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By "bomb via buster" I mean preforming stage clear glitch with buster, as opposed to elec. They didn't do that last time because it seemed like it might have probability of 0.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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http://www.yuko2ch.net/rockman/bombbuster.avi http://dehacked.2y.net/microstorage.php/info/1482980848/bombbuster.fm2 I have already proven DelayStageClear with RockBuster. However, we aim at the MagnetBeamAdapter acquisition. :)
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Are there another useful items you could spawn, such as the one that makes you teleport? Can you pickup multiple stageclears at the same time? With magnet beam for first half of elec you'll probably run out of beams by the time you get to the magnet beam part, at which point you used all the beams until you got to the finish. How will you get the refills?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Player (46)
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You will not need refills in elec man's stage. you simply grab the magnet beam again. Great work finalfighter! i really hoped something was possible! So now we > run to grab the magnet beam > run back near the beginning and use delay stage clear with rockbuster?
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The acquisition secondarily of MagnetBeamAdapter completely recovers energy. >Mr.aglasscage Thanks. To save time, we will think about the plan of BombManStage in the first half. :P We can use DelayStageClear near the place where the magnet beam was acquired.
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finalfighter wrote:
http://www.yuko2ch.net/rockman/bombbuster.avi http://dehacked.2y.net/microstorage.php/info/1482980848/bombbuster.fm2 I have already proven DelayStageClear with RockBuster. However, we aim at the MagnetBeamAdapter acquisition. :)
Wow, so even if you don't get the magnet beam adapter, the Elecman fight would be about half as long, which means the next TAS is at least 15 seconds faster. This also means that the entire game will have glitched out graphics....
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Player (36)
Joined: 9/11/2004
Posts: 2630
Because of the reduction in lag because of the glitched out graphics, is it possible to trigger the DelayWaterCurrent glitch in Iceman's stage after triggering DelayStageClear in Bombman's stage?
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Player (46)
Joined: 9/25/2008
Posts: 48
OmnipotentEntity wrote:
Because of the reduction in lag because of the glitched out graphics, is it possible to trigger the DelayWaterCurrent glitch in Iceman's stage after triggering DelayStageClear in Bombman's stage?
yes it is possible. my only question is can we use delay water current at the beginning of bomb man's stage because that specific object does appear but i duno if it can realistically be used and then acquire magnet beam?
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http://www.yuko2ch.net/rockman/delay_object_ai_e.avi I am investigating DelayBKeyHoldingAI_E(Object5E,ObjectDE). ObjectDE seems to appear though Object5E doesn't appear in BombManStage. Plan1:DelayBKeyHoldingAI_E->scroll->increase a lot of enemies->DelayMagnetBeamAdapter->DelaySmallExplosion->get MagnetBeamAdapter->DelayStageClear. http://www.yuko2ch.net/rockman/delay_objectDE.avi (This pattern is possible.) Plan2:DelayMagnetBeam->DelayBKeyHoldingAI_E->get MagnetBeamAdapter(If it is possible)->(death)->DelayStageClear. http://www.yuko2ch.net/rockman/rm1delayobject_rev2_number.lua I update test LuaScript. :) When 5E is selected, you also stop DE.
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What does DelayBKeyHoldingAI_E do for you? Have you thought about uploading videos to youtube? It's probably just as easy as uploading to your ftp.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 3/11/2008
Posts: 583
Location: USA
In levels where you need to refill the magnet beam, might it be faster to get a Yashichi to (with a Delay glitch) drop? It doesn't give a count-up animation, and it refills everything. This would also potentially mean more Magnet Beam abuse in various levels.
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We will advance new TAS by this route. However, an extraordinary trial rerecord with BOT might be necessary. ;P 1:DelayBKeyHoldingAI_E 2:UpScroll->DownScroll http://www.yuko2ch.net/rockman/DelayBkeyholdinAI_E.avi (using test Lua script) The movement ends at about 5 seconds! :) Increase enemies for DelayObjectGlitch(3-5) and move very faster than walk. 3:DelayMagnetBeamAdapter enemy of MagnetBeamAdapter is appear. 4:DelaySmallExplosion Y coordinates are driven mad(with sprite overflow) and the MagnetBeamAdapter is collected. 5:DelayStageClear We have already known. :)
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I found other new glitch by NMI. :) It is "DelayObjectFFGlitch". I am investigating this glitch now. As for past DelayObjectGlitch, NMI had been generated just behind "$D89D". This new glitch causes the other problem. NMI is generated in the "$C6AC back". general:
D8AD jsr SpawnObject_TypeIsFF
C666 SpawnObject_TypeIsFF
 C6AC STA $C000,X @ $C006 = #$06 ChangeBank6
 C6AF RTS
D8B0 lda ScreenMovedFlag Bank6(general code)
glitch:
D8AD jsr SpawnObject_TypeIsFF
C666 SpawnObject_TypeIsFF
C6AC STA $C000,X @ $C006 = #$06 ChangeBank6
D4A8 NMI!
