adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
We have 2 verdicts here: 1) Use this glitch and use old PPU 2) TASers, please quit trying to use new PPU. The old PPU is in there specifically for us.
It's hard to look this good. My TAS projects
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
adelikat wrote:
2) TASers, please quit trying to use new PPU. The old PPU is in there specifically for us.
What if the new PPU results in unreal bahaviors in other games, too? We'll make comparisons using Nestopia and Nintendulator as well?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
klmz wrote:
adelikat wrote:
2) TASers, please quit trying to use new PPU. The old PPU is in there specifically for us.
What if the new PPU results in unreal bahaviors in other games, too? We'll make comparisons using Nestopia and Nintendulator as well?
We won't have to if you don't use new PPU to begin with.
It's hard to look this good. My TAS projects
Post subject: hacked and smashed
Experienced player (544)
Joined: 5/12/2005
Posts: 707
klmz wrote:
adelikat wrote:
2) TASers, please quit trying to use new PPU. The old PPU is in there specifically for us.
What if the new PPU results in unreal bahaviors in other games, too? We'll make comparisons using Nestopia and Nintendulator as well?
Possibilities for that kind of situations might be very low and rare like for us, we used Old PPU for the glitch but with a new one it didn't work at all and FinalFighter pointed out differences in PPU and investigated if it was an emulator kind of exploit while using Old PPU. We supposed that New PPU would be more accurate and close to a real machine in this case so that's where all begun. It seems this glitch is now possible with 3 different emulators so we don't have to worry about this so much. I agree with adelikat and recommend to use Old PPU setting.
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
Right now. FCUEX still doesn't pass all of Blargg's tests, so it's too early to speculate about whether New PPU would work with the glitch or not.
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://www.yuko2ch.net/rockman/rm1delayobject_rev2.lua 1:This Lua temporarily rewrites the bank number in 5(glitch emulate). And, the appearing object number is traced. ( save or load is made good use of well) If you save with the frame that rewrites the bank number in 5(glitch emulate frame), trouble is caused. Therefore, please use S key and L key to the keyboard. When the bank is 6(default frame), Lua is saved/loaded when you use the keyboard. 2:If the Rockman1Game mistake the bank with a specific frame, this Lua can measure "Object number". 3:And,the amount of instructions can be measured. The mistake occurs when the value of "NEXT" becomes "1".
PRE:number of instructions of "NMIEnds->ChangeBank"
NEXT:number of instructions of "ChangeBank-> NMIStarts"
     We should adjust this value to "1"
NOWBANK:Bank number of the frame.
        "5" is a frame for the investigation. 
        "6" is a frame for normal game.
         The NOWBANK changes like 5.5.6.5.5.6.5.5.6....
        Bank6 frame is only recorded in movie. 

[6F0]..:ObjectNumbers. It is high of the possibility appearing in the same action and the frame. 
        2F,AF:object of DelayWaterCurrent
        5D,DD:objcet of DelayWarpDeatch
        75,F5:object of DelayStageClear
The DelayStageClear glitch will succeed if we can adjust "NEXT" to "1" by 4071 frame. If "NEXT" becomes "1" by the same frame(4071frame and NOWBANK=6)... (Though The load instructions is insufficient in this example.)
Player (46)
Joined: 9/25/2008
Posts: 48
i noticed this tech a few days ago. if you die at the lowest possible X position the re-spawn will be in the room below. Perhaps, when using the delay death technique in wily 2, if you die at the lowest possible x position you can re-spawn in the wily 2 boss room. but i have my doubts. http://dehacked.2y.net/microstorage.php/info/774035805/rockmanidea.fcm
Post subject: Re: rm1 tech
Experienced player (544)
Joined: 5/12/2005
Posts: 707
aglasscage wrote:
i noticed this tech a few days ago. if you die at the lowest possible X position the re-spawn will be in the room below. Perhaps, when using the delay death technique in wily 2, if you die at the lowest possible x position you can re-spawn in the wily 2 boss room. but i have my doubts. http://dehacked.2y.net/microstorage.php/info/774035805/rockmanidea.fcm
Nice idea indeed :) I would have my own doubts as well because you have to correct many values in the same spot in order to succeed, like this means we're not doing suicide scene into chasm because we can die while jumping, walking.. (example. like how DelayWaterCurrent is performed) and that glitch requires to fulfill certain requirements in values etc. when delay death is done on wily2 you'll start straight from the room where you start after dying in meggerman copy battle. I don't remember seeing this trick anywhere before but I'll keep this trick in my mind and try to compound it with tricks and kicks. Let's hope this could fit something in the run. Feel free to spam your ideas here and thanks.
Post subject: Re: rm1 tech
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Joined: 3/8/2004
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aglasscage wrote:
http://dehacked.2y.net/microstorage.php/info/774035805/rockmanidea.fcm
Interesting. Looks like right before dying, it triggers one of the "must scroll" flags, which will be postponed and processed in the respawning room. But that "must scroll" flag is one of the following: -- Scroll to previous room (whatever means) -- only if "down" in the dying room would have taken to the previous room, as shown here -- Scroll to next room (whatever means) -- only if "down" in the dying room would have taken to the next room -- Scroll down to previous room, as the case would have been in the dying room (regardless of how the current and next room are connected in the respawning room) -- Scroll down to next room -"- -- Scroll down, choose either previous or next room, and possibly die if neither is the case. I remind you that the maps only have a concept of "next" and "previous" room. Down / up scrollings are merely illusions intended to convey different types of transitions to next / previous rooms. Orthographic relationships between distant rooms do not exist.
Player (46)
Joined: 9/25/2008
Posts: 48
my findings make me think it is this: "-- Scroll down, choose either previous or next room, and possibly die if neither is the case." Elecman: entering previous room. (Previous room is down, scrolls down.) http://dehacked.2y.net/microstorage.php/info/774035805/rockmanidea.fcm Wily 1: entering next room. (Next room after spawn is down, scrolls down.) http://dehacked.2y.net/microstorage.php/info/222390432/rockmanidea2.fcm Cutman: entering next room. (Next room after spawn is up, scrolls down.) http://dehacked.2y.net/microstorage.php/info/1958947015/rockmanidea3.fcm Elecman: Entering previous room. (Previous room is down, previous room before spawn is non-existent.) http://dehacked.2y.net/microstorage.php/info/665203540/rockmanideadeath.fcm
Editor, Active player (297)
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That seems to be the case. To complete the set, find where a death occurs on respawn. In Fireman stage, the room with restart point A cannot is not supposed to scroll down. (Nor the room with restart point B, but that is irrelevant).
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
finalfighter wrote:
I made HackROM with the same effect as delaytest.lua. It makes a mistake in the bank number when the select is pushed. The ips patch is here. http://www.yuko2ch.net/rockman/rockman_changebank.ips
If anyone has something similar to this: http://www.retrousb.com/product_info.php?cPath=24&products_id=34 You could test FinalFighter's hacked rom, and see if this works on a real NES.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
I own a powerpak and will gladly test... but a lot of this stuff just goes right over my head so I'm not sure exactly what I'm testing. Just whether or not the rom would boot/run on an NES?
Player (36)
Joined: 9/11/2004
Posts: 2630
If you press select does it do the same thing on a real NES, I think.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
>Mr.Inzult wrote If you hope for the test , you test like this. :)
1:You use IPSWIN, and apply the IPS patch to the NES file. 
2:You copy the file onto PowerPak.(or same tools)
3:You execute NES and you advance in the BombMan stage.
4:You advance to the place of which the small explosion goes out. 
5:You face left and walk and push the select button twice. 
6:Then, the object appearance occurs because of a wrong bank.
7:You try many times. 

