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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?
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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.
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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.
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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.
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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.
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.
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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?
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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.
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AFAIK, no.
but you're saying that jump is possible?
This also requires that impossible jump.
I also don't think it's possible to shoot a crash bomb through that gap, but would be happy to be proven wrong.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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.
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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.
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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.
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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?