Posts for kuja_killer

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Joined: 3/2/2007
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Location: Lake Havasu, Arizona
http://tasvideos.org/Subs-List.html so it's going to show up on this page soon eventually right ??
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Totally awesome in my opinion. :) I was just laughing so hard at the metal fight, and especially the beginning of quick. And it was pretty cool to see the item and wind weapons have infinite energy toward the end. Ive never seen that glitch in any of the mm2 TAS's on this site ever before. wow. :)
Experienced Forum User, Published Author, Player (48)
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Yes your 100% correct glitchman. Music and screen-drawing stuff is pretty CPU-intensive. music much more. The music engine can take anywhere between 10 to 70 or more scanlines of time, just to process in 1 frame. This applies to megaman 3 to 6. (NES has 240 scanlines before the next frame starts) Over all the years i've been doing my megaman 3 rom hack, i've always been literally finding more and more ways to shortern routines wether it'd be something originally in the rom, or something new i coded myself. And i always make fceux video's of myself testing areas when i manage to make a routine shorter, or more efficent vs. before i did, using the Lag counter, i'll see that my game starts to lag a couple frames less each time. It's pretty cool. On average a un-modified megaman 3 rom with music turned off, pallete animations off, and just standing still in a level without touching any buttons. Average time it takes for a frame to process is about 90 or so scanlines, while my game averages around 45-50. :)
Experienced Forum User, Published Author, Player (48)
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interesting, didn't know either. Another rockman 3 "only" problem. It's fixed on the american version. the japanese version does not reset megaman's master control register $30, back to 00 when beating hardman. so that's why the game will freeze-up forever. because it's still set to 0F which in my RAM notes, is used to freeze mm for certain events.
Experienced Forum User, Published Author, Player (48)
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Mothrayas wrote:
Can anyone tell me what's the RAM address of MM6's random number generator?
$DF to $E2 :) Although i think only E2 isn't really used.
Experienced Forum User, Published Author, Player (48)
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Just in case you do not know about this: http://www.romhacking.net/docs/363/ This may help you out as it got all the info you could ever wish for of every single RAM address description and all that stuff, for mm4. :)
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I noticed the same thing as well today when i tried to watch the video when i downloaded the MKV file. The music just quit right after the spark mandrill fight, and i played it in 2 other video players, and it wasn't just the video players, so then i assumed it was the file itself. :(
Experienced Forum User, Published Author, Player (48)
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For me - my game doesn't work at all anymore in any kind of version "before" fceux 2.1.1 Because it uses the MMC5 nes mapper, and severeal things for that mapper was not supported in anything until fceux 2.03 ..and now...my game will no longer work in 2.03 or earlier since i've taken advantage of the 1 MB graphic limit of the mmc5 mapper (which was not supported in old versions at all). So my game only works in the latest version of fceux. It was fine in others like nestopia and nintendulator, just that fceuxd/whatever had the problems
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To bisqwit: Sorry if i go off topic or something, but i was really curious what happened with your mm1 hack project?? I had this site bookmarked a long time ago and i still do cause i check it still once per couple months to see if it's still in production or not. :( http://bisqwit.iki.fi/jutut/rockmanbasics/ Did you give up permenately? or are you still working on this secretly ??
Experienced Forum User, Published Author, Player (48)
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If there's anything you need to know in terms of RAM addresses for anything at all in megaman 3, i can give you whatever info you need .. (to you mega-man 3) 400-41F and 420-43F is the high and low byte of horizontal X speeds for all enemies/bosses/megaman 440-45F and 460-47F - same thing but for vertical Y speed
Experienced Forum User, Published Author, Player (48)
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Very interesting bag of magic, and baxter. I did a little research and you guys are right. This glitch only happens in the rockman 3 rom, but NOT the megaman 3 rom. Here's proof: when defeating hardman, or any boss, it'll run the code to setup the explosion stuff, all those little balls. In the megaman 3 rom, there's this piece of code that specifically checks if your playing the hard man level or not, specified by $22, 03 is the hard man level. So then it'll set the Vertical Camera register $FA to 00, to prevent the screen from being scrolled down a little bit if you beat him during his earthquake attack: http://www.alienaa.com//members/1119/mm3rom.PNG ------------------------- But, in this same area on the rockman 3 rom, that code does not exist whatsoever. http://www.alienaa.com//members/1119/rock3rom.PNG The rock3 rom does have some differences cause alot of code banks are shifted to the left or right by a few bytes compared to the mm3 rom. So then maybe there might be some more little glitches in the rock3 rom like this, which are fixed in the mm3 rom. I found this out because im an expert with the inner workings of mm3 and know just about how anything works in the mm3 since i've been working on a rom hack of mm3 for years so far. Interesting find though you guys. :) About this little glitch cause of the code not existent in rock3
Experienced Forum User, Published Author, Player (48)
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Oh man, I totally loved it, did fully notice the new stuff, wood, crash, bubble, and the dragon. :) I don't see how there could possibly ever be anymore improvements any day in the future, but if there are, ohhhh. :) You guys truly are professional no doubt. :)
Experienced Forum User, Published Author, Player (48)
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If you meant that to me, no sorry I never use those tools. I'm not a TAS'er, just a rom hacker. It literally rises without anything else open at all.
