instructions).
Enemy x 0
NMI   = 1123
MAIN  = 3765
TOTAL = 4888

Enemy x 2
NMI   = 1123
MAIN  = 6078 (+2313) Enemy =+1000
TOTAL = 7201

Enemy x 2 + item1 x 1
NMI   = 1123
MAIN  = 6588 (+510) Item1=+500
TOTAL = 7711

Enemy x 2 + item1 x 2
NMI   = 1123
MAIN  = 7076 (+998) Item1=+480
TOTAL = 8199

Enemy x 2 + item1 x 2 + JustScroll
NMI   = 1123
MAIN  = 7313 (+1235) JustScroll=+300
TOTAL = 8436
Enemy x 2
NMI   = 1123
MAIN  = 6078
TOTAL = 7201

Enemy x 2 + AirShooter + UsuallyNMIFrame
NMI   = 1123
MAIN  = 6850 (+772) AirShooter=+750
TOTAL = 7973

Enemy x 2 + AirShooter + MiddleNMIFrame(lot)
NMI   = 1340 (+217)
MAIN  = 6838
TOTAL = 8178

Enemy x 2 + AirShooter + LargeNMIFrame(less)
NMI   = 1593 (+470)
MAIN  = 6858
TOTAL = 8451

Enemy x 2 + AirShooter + LargestNMIFrame(very rare)
NMI   = 2044 (+921)
MAIN  = 6848
TOTAL = 8892
DelayDownScroll demands
TOTAL = 8950-8970
This result shows that there is timing in which the DeLayDownScroll succeeds in AirShooter. However, the frame with very big NMI comes only to very rare. The timing of NMI(frame) is moved by switching the arm. However, the number of frames that stands by should be not long. We only pray that the frame of fortunately big NMI come. :P
OurTAS
28196frame
NMI  =1664(NMI1095 + Sounds)
MAIN =7302(Enemy   + Item1 x 2)
TOTAL=8966

28172f NMI = 1723->This frame seems to be good.
28196f NMI = 1095->Our DelayDownScroll
28208f NMI = 1955->This frame seems to be very good!
28556f NMI = 1723
28592f NMI = 2028->very big but too slow.

1:Item 1 is saved. 
2:The Arm switch time(Item1->AirShooter) is 40 frames. 
3:28208-28196f=12frame 
4:Then, we should be about 28 frames faster because of the saving of item1.
It can be said that there is a possibility of the success in the air shooter if we can save more than 30 frames because of the saving of item1 or item1 x 2 is used in the different location. This result of the survey,I think that DelayDownScroll of AirShooter is possible! :)
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The behavior is corresponding to OldPPU of FCEUX. OldPPU of FCEUX was proven to be correct! And, because NewPPU of FCEUX is wrong, I recommend not using it. We wish to express our gratitude to you. We will challenge with OldPPU for our MM1 TAS. :)
Experienced Forum User, Published Author, Active player (275)
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>Mr.Inzult wrote If you hope for the test , you test like this. :)
1:You use IPSWIN, and apply the IPS patch to the NES file. 
2:You copy the file onto PowerPak.(or same tools)
3:You execute NES and you advance in the BombMan stage.
4:You advance to the place of which the small explosion goes out. 
5:You face left and walk and push the select button twice. 
6:Then, the object appearance occurs because of a wrong bank.
7:You try many times. 

The kind of the appearing object is important to prove the writing timing of OldPPU to be correct. 

Expectation of results:
*A:FCEUX(OldPPU),Nintendulator,Nestopia
 graphic bug and reset, enemy is appear , water current and stage clearing etc..

*B:FCEUX(NewPPU)
 The kind of the appearing object or enemy is the same.

*C:Nintendulator(DebugMode)
 The enemy who drops the item appears.

