Posts for kuja_killer

Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Hello. I only just now notitced this after it appeared on the front page of tasvideos. I just wanted to say i helped out alot with this hack. And.. i was very disappointed honestly that Jriva did not ever use any of the megaman 3 documents i had for literally anything whatsoever. He could have easily edited any of the bosses/mid-bosses, weapon colors in MegaFLE level editor, and many more dozens of things but he chose not to for some reason. I seriously wish he did "something" to any boss. I have a whole collection of megaman 3 documents, and their avaiable on romhacking.net too, but yea... dont know why he just ignored all of it. :( The TAS here is cool though. So i appreciate that by longbao.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
I'm curious now too. Would something like the "challenges" mode in Megaman 10 be acceptable to tasvideos ?? wii mm10. It's not really a "completes game" objective, but it does require you beat the game on all modes first to unlock everything, (easy, normal, and hard). I'm NOT talking about "endless attack" which is totally different. It's basically like 60-something short mini levels. about 20 or so are just the robot master fights, in all difficulities. (you either get a silver or gold trophy depending on how you beat them) and 30+ are little small levels.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Im curious, apparently the guy in that video has never played final fantasy 2/4 SNES ever before ?? ...well sheesh.. But... is the "crystal" item present for the final battle in this "bootleg" ?? Because in SNES FF 2, you cant attack zeromous at all until you use the item "crystal" If that exists in this bootleg, then is it used/required ?? if not ...then that's probably why it takes hours to beat him. But i do wonder why the fuck you only do barely 10 damage supposedly... based on that youtube video you linked... at high levels. Does this bootleg even work at all (the stats), or is the stats/level up system just broken no matter if your level 1 or 99 ?? And figure out where in the 000-7FF RAM that zeromous's HP is located, to find out if it has 65,000 like in the SNES or not... if so, than that explains the whole "takes 6 hours to beat" ...at 10 per hit.... https://finalfantasy.fandom.com/wiki/Zeromus_(Final_Fantasy_IV_2D)
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
I dont really know much about DPCM romhacking-wise, but i was curious about something, do sound effects in Zelda 1 use that ?? I once implemented the "door opening" sound from Zelda 1, into my megaman 3 hack a few years ago, so that's uhh ... DPCM right ? And only if the controller is being read it'll be affected ? I use it for a couple places just only door opening scenes in Duplex Man, and Pyro Man, you do "not" have control of megaman, so controller inputs dont happen during the animation/fade out/etc or when the Zelda door sound plays, so that means it's safe ...."not" prone to the bug i assume ??
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
crap crap i apoligize i wasnt paying attention. my bad. :( sorry, when i saw that graph that was posted earlier showing all 255, i accidently thought for momment it was taken from SNES or something (before i even linked to the site i showed). wasn't thinking straight, at that momment (had STZ in my head for example)
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
umm, is the emulator your using one that allows all 255 opcodes ?? because NES does "not" have STX and STY.... not until SNES at least :| only these are supposed to be valid -- http://www.obelisk.me.uk/6502/reference.html
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Wow i continue to keep being surprised all the time with mm3, with all my years of rom-hacking mm3 ...i've never seen "this" glitch before today! Yea uhhh... dont really know exactly how that might of happened, except that i can just only assume the animation ID number at RAM $5A0,x just starts increasing from 00 to FF ..or it might be $5C0,x (look at 5A0,x and 5C0,x - those are the animation ID, and "frame id" for the current animation) Guessing the code for the enemy is no longer checking the first bolt that normally flys in from the left side of the screen once the "right" half got de-spawned... causing the left half's animation to just keep increasing nonstop.. something like that, dont know how to explain properly. that's my theory.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
that was very funny. i enjoyed it a whole lot. yea like the other guys above, i really got lots of laughs from this. all those "got through act 2 act 2 act 2" made me laugh so much every time. :)
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Oh, so you can just do him infintely ? that's odd. i was seriously wondering after the 3rd time like...why the hell does he keep coming back .. i thought it was "zero, dyanmo, high max ...then no one else" It's been forever since i last played X6, so i forgotten :(
