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How would you kill enemies when you have magnet beam equipped?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Banned User
Joined: 5/11/2004
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Can't you switch weapons after the beam is out?
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Spider-Waffle wrote:
Can't you switch weapons after the beam is out?
nope.
Super Mario Bros. console speedrunner - Andrew Gardikis
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What about firing, then switching to beam and catching the drops, then bringing on more enemies?
"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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Spider-Waffle wrote:
What about firing, then switching to beam and catching the drops, then bringing on more enemies?
Maybe???
Super Mario Bros. console speedrunner - Andrew Gardikis
Banned User
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Well if that works, is there a problem with sprite overload on elec, fire, cuts, and guts? I'm guessing there must be something else or FF probably would have thought of this. Also, you could even wait for the beam to time out, then fire at enemies below the beam, then switch to beam and catch the original falling set, and new set of drops.
"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."
Active player (277)
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Wow, I... I really can't imagine how you would possibly accomplish all that before your original drops have fallen out of reach, but try it if you want, Spider-Waffle.
put yourself in my rocketpack if that poochie is one outrageous dude
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Neither Object75 nor F5(DelayStageClear) appear only by increasing the number of instructions. Wrong CurrentRoomPointer is decided by the map number,stage number and worng Bank. Only one kind of object appears if the memory that CurrentRoomPointer shows doesn't change. In a lot of maps, the object that cannot save time appears. Elec,Fire,Cut,Wily3,Wily4:Even if the amount of instruction is enough, a useful object doesn't appear. Guts:The amount of instructions is insufficient though a good object appears. Bomb:DelayStageClear(ObjectF5) Ice:DelayFFStageClear(ObjectFF->Object75,F5) Wily1:DelayStageClear(Object75,F5) Wily2:DelayStageClear(Object5D+Y of 9th Enemy=75)
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finalfighter wrote:
- Guts:The amount of instructions is insufficient though a good object appears.
Can you explain why the 3 green flying heads that happen after the moving platforms don't provide sufficient instructions to overload? I'm just curious, because the same enemy works in Wily 2
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.
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Has any progress been made on this? I've been looking forward to this run all year.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
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I executed DelayObjectDE. http://dehacked.2y.net/microstorage.php/info/1277815606/Rock_ObjectDE.fm2 All drop item are required for next 4xDelayObjectGlitch. but the drop item disappears before executing 4xDelayObjectGlitch. And, other objects do not appear when DelayObjectDE is used. We can not obtain an enough amount of instructions by the methods other than ObjectDE. If a good solution idea is not found , we may change the route like this. Elec:usual route Bomb:DelayStageClear(using RockBuster:The switch time of arms is saved. ) Ice:DelayFFStageClear
Joined: 11/22/2004
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Youtube version of that FM2: Link to video
Joined: 7/2/2007
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That is awesome.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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.... What just happened?
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Don't show this to Capcom!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Bombman/Fireman Zip help
Joined: 2/16/2011
Posts: 14
Can anyone explain step-by-step how to perform the two common zips to Bombman and Fireman that scroll the screen upward? I appreciate any help.
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Hey tjp! Bombman zip: 1. Place a magnet beam at the very top of the screen 2. jump onto the magnet beam 3. At the top of the screen, place yourself where the ladder is (in this case, the very right edge). 4. Press "up" (if successful, the screen will start scrolling upwards) 5. Hold "left" and mash the "select" button. (if you don't die you've done this correctly) 6. Unpause and continue to hold left. You should be zipping extremely quickly rightwards 7. Once at the door, you need to be facing rightwards (under where the door is), in order for it to open. Fireman zip: Essentially the same. You need to be at the very top of the screen and lined up with the ladder below you. I forget if there are other steps involved with this one. I don't think pausing is needed.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 2/16/2011
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Hey AndrewG! Meh. I'm doing something wrong. I'm using this video (http://www.justin.tv/dabigbooi/b/290772861 29:45 in) for a reference on a consistent way of doing it (he does it on emulator) and if I follow it I still get no screen scroll. I'm using the VC Megaman 1. When I hold up, nothing happens.
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You have to place them exactly perfect, then when you press up, it will work. I always just did it directly instead of using the ladder for a setup. Using a ladder makes more sense though (well, wastes probably like 5 seconds), but it's WAY more consistant.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 2/16/2011
Posts: 14
Yeah, I had tried to follow the pixel placement of MM on the ladder, but that didn't work. The only almost-success I had was when trying it directly like you do. Ah well..
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tjp7154 wrote:
Yeah, I had tried to follow the pixel placement of MM on the ladder, but that didn't work. The only almost-success I had was when trying it directly like you do. Ah well..
I always used the score-digits object as a reference. The right distance is exactly two pixels in between of the magnet beam and the score if I recall correctly.
Post subject: Problem Solved
Joined: 2/16/2011
Posts: 14
Ok, solved the problem of beam placement. My TV cuts off one full ladder rung so I was always one ladder below where I should have been. Now I can get the scroll ladder glitch to work. Now I just need to figure out Fireman's zip and I'll be good to go.
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Although I and Mr.aglasscage tried DelayMagnetBeamAdapater on using BOT 20,000,000 rerecord, we were not able to get success case. We may not be unable to get a magnet beam in BombManStage. I need to more analyze according to which conditions Object42 appears. (there are 8 x drops items ) And , I will start Iceman stage of DelayStageClear of ObjectFF is due to be verified. These will take more time. :(
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finalfighter wrote:
Although I and Mr.aglasscage tried DelayMagnetBeamAdapater on using BOT 20,000,000 rerecord, we were not able to get success case. We may not be unable to get a magnet beam in BombManStage.
I thought you demonstrated already this is possible, what happened?
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.
Post subject: Impossible Challenge
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Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I realize we've broken this game past anyone's initial expectations and well beyond that. Since the past run, some have been asking for a new run without various glitches to show something else different about the game. Thinking about that and watching the latest run again, something came to me. The game is supposed to be impossible to beat without the Magnet Beam. Which actually should not be the case. So make a TAS without the Magnet Beam at all, it'd be quite different than the main stream "abuse the heck out of the Magnet Beam" TAS, and yet at the same time is also supposed to be impossible. Edit: Since people on IRC were confused, here's an illustration: Edit 2: If you somehow manage to beat the game without Magnet Beam or Early Stage Clear, I'd be flabbergasted. But then again, I have a feeling that's possible too. Edit 3: For those who still don't understand, this is how you complete the stage at point "C":
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