*D:Other result of expectation
 Anything doesn't appear. 
If the result is "A", FCEUX of OldPPU becomes correct. Perhaps, we think that A is correct.
Experienced Forum User, Published Author, Active player (275)
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http://www.yuko2ch.net/rockman/rm1delayobject_rev2.lua 1:This Lua temporarily rewrites the bank number in 5(glitch emulate). And, the appearing object number is traced. ( save or load is made good use of well) If you save with the frame that rewrites the bank number in 5(glitch emulate frame), trouble is caused. Therefore, please use S key and L key to the keyboard. When the bank is 6(default frame), Lua is saved/loaded when you use the keyboard. 2:If the Rockman1Game mistake the bank with a specific frame, this Lua can measure "Object number". 3:And,the amount of instructions can be measured. The mistake occurs when the value of "NEXT" becomes "1".
PRE:number of instructions of "NMIEnds->ChangeBank"
NEXT:number of instructions of "ChangeBank-> NMIStarts"
     We should adjust this value to "1"
NOWBANK:Bank number of the frame.
        "5" is a frame for the investigation. 
        "6" is a frame for normal game.
         The NOWBANK changes like 5.5.6.5.5.6.5.5.6....
        Bank6 frame is only recorded in movie. 

[6F0]..:ObjectNumbers. It is high of the possibility appearing in the same action and the frame. 
        2F,AF:object of DelayWaterCurrent
        5D,DD:objcet of DelayWarpDeatch
        75,F5:object of DelayStageClear
The DelayStageClear glitch will succeed if we can adjust "NEXT" to "1" by 4071 frame. If "NEXT" becomes "1" by the same frame(4071frame and NOWBANK=6)... (Though The load instructions is insufficient in this example.)
Experienced Forum User, Published Author, Active player (275)
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I was using the debugger of Nintendulator for test. But,the result of the debugger of Nintendulator was wrong(A part of area becomes FF). Without using the debugger,DelayStageClear succeeded at Nintendulator when HackRom was used. In a word, this. 1:FCEUX(NewPPU) A decided enemy appears. 2:FCEUX(OldPPU) and Nestopia and Nintendulator(not use debugger) Various objects appear. 3Emulators,Almost the same result. Perhaps, BombStageClear seems to become possible as for a real machine :P
Experienced Forum User, Published Author, Active player (275)
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I made HackROM with the same effect as delaytest.lua. It makes a mistake in the bank number when the select is pushed. The ips patch is here. http://www.yuko2ch.net/rockman/rockman_changebank.ips
Default Rockman(J):
A9 06 8D 06 C0 85 12 A5 8F F0 03 20 02 DB
lda #$06
sta $C006
sta CurrentBank
lda ZigZagFireStatus
beq +
jsr UpdateZigZagFire
Patch HackROM:
A5 16 A0 06 29 10 F0 02 A0 05 8C 06 C0 EA
lda $16
ldy #$06
and #$04
beq +
ldy #$05
+
sty $C006
nop
Experienced Forum User, Published Author, Active player (275)
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I tested the difference. Though I am not well informed about the change of the ppu I/O. :P ------------------------------------------------- OldPPU $2010 and $2011 are read next to $200F. Though it seems to change whenever memory is read. But,It is the same as the value of $200F.
D943:B1 06     LDA ($06),Y @ $200F = #$07
D947:C8        INY
D948:B1 06     LDA ($06),Y @ $2010 = #$07
D94C:C8        INY
D94D:B1 06     LDA ($06),Y @ $2011 = #$07
D94F:C8        INY
Memory of HexEditor
D943:
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
2000 91 1E 07 00 F8 07 62 07 91 1E 07 00 F8 07 62 07
2010 91 1E 07 00 F8 07 62 07 91 1E 07 00 F8 07 62 07
2020 91 1E 07 00 F8 07 62 07 91 1E 07 00 F8 07 62 07

D948,D94D:
other value
------------------------------------------------- NewPPU #$10 is read with $D948 and $D94D. It is different from the value of the memory.
D943:B1 06     LDA ($06),Y @ $200F = #$06
D947:C8        INY
D948:B1 06     LDA ($06),Y @ $2010 = #$10
D94C:C8        INY
D94D:B1 06     LDA ($06),Y @ $2011 = #$10
D94F:C8        INY
Memory of HexEditor
D943:
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
2000 90 1E 10 00 F8 02 6A 06 90 1E 10 00 F8 02 6A 06
2010 90 1E 10 00 F8 02 6A 06 90 1E 10 00 F8 02 6A 06
2020 90 1E 10 00 F8 02 6A 06 90 1E 10 00 F8 02 6A 06