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
that was really nice. i enjoyed watching it from beginning to end. :)
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
wow i seriously laughed out loud alot at that part in the Snow level about the first star with dieing and "wahhh" ..and the level ending instantly. i re-watched that part like 5 times in a row, was so funny and cool. :) i wish it were possible with more stars.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
you may want to know, that there's a TAS (japanese version) on nicovideo apparently already. :) This was uploaded on May 14th. I only just literally looked at this today. And it was very very enjoyable. I liked it. So if your still interested, you may want to look at this. :) http://www.nicovideo.jp/watch/sm31210812
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
All i know about these super off road games, is there like the original Donkey Kong arcade, where they go on infinitely forever... I used to have the Game Gear super off road when i was a little, and i recall playing it for 2 or 3 hours straight without losing a single race..and the stupid game would never freaking end.. i do seriously wonder if any of these games for any platforms there on...have any possible "kill screen" where it will end in SOME form anyone possibly know ?? im just curious i was looking at a FAQ guide today after seeing this thread, for SNES super off road, and it said something like "highest money count is 9,999,999 - it will take aproxmiately 667 races ... or 16 whole days, 24 hours each ...to reach that.. what the hell ???
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
ah yea i remember that, i played through the True Arena mode the very first day that the new 0.97 version was released. It's seriously IMPOSSIBLE ...to even reach him without savestates. At least for me anyway. 9 E tanks, + any freebies from eddie + 4 more free E tanks on the 4 corners of the screen (life energy graphic) are not enough to make it. Even if you did get there even. One of the abilities disables you from even using E tanks whatsoever period....permantely until your forced to die which will usually just happen a few seconds later anyways. This battle is based 100% entirly from "omega" on the Playstation 1 - Final Fantasy 5. Every single attack omega had in the FF 5 battle is here in NES form.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
and when i brought this topic up on acmlm, someone said "it's impossible to complete the game without the ocarina" ..cause it's needed to get into 2 of the dungeons. so this skip wouldnt have been useful anyway
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
https://www.youtube.com/watch?v=FtfIQYAJKPo It's by the same author, tsukikuro that did 3 Burst Chaser. anyway this new hack, 4 BCxAS just was tas'd within a few days of being released.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Oh, there HAS to be a glitch that causes the game to crash first ?? thats truly the only way to get started with Arbritary Code Execution ?? darn. Cause i dont think theres any glitches to crash megaman 3. :(
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
I wanted to ask a question, i sent a PM to finalfighter but havent gotten a response for over a month, i hope its okay to post here. --------------------------------------------------------- since you guys managed to to perform Arbitrary Code Execution on megaman 1 to instantly jump to credits from Ice Man level... and soon might do the same for megaman 2... I was wondering, is there a possibility this can be done with megaman 3 too?? I've been working on a megaman 3 romhack for many years, and I know almost every little possible detail there is to know about the inner workings of megaman 3 in terms of ROM/RAM addresses and other things after spending so many years with it. And i would be extremely interested to see how this "instant credits" stuff would work with megaman 3 if you guys were able to do that someday in the future. i can help with all the information like what triggers the ending in the programming, and exactly where the calls, JMP's and so on are located. but i dont have the slightest idea in the world, how you guys actually get "total control" of the game though.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
