Posts for hanzou


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Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Oh you're right. Crash bombs do work on the second form. However, when I tried starting with a full tank, I was completely out of crash bombs just after destroying the first form. You might get different results only because you're playing on easy mode. Another plus of finalfighter's route is that he's already switched to metal blades after destroying Flashman. I thought you said you were using lab computers? If those machines are separate from your problematic Windows 98SE computer, you could try running emulators on them (no install required)...
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Here is how I understand that boss fight: Metal blades work on both forms of the Wily machine while crashbombs only work on the first (or maybe it was the second?). Even if using crashbombs are faster to defeat one of them, it takes too much time to switch weapons. By the way I managed to reproduce your crashbomb trick: crashbomb_glitch.fcm (for those of you out there who can actually run FCEU). It actually saves more than just a couple frames since it can be done before the explosion animation has completed. Props to you for finding this glitch. Food's got a point. If Nesticle works well on your computer and FCEU crashes, you're in the reverse situation compared to most of us. Famtasia will probably run okay for you. Perhaps are you running DOS or Windows 95/98/Me?
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
I watched your stuck94, and clearly something special is going on there. Even if you had shot the bomb by tapping B, normally at that proximity it would stick in the wall rather than killing the boss immediately. Are you able to do this consistently? It isn't working for me on FCEU. Does it depend on whether you're playing in easy mode (like in your movie) or difficult mode? (edit: I had assumed this was the reason the crash walls weren't there when you entered, but Boco explained to me that this is actually probably done by destroying the walls, dying, then coming back to the boss room.) If you get item3 to actually drop straight down, does it just bounce up and down in one place endlessly? You know it doesn't start floating upwards unless it hits something on the side. The game never actually scrolls to the left. By left-scrolling I mean scrolling by touching the shutter on the left side of the screen, even though animation actually still scrolls to the right. And yeah, a lot of emulators don't support up+down or left+right. Even the FCEU and Snes9x versions used on this site had to be specially modified to allow that. edit: As for your question about how to get to Crashman's spaceroom, performing the scroller trick on bosses other than Heatman or Airman is very difficult. You need plenty of patience to repeatedly attempt it as many as hundreds of times, or get a robot like Bisqbot to do it for you. edit: Regarding Wily's vehicle, finalfighter destroys it with metal blades. You should watch the run if you haven't already!
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
I haven't watched your movies yet, but here are answers to many of your questions. Regarding crashing the game in wily4 according to your description, yes it is related to how Shinryuu also crashes the game there. Shinryuu's scrolling moves both the physical and visible screen to point to nowhere, so the game crashes. Your trick brings only the physical screen to that void, but this is sufficient. There are a lot of files in your zip. Can you tell us which one has this crash bomb glitch? That sounds like a key innovation here and it would save a couple frames on that bossfight. However, it won't save time on later boss fights because crash bombs are not used afterwards. The following bosses have been seen to get glitched graphics after doing heatbug (a misnomer that refers to left-scrolling in the boss room): airman quickman metalman mechadragon alien robot As far as we know, the following bosses can be damaged but are not visible after scrolling: heatman woodman bubbleman flashman The only boss that retains his normal graphics after the screen scrolls: crashman If you really want to ask why, there are naturally some characteristic variables (palettes, tile tables, etc) to define the graphics in each boss room. Boss fights weren't meant to go through room scrolling, so these variables can get messed up in the process since the programming might depend on them not changing before the end of the boss fight. I can't yet offer any deeper explanation for this nor as to why most bosses end up with the single-hit corner while most don't. And likewise with the room-shaking points. The item3 trick that Shinryuu and Omega are talking about is something else. We don't yet know a way to use item3 in place (except when you're up against a wall). I haven't figured out a way to cross the pit without item1. The page that Shinryuu linked a while back has some pictures beyond that point, but since I can't read Japanese it's not clear to me whether that guy used cheat codes or not. If you'd like to see a video of what happens past there, watch this: heatbug_finish.fcm. I created it by patching in item1. Shuttertech might not be fully understood, but through extensive testing we now have a pretty good idea of where it can and can't be done, and know the various points where it would be done in Shinryuu's future run. A "full amazing run" for Rockman 2 could be pretty cool, but unfortunately it's also an enormous challenge that isn't any easier than the standard TAS. In addition to glitch worlds it would require almost all of the tricks shown in the regular run. Many of these techniques are very difficult to pull off optimally, and right now the regular run alone seems to be quite a handful. Yeah, it would really help if you could run FCEU. That would allow you to watch some of the movies in this thread and better see what we're talking about. Also, you'll probably have an easier time making movies in FCEU rather than Nesticle and then we'll have an easier time watching them.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Unlike Tilus' movie it seems you take damage in a few places. Were each of these hits taken to save time (when the waiting required to manipulate randomness outweighs the time lost in damage animation), or just accepted out of laziness? Either way, the loss of "takes no damage" is negligible compared to the contributions of a new run that is 45 seconds faster, fits the category of abusing programming errors, and features Mew.