D571 STA $C000,X @ $C000 = #$00 ChangeBank0
D8B0 LDA $008D = #$01 (The value of the memory of Bank0 is executed as a code!)
 D8B2 AND #$01        
 ...
 D9A5 ADC $A453,X @ $A457 = #$D1
 D9A8  STA $0007 = #$D1   (CurrentRoomPointer is mad!)
 D9AC RTS
D94D 
D932 LDA ($06),Y @ $D158 = #$F5  LoadEnemy from bad data.
1:It is necessary to call ObjectFF. 2:Perhaps, the code of D8B0-D9AC of Bank0 causes an unknown problem. 3:The enemy can be called from not only Bank5(Current DelayObjectGlitch) but also Bank0(New DelayObjectFFGlitch). (In a word, the kind of the enemy whom you can call in all stages increases. ) I will investigate making LuaScript later. ;P
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I created TestLuaScript for DelayObjectFFGlitch. :) http://www.yuko2ch.net/rockman/rm1delayfftest.lua My current investigation: IceManStage:many object appears DelayWarpDeath,DelayStageClear(ObjectDD),DelayTransform(Object4D) MangetBeamAdapter(Object42) has not been found yet. :P GutsManStage: StageClearObject(Object44) Acquisition is as difficult as MagnetBeamAdapter. BombManStage: ObjectF5(DelayStageClear) appears very much.
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finalfighter wrote:
We will advance new TAS by this route. However, an extraordinary trial rerecord with BOT might be necessary. ;P 1:DelayBKeyHoldingAI_E 2:UpScroll->DownScroll http://www.yuko2ch.net/rockman/DelayBkeyholdinAI_E.avi (using test Lua script) The movement ends at about 5 seconds! :) Increase enemies for DelayObjectGlitch(3-5) and move very faster than walk. 3:DelayMagnetBeamAdapter enemy of MagnetBeamAdapter is appear. 4:DelaySmallExplosion Y coordinates are driven mad(with sprite overflow) and the MagnetBeamAdapter is collected. 5:DelayStageClear We have already known. :)
The route to get both the magnet beam and delay stage clear looks very long. Have you tested to see how much time is saved by having Magnet Beam in the start of Elec Man's stage? It seems like the time debate is between - Magnet Beam + CutMan's weapon in Elecman's stage (Different Boss Order) or Bomb only in ElecMan's stage (BombMan then normal boss order)
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Yes, but now it seems it might be possible to get stage clear on every stage.
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Really? Seems like it requires a setup where you can rapidly spawn enemies and get their drops to stick around. ElecMan's stage doesn't really work for that -- the only respawning enemies are on vertical sections with not enough land to set up a sprite overflow. FireMan's stage also wouldn't work, I think.
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BombManStage: DelayBkeyHoldingAI_E->DelayMagnetBeamAdapter->DelaySmallBomb->SpriteOverGlitch->DelayStageClear(-30sec) ElecManStage: Using MagnetBeam(+30sec) + RollingCutter(+25sec) IceManStage: DelayFFStgeClear Wily1,Wily2: DelayStageClear
adelikat
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I liked how the previous movie managed to do the delaystageclear thing a few times while still showing some classic awesome Megaman TASing. Doing it in every stage is going to really sap the fun out of this TAS :(
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Patashu
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adelikat wrote:
I liked how the previous movie managed to do the delaystageclear thing a few times while still showing some classic awesome Megaman TASing. Doing it in every stage is going to really sap the fun out of this TAS :(
You're in luck because it still can't be done in every stage.
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Shouldn't delaystageclear on cuts and guts not a be a problem because of being able to manipulate the right type of enemies?
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MarbleousDave
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Here's proof in using the Pause Trick with the Mega Buster. [5] NES Mega Man by Morimoto in 21:52.10
Noxxa
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PikachuMan wrote:
Here's proof in using the Pause Trick with the Mega Buster. [5] NES Mega Man by Morimoto in 21:52.10
Pause trick doesn't do anything on Mega Buster than delaying the bullets, though, since you can't hit multiple times with one bullet and invincibility still has to run out anyway.
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I completed the investigation about DelayObjectFFGlitch :) 1:I go to the place where object FF appears. (The normal appearing place is IceManStage,GutsManStage,Wily3) (An abnormal appearance place is BombManStage,Wily1(using DelayObjectGlitch)) 2:SpawnObject_TypeIsFF is called from PC:$D9B5. 2:AutoSpawnObjectFFcounter=0x10 3:SpawnObject_TypeIsFF is called from $D8AD two or more times at intervals of the number of frames. 4:SwitchBankTile is called from SpawnObject_TypeIsFF. 5:The bank number is preserved in $42 during SwitchBankTile. $42=0x02 is preserved usually. $42=0x00 or other value is preserved when I use DelayObjectGlitch and ObjectFF is called. 6:If NMI is generated by $C6AC-$D999 , the value of CurrentRoomPointer($0006,$0007) is read by an abnormal bank.  If NMI is generated by $D99A-$D9A3 , the value of CurrentRoomPointer(only $0007) is read by an abnormal bank. 7:A wrong enemy is read from worng CurrentRoomPointer. Result of investigation. BombManStage: DelayObjectFF(ObjectFF from DelayObjectGlitch)->DelayFFStageClear(DelayObjectFFGlitch) Actually, DelayStageClear was caused in this mechanism(BombManStage). IceManStage: ObjectFF from IceManStage->DelayFFStageClear is possible! OtherStage: There is no useful place. Because the investigation ended , we can finally challenge new TAS. TraceLog is here :)
--------LoadEnemies--------
|$D89B:A9 06     LDA #$06                   A:00 X:1F Y:09
|$D8AD:20 66 C6  JSR $C666                  A:0E X:1F Y:09
|    --------SpawnObject_TypeIsFF--------
|    |$C666:A5 42     LDA $0042 = #$06           A:0E X:1F Y:09  SpawnObject_TypeIsFF
|    |...