http://rockman2ips.tripod.com/index_en.html#mm3 I have not played every single mm 3 hack in existence, but i really liked Rockman 3 Alpha alot from 2007. That was clearly the best mm3 hack out there during it's time before stuff like Minius Infinity ever started But it does not have new graphics, no music edits, just AI, palletes, level design. It already was TAS'd by a person though. ATW is bad, i couldnt stand to play that hack after a couple levels, people felt the same way on the acmlm board dicussion thread when it was first released Battle of Gamma is pretty good, anything by DurfarC is good. Almost all by author "chiko" is to be avoided. See "insectduel" 's youtube videos. The bottom 2 chinese ones directly above burst chaser i have never heard of those 2, so i have no idea whatsoever. nor have they ever been mentioned on the japanese 2ch remodelling rockman thread. I have not tried Anadanstoon's megaman 3 indonesia hack, it does have new graphics, changed songs (i think), AI edits, and level design. However, his most recent hack, megaman 5 indonesian artifact has gotten great reputation, and i enjoyed it alot too, as it's his best one he's done to date. But some people dont like the music choices i've seen in youtube comments.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
I've honestly gotten used to the speed, but just cause i spent the past 2 months working on it every single day, and because i had restarted over from the beginning at least 3 times total. And it feels weird to my eyes when i go back and look at a regular normal megaman TAS, cause it looks like everything's in slow-motion since my eyes haven't adjusted to it. heh. :| This should not be compared to 4 Minus Infinity specifically, if I may be allowed to say. There will never be another romhack as advanced as that for years to come. My own, odyssey isn't anywhere near it by light years. But yea i know feos. This one doesn't have much like many others, no new graphics or "new" ASM hacks/enemies/only original megaman 3 weapons sped up, and such. I just honestly picked this hack to try in my opinion... because of the speed, and TASvideos being known for completing games as fast as possible. Just sharing my thoughts.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
ah i see now. my bad. :| i'll take it off the comments oh, since everyone wonders about what all the songs were.. here: http://www.youtube.com/playlist?list=PLwOzfb4RP4DEqZOgImmL-xexyWUNDe0NG This person uploaded all the songs individually and what games they were from.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Oh i just thought little things might have constituted as that. I was not completely sure really even. examples: the little jumps with top spin between the boss doors on the regular gemini stage ( did not have to worry about Y position sub-pixel value there specifically) the playaround bit at the start of the yellow devil fight (wily 2) i probably mis-understood the meaning of it. sorry.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Derakon wrote:
I did notice a lot of missed shots, which tends to look sloppy. I'm not counting sections where the TASer spammed shots just for fun, more areas where he shot several times at an enemy and only one bullet hit
Oh, i know i did that quite a few times about shooting more than once as in the youtube video, i was afraid that was a problem, and i did address that just before i submitted to TASvideos. i deleted all those extra shots in the emulator FM2 file about enemies. So it doesn't happen on the FM2 file since that's slightly a tiny bit updated compared to the youtube, sorry. I edited it once again after seeing your post, just to make absolute sure I got them all. So hopefully the FM2 submission will be updated.
evknucklehead wrote:
although would stopping for a few frames to avoid the spark traps save the time taken while MM is stunned? Or would that cost too much speed to be effective?
In needle: It would be only 1 single frame faster, but then when i get to the 2nd spark trap, I still cant pass it. I tried many times but it does not seem possible unless megaman has invisible time. In Top I can pass the 2nd spark trap, but when i see megaman's X position, RAM $360 shows im only ahead by 1 single pixel (not 1 frame). So it's not worth redoing the whole entire TAS all over again. Since i've redone this TAS many times.
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
Ah crap, my mistake i should of mentioned, in specific to megaman romhacks. Not "any" romhacks. Not including the Hell Wheel weapon on 4 Minus Infinity
Experienced Forum User, Published Author, Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
not bad. :) i like it I do have 1 small thing to say. I just noticed instantly that the edge jumps are very small. When you jump off the edge of ground for vertical screens, always make your the bigest jump you possibly can. so that megaman's vertical speed is as low (negative) as it can be. The lower the vertical speed is at the very edge of a ground you jump off, the more time you gain. I dont know how to explain that really. but the rockman tricks page on the TASvideos site, has a better explanation. as long as megaman's horizontal speed is the same in the air, as it is walking on ground, for megaman 2 specifically. edit: crap nevermind everything i said. so sorry i didnt look it over before posting. :( I just now looked at the hex editor on fceux. i didnt realize. mm's walking speed reads 01.60 pix/frame, being in the air says 01.50 nevermind then. didnt know that it the rules were different for megaman 2[/s]