Posts for hanzou


1 2
6 7 8
12 13
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Oh ok it's working for me now. I think last night I was stupidly clicking the 'add' button instead of 'add game genie'. Cool movie!
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Unfortunately it desyncs for me despite having the right checksum, AESUTIIZ, and FCEU 0.98.13. This isn't the KKKZSPIU code so I'm curious as to what this movie might show. Is AESUTIIZ the only code you have turned on, and what is the release date on your 0.98.13?
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Hey that's cool. When you first showed it, I mistakenly thought you were using woodman just as an example but the only practical use might come on metalman and wily6.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Oh I see. I wasn't taking into account the cost of getting up about two tiles higher than was done in shuttertech4.mpg. That's unfortunate, since it seems there are no other opportunities to use scrollup in the run.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Yeah the idea came from you, was substantiated by CoolBumpty's tests, then was given further assurance when finalfighter found the item2 zipping technique in bubblestage.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Hey Shinryuu I think it would be good to hold off on woodstage until after Crashman. Remember the scrollup route finalfighter proposed? If it works then it's faster than the regular route, but you need crash bombs to do it optimally. The plan is: use a crashbomb, scrollup, drop down, zip past the dogs, then ladder tech upwards as usual. Noone has proven or disproven this route yet, but it doesn't hurt to postpone woodstage until later. The assumed optimal stage order is flash, heat, air, crash, *wood, quick, metal, bubble. As far as we know you can choose to do woodstage in any of those four spots, and your current progress isn't lost because we can copypaste it on when the time comes.
AngerFist wrote:
Wouldnt it be faster to zip through the wall (first gate) in Airman?
This has been brought up before. Supposedly two extra weapon switches is too much to see a net gain from zipping there, which is why finalfighter doesn't zip in his movie either.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Ok so I guess it's basically the same technique as stechair.mpg.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
This explains woodxxx2.mpeg, but it's not clear to me how woodxxx.mpeg relates. That first clip holds onto the ladder, which normally isn't possible with right-scrolling. Can you pull off that same trick here in wily4?
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Yes. The stereo cheat code is 7E001E:0 After turning it on, you'll usually see a desync after 2 or 3 levels. Although it's theoretically be possible to make a piecewise AVI with this, it would be way too much work for the encoder.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
You can try it yourself. If you need a savestate to start from, use the crashbomb_glitch.fcm that I posted 4 pages back.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
xebra wrote:
Can you jump from the bottom right to the middle platform?
AFAIK, no.
Spider-Waffle wrote:
you could jump up to the place you shoot to do the double barrier on the bottom right then jump up the middle
but you're saying that jump is possible?
bottom right shoot the bomb to get both those barriers and get over to the far left gun
This also requires that impossible jump.
shoot a bomb accros the screen to the left gun and of course run into the bottom right gun to kill it with the left gun.
I also don't think it's possible to shoot a crash bomb through that gap, but would be happy to be proven wrong.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Rockman 2: skydiving
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Note for anyone who is um, afraid of the dark: The radiant code (00D0:7) and the uber-radiant code (00D0:16) can be used on this entire run without any desync.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
I made these a while back: shuttertech_mechadragon.fcm shuttertech_mechadragon_kill.fcm shuttertech_wily6.fcm The dragon movies are using a cheat for the invincibility trick found by Omeg. The scroll-right in the third movie was performed by Bisqbot.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Thanks for taking the time to watch all those vids. I know this thread is very long and it's not an easy task for anybody to keep track of all the ideas and techniques that have been tested or demonstrated. As for getting beyond the last room of wily4, I wouldn't be surprised if there turns out to be a way to visibly scroll right without crashing the game, but what's the point? If you want to scroll then jump around while fighting a boss in a room of game data void, you can already use Crashman, the mechadragon, or the wily6 alien.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Those two new shortcuts in World 6 were a real surprise. Voting yes, and I'm cool with this obsoleting my 1-player run.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
If you can access a unix shell, there's a cheat generator script for FCEU at the bottom of the Rockman Tricks page. edit: Come to think of it, I could be more courteous if I answered the question simply rather than hinting at a roundabout search =P. The cheat code to enable item1+2+3 is 009b:7
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Shakespeare wrote:
But there is no other ways.... Comparing it to older ones will surely make yourself to vote yes, thats what i think.
Comparing it to Saturn's published run, sure. That's why I voted yes on your run a while back. But comparing to some of the choreographed combo movies on the web shows why it was reasonable to hold off for a long time on publishing Saturn's SSF2 movies. Fighting games rarely make good TAS's. As a street fighter expert, you're probably familiar with these videos which are much more entertaining. Plenty of viewers were overly excited in some of the old SSF2 threads on this site, so my guess is that a lot of people here haven't actually seen true combo vids to compare. Yes I'm comparing apples and oranges, but this does put into perspective the entertainment value and overall worth of fighting game runs in general. I sure hope noone goes through with that Killer Instinct TAS idea.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
You're confusing the level requirements of two different ghost houses along with Donut Plains 1. And the impossibility of a 96-exit run with the possibility of an 11-exit run.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
jimsfriend wrote:
VD3-The lack of flight saddens me. Maybe nothing can be done… but I still don’t like it.