|    |$C67D:A6 93     LDX $0093 = #$FF           A:83 X:1F Y:09
|    |...
|    |$C685:BD B1 C6  LDA $C6B1,X @ $C7B0 = #$FC A:29 X:FF Y:09  A=#$FC  
|    |$C688:20 AE C7  JSR $C7AE                  A:FC X:FF Y:09
|    |    --------SwitchBankTile--------
|    |    |$C7AE:48        PHA                        A:FC X:FF Y:09  PUSH A=#$FC
|    |    |...
|    |    |$C7BB:68        PLA                        A:00 X:FF Y:09  POP A=#$FC
|    |    |$C7BC:29 03     AND #$03                   A:FC X:FF Y:09  A= #$FC AND #$03 = #$00
|    |    |$C7BE:A8        TAY                        A:00 X:FF Y:09  Y=A=$00
|    |    |$C7BF:85 42     STA $0042 = #$06           A:00 X:FF Y:00  $42=#$00  The bank number is decided.
|    |    |$C7C1:99 00 C0  STA $C000,Y @ $C000 = #$00 A:00 X:FF Y:00  ChangeBank0
|    |    |$C7C4:60        RTS                        A:00 X:FF Y:00
|    |    --------SwitchBankTile--------
|    |...
|    |$C6AA:68        PLA                        A:C0 X:FF Y:FF  PLA
|    |$C6AB:AA        TAX                        A:06 X:FF Y:FF  X=A(06)
|    |$C6AC:9D 00 C0  STA $C000,X @ $C006 = #$06 A:06 X:06 Y:FF  ChangeBankX=ChangeBank6
|    |    --------NMI--------
|    |    |...
|    |    |$D56E:A5 42     LDA $0042 = #$00           A:00 X:00 Y:1C  A=$42=0x00
|    |    |$D570:AA        TAX                        A:00 X:00 Y:1C  X=A=0x00
|    |    |$D571:9D 00 C0  STA $C000,X @ $C000 = #$00 A:00 X:00 Y:1C  ChangeBankX = ChangeBank0
|    |    |$D582:40        RTI                        A:06 X:06 Y:FF
|    |    --------NMI--------
|    |$C6AF:60        RTS                        A:06 X:06 Y:FF
|    --------SpawnObject_TypeIsFF--------
|…
|$D92F:20 89 D9  JSR $D989(LoadEnemyNumber) A:01 X:06 Y:FF
|    --------LoadEnemyNumber--------
|    |...
|    |$D999:18        CLC                        A:04 X:04 Y:FF
|    |$D99A:BD 52 A4  LDA $A452,X @ $A456 = #$51 A:04 X:04 Y:FF 
|    |$D99D:65 06     ADC $0006 = #$04           A:51 X:04 Y:FF
|    |$D99F:85 06     STA $0006 = #$04           A:55 X:04 Y:FF  $0006(CurrenRoomPointer)=#$55(from MadBank)
|    |$D9A1:A5 07     LDA $0007 = #$18           A:55 X:04 Y:FF
|    |$D9A3:29 03     AND #$03                   A:18 X:04 Y:FF
|    |$D9A5:7D 53 A4  ADC $A453,X @ $A457 = #$D1 A:00 X:04 Y:FF
|    |$D9A8:85 07     STA $0007 = #$18           A:D1 X:04 Y:FF  $0007(CurrenRoomPointer+1)=#$D1(from MadBank)
|    |$D9AA:A0 00     LDY #$00                   A:D1 X:04 Y:FF
|    |$D9AC:60        RTS                        A:D1 X:04 Y:00
|    --------LoadEnemyNumber--------
|...
|$D94D:B1 06     LDA ($06),Y @ $D158 = #$F5 A:D0 X:04 Y:03  Enemy=#$F5!(from mad CurrentRoomPointer)
|...
|$D952:20 AD D9  JSR $D9AD                  A:F5 X:01 Y:04  SpawnObject(DelayStageClear)
Banned User
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Posts: 1049
I'm surprised you can't sprite overload on guts, cuts, or elec at all. Can't you use the magnet beam to make platforms for enemy drops if necessary?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."