D948:
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
2000 90 1E 10 00 F8 02 4A 04 90 1E 10 00 F8 02 4A 04
2010 90 1E 10 00 F8 02 4A 04 90 1E 10 00 F8 02 4A 04
2020 90 1E 10 00 F8 02 4A 04 90 1E 10 00 F8 02 4A 04

D94D:
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
2000 90 1E 10 00 F8 02 42 04 90 1E 10 00 F8 02 42 04
2010 90 1E 10 00 F8 02 42 04 90 1E 10 00 F8 02 42 04
2020 90 1E 10 00 F8 02 42 04 90 1E 10 00 F8 02 42 04
------------------------------------------------- Nintendulator CPUMem of $2000-$7FF0 is always FF
D943:B1 06     LDA ($06),Y @ $200F = #$FF
D947:C8        INY
D948:B1 06     LDA ($06),Y @ $2010 = #$FF
D94C:C8        INY
D94D:B1 06     LDA ($06),Y @ $2011 = #$FF
D94F:C8        INY
Memory of disasemmbly
Always:
     00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
2000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
2010 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
2020 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
-------------------------------------------------
Experienced Forum User, Published Author, Active player (275)
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The investigation was completed. 1:FCEUX(NewPPU) A decided enemy appears. 2:FCEUX(OldPPU) and Nestopia Various objects appear. 2emulators,Almost the same result. 3:Nintendulator(NTSC,FrameSkip 0) The object doesn't appear. Graphic becomes strange. I have been perplexed to another result of Nintendulator. :( Which selection should we do?
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I had the BANK number change ROM and made a mistake. . As a result, Nestopia shows the same result as OldPPU of FCEUX. The enemy who appeared well with NewPPU did not appear either. Next, I will use Nintendulator to test. :)
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Thanks to Mr. adelikat ;) I also think that we should not use it if the glitch of BombManStage is impossible by a real NES. I will use Nestopia to confirm whether to operate with a real machine. I temporarily rewrite(test hack) the ROM and, I might be able to examine BombStageClear glitch at Nestopia.
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When NewPPU is used,it becomes impossible to use DelayStageClear in BombManStage . This is because the content written in $2006+X by the timing is different. $2006+X:Memory used when glitch occurs,and it is PPU IO port. If NewPPU is near a real machine, perhaps ,We think that we should not to use the glitch in BombManStage. However, the improvement included in our TAS. DelayStageClear can be used in other stages. Because the memory of a different place is read , DelayStageClear is possible in Wily1 and DelayWaterCurrent is possible in IceManStage also by NewPPU. We ask other TAS players. 1:Which PPU near a real machine? 2:Should we not use the glitch with BombManStage?
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Thanks to everyone. It is the current investigation :P ElecMan glitch can not use. IceMan DelayWaterCurrent FireMan glitch can not use. BombMan DelayStageClear GutsMan glitch can not use. CutMan glitch can not use. Wily1 DelayStageClear http://www.yuko2ch.net/rockman/rockman-14re.avi Wily2 Perhaps,DelayStageClear can not use. but DelayDeath can use. http://www.yuko2ch.net/rockman/rockman-15.avi Wily3:glitch can not use. Wily4:glitch can not use.
Experienced Forum User, Published Author, Active player (275)
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I found the super glitch for MM1. :P If it succeeds, this technique will become a very big saving. What is it? It is "DelayStageClear"! The true colors,Level-end(Object75orF5) is called. http://www.yuko2ch.net/rockman/rockman-13-clear.avi The probability might be the highest low. Perhaps, it is not possible to use it in all stages. It should be a stage to which the enemy changes since the bank is changed. It might be possible in BombmanStage, Wily1, and Wily2.
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