Experienced Forum User, Published Author, Player (48)
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alden wrote:
Yeah that cleared that up pretty good :) Rewind is fluid on every game now. Thanks! Oh and fceux is taking 300 megs of memory :D
That happens to me too. I once just only had the emulator paused after a few minutes of being open, opened task manager, and the RAM usage just kept on going up and up nonstop http://www.a3share.com/members/1119/fcememory.PNG
Experienced Forum User, Published Author, Player (48)
Joined: 3/2/2007
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So about you guys planning to focus on merging fceuxdsp and such. Are you guys going to put in the hex editor and the debugger and so on, into it from that? Cause I really don't like the look of the debugger and memory veiwer on the original fceu types. It's just ugly in my opinion. And there was only 1 complaint i had with the debugger window in any sort of fceuxd version higher than 1.0a, is that it's much wider and taller. It bugs me alot that you can't drag the edges of the window with the mouse to at least resize it since I only stick with 800x600 resolution. Sorry if that's a stupid excuse. i only ever use fceuxd 1.0a even though it does have some problems like Does not emulate emulate all 3 color emphasis bits when all of them are turned on. Hex editor's Find Search window will never open anymore if you close the hex editor while the Find Search box was currently open. (so only way to even open it is by closing the whole emulator and re-open) But I still bare with it. I do sometimes use the fceu 0.98.26's movie re-recording tools though once in awhile when working on my megaman 3 rom hack if I got a bug that requires me to make a movie of myself playing and needing to watch what happens every single frame in order to find/fix a problem.
Experienced Forum User, Published Author, Player (48)
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Kyrsimys wrote:
There is already a TAS of NC. See this thread. I can't remember anything about the run other than that I enjoyed watching it and the final time was 28:16.
Yea i've watched it before. And i really loved it. Lots of wall zipping glitches just as playing the game originally watching the the TAS's from this site :) Ex: flash, and especially the beginning of quickman with the lazers where the screen order gets all screwed up and out-of-order which is really funny! :p
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DeHackEd wrote:
Item #1: Since that video doesn't begin from the game's power-on, you can't claim 5 minutes. They don't start at the same time. That number is complete bulls**t. Item #2
Oops, my mistake, sorry. :-( But wow I'll check out the details on 1780 though :-)
Post subject: I found a faster version
Experienced Forum User, Published Author, Player (48)
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I dont know if anyone's seen this before, but a friend just showed me this video on youtube of someone managing to get thrugh the game with absolutely no (zero) stars http://youtube.com/watch?v=lPvT3qekeqU It's about 1 minute, 40 seconds faster than this published 1 star run. And I do say rikku's is very impressive, this 0 star one awed me even more! :) Maybe rikku might want to look at this and try to do a 0-star improvement ? :)
Experienced Forum User, Published Author, Player (48)
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I've got a question for Bisqwit, regaurding http://bisqwit.iki.fi/jutut/rockmanbasics/ I know you said halfway down "unknown" about your release date, well I'm really looking forward to this project of yours. I can completely understand you would be very busy with other things and such, but i was just wondering, you haven't lost your motivation to continue that right? Or have you??
Post subject: Question about Randomness (Megaman 3)
Experienced Forum User, Published Author, Player (48)
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Hi, I was just curious concerning the randomness factors for Megaman 3 of how exactly it works out as there wasn't any info about it for that game in particular on http://tasvideos.org/RandomGenerators.html Well first of all, I do have very good knowledge with 6502 Assembley and have taken the advantage a few times of using randomness in my own coding for some projects using Megaman 3, such as when making a boss/enemy do different actions randomly. Ex: 2 different attack phases, but only 1 of them happen at a time by modifying 2 of 4 RAM registers used by the randon number generator routine. http://rafb.net/p/OOy0xg74.html - This executes once per every frame, and it uses E4, E5, E6, and E7. I don't really get why it needs 4 though exactly. But one of the ways in order to use it though is something along the lines the following in terms of determining if a enemy were to drop a item or not. LDA $E6 ADC $E7 STA $E7 STA $00 = #$B3 LDA #$64 STA $01 = #$BF JSR $FCEB And another way which i've used just to return a specific random value i'd want is like: LDA $E4 ADC $E5 STA $E5 AND #$xx branch ; where ever However I don't actually understand though how this random number generator works though in general for Megaman 3 and was wondering if anyone had better insight of the way it fucntions. I hope this wouldn't be the wrong board to ask on.