Post subject: boss pit glitch
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Here is the boss pit trick attempted in a way practical for a TAS: crashman_pit.fcm. I'm not sure if it's actually faster than the normal route used in morimoto+finalfighter's run, but it seems to at least come close to breaking even.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
I took a look at your screenshots. All of those look like instances of when Rockman zips into the next room such that the physical screen becomes one room or more ahead of the visible screen. It is theoretically possible to design a level where this can be helpful in a TAS. For example, if there are ladders positioned room after room to make zipping easy without item1/item3, you could quickly zip to the physical screen where the boss is, jump in the pit, then find yourself in the boss corridor. Unfortunately there aren't any places in Rockman2 where this actually helps for speed, because being unable to use weapons or items is the real drawback. I'll try watching your .nsm movies now. edit: I watched your 9 .nsm movies in saves.zip. These were all runs in woodman stage and demonstrate what I've described above. You don't have movie files in any of the other zips, right? edit:
kolechovski wrote:
if you can put it in Mpeg form, I can watch it and compare.
shutterwily4boss-Shinryuu.fcm looks like shuttertech.mpg except Shinryuu does it in the Wily4 boss room and makes the game crash. I'm guessing it probably isn't the same Wily4 glitch you mentioned though.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Have you tried watching shutterwily4boss-Shinryuu.fcm? Is that the sort of climbing off the screen that you're referring to? So far it seems to always crash FCEU if you scroll at that boss, unlike as is at the Wily1 mechadragon or Wily6 boss.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Read here.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
You might not be able to manipulate the pick-up level directly with a single GameShark code. However, instead of using multiple rare candies you can level your pokemon directly to 50. Use this experience modifier code and then beat your rival or use a single rare candy: 0101A6CF 01D0A7CF You could also use the memory viewer to instantly view the DVs.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Here is Rambi with 820: donkey kong country (v1.0) (u).smv Michael, do you happen to have the .zmv where you got 916 on Rambi? Even with save-states, I've tried a few banana-rich routes and still don't see how it's possible to get even close to your score.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
It syncs fine with Splatter House - Wanpaku Graffiti (J).nes
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
You can refer to this topic for star debates.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Ok. I've fixed the author name (sorry Food), md5, etc. for the movie linked in my above post. The only thing I couldn't change back was the 'Emulator Used' attribute, due maybe to a bug in nesmock.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
FODA wrote:
Ask someone to hex-edit it to flag as "power-on". I would do that if i knew how to..
Here: smb3_jxq_poweron.fcm. This one starts from power-on, and so far it hasn't desynced on me.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
For the record, there are already many other GB/GBC emulators that support the link cable. This might be why the VBAlink guys never got around to supporting the old interface.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
http://vbalink.wz.cz/ but I don't think there's much point in combining that feature with rerecording.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
TMR wrote:
How do you load a .cht file in FCEU for Linux?
Having played with the *nix FCEU recently I'll answer this question, albeit three weeks after it was asked. Aside from in the netplay module, there seems to be no option to load a cheat file explicitly by name. You need to give the .cht file a name that matches the ROM. For example if your SMB3 rom is saved as smb3.zip, you need to copy the .cht file to ~/.fceultra/cheats/smb3.cht. edit: I guess using the .fceultra path for this is pretty reasonable, considering the movies, save-states, savefiles and snapshots still go in there anyway.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Hi. One thing I'd like would be the option to make the Cheats window a modeless dialog so that I don't need to open and close it repeatedly when searching for cheats. This might require more GUI recoding than such a nuance is worth though. edit: Okay, after using the cheat function for a day I realize its interface is plenty lacking. I can't select multiple codes at a time for deletion/toggling, and it would be nice if I could quickly transfer a set of codes from the cheat search to the installed cheats. Some button shortcut keys would be nice, explicit save/load, etc. Weighing in all this, I guess it would be too much coding to do on a feature utilized by so few users. Oh well.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Bisqwit wrote:
Old news, and despite being some curious fascination
Well, in Dustin's movie the room walls and Airman showed up in the final room, which is unexplained and different from your rockman-air2.avi or what I saw when I went to the boss room. If anybody else would like to view/play these glitch levels, here is a summary list of movies for warps with all the robot masters. Bubbleman (Wily4) - bubbleshutter-Shinryuu.fcm Airman (Wily2) - rockman2-airshutter-Dustin.fcm, rockman-aire2.avi Quickman (Wily5) - quickbug.fcm Heatman (Wily1) - heatbug.mpg Woodman (Wily3) - woodbug.fcm Metalman (??) - Metalshutter-Shinryuu.fcm Flashman (robot intro + password screen, not Wily6?) - flashbug2.fcm Crashman (??) - crashbug_quicktrick.fcm
finalfighter wrote:
|?|The right scrolls even if you touch the left in boss room.There is a possibility to be able to do even in other places(Even if it is not boss's room).
Bisqwit wrote:
Launched BisqBot also to try the left-side glitch, but no success
Yeah our human tests on the simple Crashman rooms have had no success there either, even though we've been able to shuttertech rightward in those same rooms with reasonable effort.
I think it requires the presence of the left-side shutter to work.
Perhaps it might be possible to left-scroll in the small corridor before each boss? I tried there and was unsuccessful, but it's hard because there isn't any inherent extra lag in those rooms. Maybe you could try patching in some enemies there?
Bisqwit wrote:
Quickman, Wily3 and Wily6 definitely.
So, in light of the Crashman-Quickman trick, could someone try and see if it's possible to fight the Wily2 boss, zip out of the chamber, kill the boss, then fall in the pit?
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
woodbug.fcm (Wily3) As usual, nothing useful here. Anybody up for doing airbug, bubblebug, and quickbug?
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
flashbug.fcm So, are those blocks from Wily6? Could someone (like maybe Bisqbot) look into this to see if it's possible to use heatbug again in the second room? That would certainly be easier than trying to fly around and use heatbug in Crashman's space chamber.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Yeah Gigafrost. We already looked into all all 8 possible stages (including Wily 1), and it turns out Quickman's is the only one where it helps because that's a downscrolling room. However, Omega discovered a related trick that lets you start on other parts of the screen so we're looking into that now.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Oh well. All this did was freeze the game: crashbug_kill.fcm edit: Actually, here's something worth looking into: crashbug_quicktrick.fcm
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Here's heatbug performed on Crashman: crashbug.fcm
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