Joined: 6/5/2005
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Would it be possible to take damage from one of the floating platform enemies' bullets by the ladder at the end of D and do the pause/unpause trick to elevate yourself through the small crevice next to the ladder and possibly carry yourself with the pause/unpause trick all the way to the ladder at the top left of E? Or is my understanding of how the "damage elevation" trick works totally off?
I like stuff...
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phunqsauce wrote:
Would it be possible to take damage from one of the floating platform enemies' bullets by the ladder at the end of D and do the pause/unpause trick to elevate yourself through the small crevice next to the ladder and possibly carry yourself with the pause/unpause trick all the way to the ladder at the top left of E? Or is my understanding of how the "damage elevation" trick works totally off?
I think it's impossible to activate screen transitions without actually climbing the ladder.
Joined: 6/5/2005
Posts: 139
Yeah, you're right. You would just wrap around to the bottom. I didn't think that one out.
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Am hello everyone I new on the site but will I like to ask you something initially I am not the claims to say that I am a good tool assisted speedrunner I would even say that I am more than initial but I made a first tool assisted on megaman 1 without taking damage in a little more than 29 minutes, I know it is null as time but I wondered its could be in the category tool assisted superplay?
Noxxa
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NaruSnake wrote:
Am hello everyone I new on the site but will I like to ask you something initially I am not the claims to say that I am a good tool assisted speedrunner I would even say that I am more than initial but I made a first tool assisted on megaman 1 without taking damage in a little more than 29 minutes, I know it is null as time but I wondered its could be in the category tool assisted superplay?
Well, if you used tools such as slowdown/frame advance/savestates to make it, then obviously it is a tool-assisted superplay, and could be categorized as such. However, if you meant about submitting it, then don't, because as a first work it's very likely to be suboptimal, and a simple "no damage" isn't going to cut it for a new category. Additionally, one of my first TASes I ever created was a no-damage no-zipping Mega Man 1 TAS, and if I recall correctly, it was roughly 25 minutes long, so there's clearly some improvement to be had. Or did you mean something else entirely?
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: 3/25/2012
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Mothrayas wrote:
NaruSnake wrote:
Am hello everyone I new on the site but will I like to ask you something initially I am not the claims to say that I am a good tool assisted speedrunner I would even say that I am more than initial but I made a first tool assisted on megaman 1 without taking damage in a little more than 29 minutes, I know it is null as time but I wondered its could be in the category tool assisted superplay?
Well, if you used tools such as slowdown/frame advance/savestates to make it, then obviously it is a tool-assisted superplay, and could be categorized as such. However, if you meant about submitting it, then don't, because as a first work it's very likely to be suboptimal, and a simple "no damage" isn't going to cut it for a new category. Additionally, one of my first TASes I ever created was a no-damage no-zipping Mega Man 1 TAS, and if I recall correctly, it was roughly 25 minutes long, so there's clearly some improvement to be had. Or did you mean something else entirely?
yes I use tools like the savesstaes for the rerecording and the slowdown because of being only the tools which I can be used for the day of today as I begin and than I have average English I have difficulty has to understand how its walk but to return from there on my superplay it is largely improvable I am ready has to divide my run to have opinions of anybody more powerful than me
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NaruSnake wrote:
it is largely improvable
Your run probably will not be published on TASVideos if it is not well played. Many people TAS Megaman games. If TASers here can make a faster run easily, we would not publish your run. You can share the run in this topic if you want. I think you should not submit it to the workbench, since you think it can be played much better.
Joined: 3/25/2012
Posts: 11
I do not think of putting run for the moment in the workbench I wondered right if my run had a category on the site and I test above all of found the person which could help me has to improve me so that one day to be posted little a video official on the site I would post my run in this page for those which will want me advised well and from my with dimensions I will involve myself to do something of more beautiful has to see
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I reached in BombManStage the conclusion that acquisition of a DelayMagnetBeamAdapter was impossible. Execution of DelayObjectGlitch requires 8 x drops items, however, if an drop item increases, the kind of appearing object will be restricted. The screen end of BombManStage: use 8 x drop item and use RockBuster , appearing DelayObject=0,5,10,11 4xdrop item and use ThuderBeam , appearing DelayObject= 0-0xff This means that the acquisition by RockBuster is impossible.
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I challenged the proof of DelayFFStageClear in an IceMan stage similarly. I am using ThuderBeam and 4x drop item by IceManStage and proved that DelayFFStageClear is possible. :) We will be able to save about 1 min.