Check the Super Demo World thread to see the Yoshi flight trick that I mentioned above.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Bisqwit wrote:
Anyway, I think the problem is that you were doing this trick at the _first_ screen of the strip. There is no way from that screen except the previous room (since the next room needs no special exit). Next time, try the _last_ screen of a strip.
Bisqbot found this in Wily2 and it substantiates your explanation: scrollup_wily2.avi As before, this was done using lag-generating cheats to create a proof of concept. Although it may not actually be possible in normal gameplay to perform scroll-up at that Wily2 corner, this does indicate that finalfighter's proposed Woodman stage path is practical.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
kolechovski wrote:
Rag? Maybe you meant lag? Also, since you've likely seen my video
Actually, not likely. Not to sound mean, but I'd like you to realize that I might be one of the only people here who has had the patience to filter through your posts for the important things, dig through your zip file for the relevant movie, and play it in Nesticle. We don't have a serious problem with Nesticle per se (Famtasia can cause worse problems on some computers), but it's the low signal-to-noise ratio in your posts that makes it hard to see the important things. If I hadn't singled out and posted crashbomb_glitch.fcm, finalfighter and Bisqwit could easily have missed it.
actually, I found out this stuff myself...I've been working on it for months... but the stuff I mentioned I did find on my own, even though others may have found it before me.
It is impressive that you managed to rediscover many of the old ideas on your own, but this is certainly much less interesting to us compared to finding and exploring new tricks. If you familiarize yourself with some of the older material, not only will you be in a better position to communicate ideas to us, you'll also come to have better Rockman knowledge to increase your potential for discovering new techniques. Btw everyone, Bisqbot managed to reproduce the scroll-up technique in crashman stage: scrollup_crashman.avi. I'm posting it as avi because I had to use a few cheat codes in order to sustain all those item drops on the screen. One problem, the animation scrolls up but the physical location scrolls down! If this is always the case, unfortunately the proposed routes by finalfighter just won't work. edit: This gives me an idea! What if the reverse is true? You could take a ladder down, have the screen scroll down, and end up at the top of the room above. I think this is likely possible... at least more likely than turning pits into scrollers. Hey Shinryuu that looks good, but last week I realized that you can probably scroll-right above the top of the screen and end up at the bottom-left corner. I mean like combining the trick used to jump in the pit at boss fights (e.g. crashman_pit.fcm). Probably the true optimal crossing would involve just jumping down and doing the scroll-right near the bottom (to maintain high downward velocity), but I think it might be hard for even Bisqbot to find a good run that accomplishes that. edit: Fixed dyslexic right/left mixup above.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
I tested the height thing as you described, and you're right it does make a difference. I also timed the teleport sequence when a pit death is used, and surprisingly this seems to give the minimum, rather than the maximum. Combining the height advantage with death-at-boss-kill glitches on heatman, the mechadragon, and possibly bubbleman, this could save a few frames off the run. Thanks again for your contribution.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
First off, scroll-up looks like the next big technique. And now that finalfighter has spoken, I think we might stop using the misnomer "shuttertech" and call it a "scroll-right" glitch as he just did. Okay, questions galore. I'll try answering these a few at a time. - The scroll-under he's talking about isn't restricted only to ladders. There is the possibility of jumping into a pit and hoping it gets mis-detected as a down-scroller, as finalfighter mentioned in an earlier post. - Let's just say you did want to attempt it by grabbing ladders below the screen. See Shinryuu's pit trick on the Wily2 boss or crashman_pit.fcm for a couple examples of how to do that. - Two out of three of your errors mention DirectX. It's possible that Windows Update messed things up for you at one point, so try downloading and installing the latest version of DirectX. - Hmm, are you sure about the teleportation animation being time-dependent on height? If you jump into a pit after defeating the boss you'll hear the teleport sound without seeing any teleporting yet somehow make it to the got-weapon screen. - Programming a game to properly output graphics while shuffling around limited resources isn't trivial, and the task of eliminating all graphics glitches is secondary to debugging out the mechanics glitches. Sprites are painted onto a backbuffer before the visible screen and backbuffer are swapped, so you could catch a frame of really glitched graphics if the swap happens too early. This and the other issues I mentioned lead to graphics glitches being plenty more common than true mechanics glitches.
Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
Yoshi flight trick in Vanilla Dome 3! You could possibly eliminate Yoshi altogether with savvier flying in that stage, but you'll still need to get him for the wings in Cheese Bridge Area anyway, right?
1 2
6 7 8
12 13