Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Good news, we confirmed that DelayEnding was possible. I already created three Lua files for assistance :) Then , I and Mr.Pirohiko began to make new TAS of Rockman1 !
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Well count me in being very excited :) What's the estimate final completion time? Is this a brand new branch? Or will it obsolete the current tas?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Patashu
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Joined: 10/2/2005
Posts: 4042
If it's a credits call glitch or level warp glitch, I assume it would be a new category - as busted as the old TAS is, it still 'basically' goes through each level in order.
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
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
Waiting to verify anything, as previous MM1 runs can't be verified and I want SOMETHING
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Experienced player (544)
Joined: 5/12/2005
Posts: 707
For starters, it seems DelayEnding needs some really careful planning before getting it to work anywhere, also the work you have to do beforehand is tedious but that makes it even more interesting..
Joined: 12/30/2013
Posts: 12
woohoo new rockman1 tas. this is the game that got me into TAS. cant wait :D
Former player
Joined: 11/13/2005
Posts: 1587
The new TAS has been submitted already: http://tasvideos.org/4308S.html.
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Good news, I success DelayMagnetBeamAdapter(Object42) without ACE. :P https://www.youtube.com/watch?v=ntbgATKvhp8 Then , I have some idea of all stage clear TAS. ->I(Object42->get MagnetBeam->Object75->DelayStageClear) ->F(using MangetBeam TAS) ->B(ObjectF5->DelayStageClear) ->G(using MangetBeam TAS) ->C(using MangetBeam TAS) ->E(using MangetBeam TAS) ->W1(Object75->DelayStageClear) ->W2(Object5D->DelayStageClear) ->W3(using MangetBeam TAS) ->W4(using MangetBeam TAS) ->LastBoss Magnet beam can be used by ElecManStage. :) Although we would like to make a fastest TAS, ("game end glitch") I would like to also make an entertainment TAS!(any% or "glitched") http://tasvideos.org/2921S.html This course may update this TAS? Do you think about this course ? ;)
Experienced player (544)
Joined: 5/12/2005
Posts: 707
It looks like I can't leave Rockman 1 and 2 alone at all.. it's possible to get magnet beam without invoking ACE (Arbitrary Code Execution) so this upcoming project shouldn't have any of it. I made a new concept movie for Elecman stage because now we can have magnet beam beforehand by obtaining it from Iceman stage by seducing game's code around. Now we can do funny things like this: New route, like FinalFighter mentioned in his post:
1. Iceman (DelayStageClear) 
2. Fireman (Normally)
3. Bombman (DelayStageClear)
4. Gutsman (Normally)
5. Cutman (Normally)
6. Elecman (Whole stage with magnet beam + boss battle with better weapon)
7. W1 (DelayStageClear)
8. W2 (DelayStageClear) 
9. W3 (Normally)
10. W4 (Normally)
Patashu
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Joined: 10/2/2005
Posts: 4042
For the non assembly programmers out there: What's the explanation (discriminator) for this glitch not being ACE, despite looking identical to the ACE usage?
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
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
Patashu wrote:
For the non assembly programmers out there: What's the explanation (discriminator) for this glitch not being ACE, despite looking identical to the ACE usage?
Because of a bug in the game, a bankswitch is (or is not) being performed so incorrect code is being executed. The code isn't arbitrary as it is ROM. So unintentional by the programmer(s), yes, but not arbitrary.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Now this DOES look like a run to obsolete the existing one!
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.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Patashu wrote:
For the non assembly programmers out there: What's the explanation (discriminator) for this glitch not being ACE, despite looking identical to the ACE usage?
Lot's of people seem to not understand what ACE is. ACE is when you have total control. If you can execute arbitrary code, then you can do anything, including jumping to the ending. But the reverse doesn't hold: Just because you can jump to the ending doesn't mean that you can do whatever you want. "Game end glitch" is to "ACE" as "finding a huge shortcut" is to "gaining ultimate power over the whole universe".
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Can it be just said as, without ACE it's impossible to jump to ending in this game? Like, it's only possible to skip to level end. Right?
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.
kazblox
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Joined: 5/4/2014
Posts: 29
ACE - as an example, you can use sprite positions, whatever is loaded on the screen and score value and a glitch that messes with something that depends on these values to trick the game to load instructions in the ram This TAS - incorrect bank switching caused by too many objects and data value.
Joka
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Player (16)
Joined: 3/19/2013
Posts: 42
Location: Sweden
Hi! :) So we are doing this in RTAs now: http://www.twitch.tv/jokaah/c/4408811 Currently trying to find a good setup that makes it a little more consistent. Anyone here happen to have any ideas? Our best guess is that it has something to do with the music, if you get the DelayStageClear or something else "random" :)
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Skilled player (1784)
Joined: 5/7/2008
Posts: 187
Location: Japan
Jokaah wrote:
Hi! :) So we are doing this in RTAs now: http://www.twitch.tv/jokaah/c/4408811 Currently trying to find a good setup that makes it a little more consistent. Anyone here happen to have any ideas? Our best guess is that it has something to do with the music, if you get the DelayStageClear or something else "random" :)
I found this glitch the other day. Because ObjectFF is carried out double, it has a thing similar to DelayObjectFF. A random object seems to occur to refer to $23 that are a frame counter in Iceman stage. In addition, I succeed in shortening TAS by producing an arbitrary object to refer to $17 that are the second pad in Gutsman stage.
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Mechanism of DoubleObjectFFGlitch http://www.yuko2ch.net/rockman/doubleobjectffglitch.txt about DoubleObjectFFGlitch(in Japanese) http://ch.nicovideo.jp/TASVideos/blomaga/ar535617 in IceManStage ObjectNumber=$23(counter) inGutsManStage ObjectNumber=$17(2nd controller) If ObjectNumber=4Aor75orF5 , StageClear is happend.
Patashu
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Joined: 10/2/2005
Posts: 4042
What? What? What??? 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
Skilled player (1784)
Joined: 5/7/2008
Posts: 187
Location: Japan
Patashu wrote:
What? What? What??? http://www.nicovideo.jp/watch/sm23825129
I taught him various methods.
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
crazy shit
MESHUGGAH
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Patashu wrote:
http://www.nicovideo.jp/watch/sm23825129
Can I request a youtube or anything other encode?
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
Active player (476)
Joined: 2/1/2014
Posts: 928
MESHUGGAH wrote:
Patashu wrote:
http://www.nicovideo.jp/watch/sm23825129
Can I request a youtube or anything other encode?
Link to video
kazblox
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Joined: 5/4/2014
Posts: 29
solarplex wrote:
MESHUGGAH wrote:
Patashu wrote:
http://www.nicovideo.jp/watch/sm23825129
Can I request a youtube or anything other encode?
Link to video
What... Rockman saves the world by colliding on a magnet beam.
MESHUGGAH
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Posts: 1353
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Thank you for the upload solarplex. The WTF factor is too damn high. Side note: we need more japanese TASers.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...