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Probably, next, I need to consider a boss's capture order. 3 plan. 1: IceMan:4xdrop item and ThuderBeam(DelayStageClear) , clear point time(50000) 2:BombMan:8xdrop item and RockBuster(DelayStageClear) , clear point time(50000) 3:BombMan:4xdrop item and ThuderBeam , change arm time(DelayStageClear) + clear point time(50000) I need to consider the course in which the change of arms does not become slow. :)
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Too bad about DelayMagnetBeamAdapter, it could have led to some very interesting strategies. Very glad to see that there's progress being made to the new movie, keep us updated :)
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finalfighter wrote:
I challenged the proof of DelayFFStageClear in an IceMan stage similarly. I am using ThuderBeam and 4x drop item by IceManStage and proved that DelayFFStageClear is possible. :) We will be able to save about 1 min.
Other stage can use DelayFFStageClear? Cutman and Elecman ...... Have been identified not?
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I also wanted MagnetBeam, because I wants to improve entertainment elements ;) However, even if I had tried for a long time, I was not able to get it. DelayFFStageClear is a technique which can use ObjectFF at the appearing place. ObjectsFF is a special object and appears only within a specific place. ObjectsFF are actually calls to remap pattern tables of PPU. If NMI is put in the specific processing of ObjectFF, a mistake will occur. It is only a specific place of an IceManStage, BombManStage that can use DelayFFStageClear now.
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FinalFighter: Is it possible to acquire magnetbeam with bombman's weapon? The idea is: Bombman 8x drop item > Delay stage clear with Rockbuster reselect bombman stage Bombman 8x drop item > Change arm Bombman's weapon > Delay magnet beam adapter > Delay Stage clear (Again) Select Elec man. Bombman's weapon creates a lot of lag but I don't know how it affects the probability of getting the object that allows magnet beam to appear just a thought... let me know
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It is impossible to acquire a magnet beam in the BombManStage although I did many tries. Because, when drops items will be 6x over, magnet beam can't appear. However, we need the drops item of 8x. (For the throughput which performs DelayObjectGlitch ) And your idea of HyperBomb has many objects. ( Then ,we cannot get a magnet beam) Now , our true route is BombManStage(DelayStageClear with RockBuster)->ElecMan(with HyperBomb)->IceMan(DelayFFStageClear with ThunderBeam) :)
Patashu
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Is this new? Magnet beam early with no L+R and no TAS. Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 12/11/2010
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So is there a new Megaman run or is this pro site just 100% a joke?
Patashu
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MrTickles wrote:
So is there a new Megaman run or is this pro site just 100% a joke?
April Fools.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 12/11/2010
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Pretty poor April Fool's joke, really.
Joined: 12/22/2011
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Actually, Coolkid did this live on a console at AGDQ 2014. YouTube it and jump to about the 4:15 mark.
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I need to investigate the DelayObject of reset. Because, the data of a RAM address may be executed as processing like SMB3 by DelayObject. I have not investigated yet. However, I looked at execution of instructions(6502) from the data of RAM address by some DelayObjects with the past. This is an interesting thing. It will become interesting if JSR [$XXXX] can be executed. JumpAdress list of DelayObject. http://www.yuko2ch.net/rockman/JumpAddressList.txt I need to investigate DelayObject4B-DelayObject7F. In other words , I will try to investigate the possibility of "DelayEnding" in BombManStage or IceManStage.
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Happy to hear this is still being worked on! It would definitely be interesting if the ending could be triggered somehow. I would seriously miss the surreal experience of the current run, though.
--Graywords
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A promising object
Delay
Object  CallAddress
50,D0  0390 
53,D3  00AD 
55,D5  0600 = ObjectPosY
5A,DA  00A0 
60,E0  0660 = ObjectYSpeedFraction
64,E4  0390 
68,E8  0640 = ObjectFireDelay
69,E9  00A9 
6C,EC  04C0 = ObjectXSpeed
74,F4  04E0 = ObjectXSpeedFraction
78,F8  04C0 = ObjectXSpeed
7F       04E0 = ObjectXSpeedFraction
It is interesting if these are "0x20"(JSR) or "0x4C"(JMP)- Example: If DelayObject55 is appear , $600 $601 $602... executed. ForExample, If $602(RockBuster1Y) $603(RockBuster2Y) $604(RockBuster3Y) = 4C XX YY then JMP $YYXX. If $YYXX is the address of game clear , we may get ending. We need to investigate whether a suitable value can be adjusted. We can get object DelayObject00-FE easily on an IceManStage. (BombManStage is difficult :P)
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I and the Pirohiko are finding a breakthrough of DelayObject55 or D5. If our investigation is right, we will start new TAS. :)