The kind of the appearing object is important to prove the writing timing of OldPPU to be correct. 

Expectation of results:
*A:FCEUX(OldPPU),Nintendulator,Nestopia
 graphic bug and reset, enemy is appear , water current and stage clearing etc..

*B:FCEUX(NewPPU)
 The kind of the appearing object or enemy is the same.

*C:Nintendulator(DebugMode)
 The enemy who drops the item appears.

*D:Other result of expectation
 Anything doesn't appear. 
If the result is "A", FCEUX of OldPPU becomes correct. Perhaps, we think that A is correct.
Active player (435)
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Posts: 650
Location: Canada
After only a few tests with the powerpak on my NES, the stage clear happened a few times, the game reset a few times, the group of jumping enemies appeared and etc. If I had a camera I'd take some pictures but it's not really necessary. This more or less confirms OldPPU is correct. I'll continue messing around with the rom in case something unexpected happens, but I've seen the stage clear happen 4 times or so thus far.
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Posts: 219
Location: Japan,Tokyo
The behavior is corresponding to OldPPU of FCEUX. OldPPU of FCEUX was proven to be correct! And, because NewPPU of FCEUX is wrong, I recommend not using it. We wish to express our gratitude to you. We will challenge with OldPPU for our MM1 TAS. :)
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Posts: 2202
Location: Killjoy
Woohoo! Multi-minute improvement to MM1 coming!
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Former player
Joined: 11/13/2005
Posts: 1587
DarkKobold wrote:
Woohoo! Multi-minute improvement to MM1 coming!
That makes the run less entertaining, because it eliminates even more actual gameplay.
Noxxa
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The glitching makes up for it, though. If you want to see more gameplay I'd suggest you to watch the MM3-6 runs.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Joined: 4/30/2006
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Location: the secret cow level
I find the lack of gameplay to be even more entertaining, if only because it illustrates how broken the game is. I keep expecting to one day see a run that shows the intro screen and the end credits, and I will fall out of my chair.
Mitjitsu
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Posts: 2997
I want a Mega Man 1 TAS video
Warepire
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Posts: 2178
Location: A little to the left of nowhere (Sweden)
Brushy wrote:
DarkKobold wrote:
Woohoo! Multi-minute improvement to MM1 coming!
That makes the run less entertaining, because it eliminates even more actual gameplay.
But it adds more "WTF" to the final video, which is good, nothing is more entertaining than something that seems to happen out of nowhere.
Former player
Joined: 11/13/2005
Posts: 1587
Warepire wrote:
Brushy wrote:
DarkKobold wrote:
Woohoo! Multi-minute improvement to MM1 coming!
That makes the run less entertaining, because it eliminates even more actual gameplay.
But it adds more "WTF" to the final video, which is good, nothing is more entertaining than something that seems to happen out of nowhere.
I think there's too much of it already and that the run is less entertaining. I stand by my opinion. Also, I find Warepire's location text amusing. It seems I live in nowhere.
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Joined: 8/4/2005
Posts: 5777
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I find substituting several small and clever glitches with one larger glitch less entertaining as well. It's gotten past the threshold where skipping more doesn't make it better (you can illustrate it yourself by a thought experiment of skipping every stage the same way). Also, the fact that FCEU's old PPU managed to be more accurate than both the new PPU and Nintendulator's output is mildly hilarious, if a bit confusing. I guess the programmers that coded them aren't feeling too good about it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.