Hey guys! I'd like some help with the upcoming TASing documentary. Namely I'm looking for 2-3 different games that together could be used to introduce the common types of tricks used across most TASes (and RTA runs) that I've listed here in a post slightly above the last one: http://tasvideos.org/forum/viewtopic.php?p=383094#383094
There's a more detailed listing and descriptions here: https://docs.zoho.com/writer/ropen.do?rid=udqvhaeefa22459bb41718824008eea56cc40 (section called "generic introduction to trick types...")
So I'm wondering if Rockman 1 could cover a lot of these cases? I'd really need an expert to tell me which types of tricks are present and to be able to find an example of each if called for. That would be great for the progress of the project as a whole! I'm going to make the same post in the Rockman 2 page though I suspect many of the same people are involved...
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I wanted to ask a question, i sent a PM to finalfighter but havent gotten a response for over a month, i hope its okay to post here.
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since you guys managed to to perform Arbitrary Code Execution on megaman 1 to instantly jump to credits from Ice Man level... and soon might do the same for megaman 2...
I was wondering, is there a possibility this can be done with megaman 3 too?? I've been working on a megaman 3 romhack for many years, and I know almost every little possible detail there is to know about the inner workings of megaman 3 in terms of ROM/RAM addresses and other things after spending so many years with it.
And i would be extremely interested to see how this "instant credits" stuff would work with megaman 3 if you guys were able to do that someday in the future.
i can help with all the information like what triggers the ending in the programming, and exactly where the calls, JMP's and so on are located. but i dont have the slightest idea in the world, how you guys actually get "total control" of the game though.
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Oh, there HAS to be a glitch that causes the game to crash first ?? thats truly the only way to get started with Arbritary Code Execution ??
darn. Cause i dont think theres any glitches to crash megaman 3. :(
I'm not sure we could have a max score TAS. It would take about 45 minutes to get the max score on one stage. (like Gutsman stage)
The Jumbigs take 20 hits to destroy and yield 9000 points. It takes less than 2 seconds to destroy each one.
The enemy HP data is at RAM address 06D0.
Just to let this thread know that I'm going to stop following it now because no responses seem to relate to my request. If you saw my message earlier and wanted/were able to help PM me instead.
I'm not sure we could have a max score TAS. It would take about 45 minutes to get the max score on one stage. (like Gutsman stage)
The Jumbigs take 20 hits to destroy and yield 9000 points. It takes less than 2 seconds to destroy each one.
The enemy HP data is at RAM address 06D0.
Has the Iceman stage glitch been discussed here yet (the one where you do the "wiggling")?
I did some testing and it seems that what happens is defined by RAM address $0023, which seems to be some kind of frame roll. It uses that value as some kind of pointer for where to look for the object to spawn. Most values that don't cause a reset will spawn a garbage sprite for one frame. There are few values that completely crashes the game or causes weird effects. Here are some values I wrote down:
3A = Spawns a CWU-01P. After destroying it, Cutman will spawn
42 = Sometimes gives you Magnet Beam (sound effect will play)
4A = Spawns some kind of level end trigger
75 = End level
BA = Same as 3A
DD = Does this
F5 = End level
NOTE: Most values from 4F to 80 and CB to FF cause a reset
The reason for the reset may be that the game's IRQ vector is the same address as the RESET vector. Because Mega Man doesn't use interrupts this isn't usually a problem, but if the interrupt flag cleared with CLI, interrupts are allowed to happen, and they reset the game (in the RESET routine the interrupt flag is set with SEI to disable interrupts). I still need to figure out why that particular spot works and where the program execution goes.
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Baka94 wrote:
Has the Iceman stage glitch been discussed here yet (the one where you do the "wiggling")?
75 = End level
F5 = End level
Well the current TAS does end the stages early when wiggling but definitely didn't use it for icemen stage, this would actually save roughly a minute over the current TAS.
Video.
Now I'm curious if it would work on other stages besides Iceman, Bombman, Willy 1, 2 & 3
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+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
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Man that Goofy voice!
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.
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.
I found something pretty interesting!
Notice the same pattern? RAM address $005E seems to be set to #$01 for a while when you go through the red lines (while moving right) and green lines (while moving left). The distance between those lines is 16 Metatiles (16 x 16 tiles). The wriggling glitch works for both green lines, but neither one of the red lines. $005E is somehow related to graphics updates. I was unable to find other places where this would occur, so I wonder what is it in this screen that causes the wriggling glitch to work. Also, $0092 seems to be the timer to determine when $005E will reset to #$00 when going through these lines.
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I am currently prepared to present [1686] NES Mega Man by Shinryuu & finalfighter in 12:23.34 but if there happened to be anything new for the same category that could be presented that would be absolutely awesome. Is there any reasonable hope of a couple of frames improvement by, say, the week before the marathon? I figured it's worth at least asking - if it were to happen there would be a lot more hype I could build into the commentary during an unveiling.
Does this run even sync? When I tested MM1 runs they didn't sync.
Though IIRC you weren't interested in verifying this time around, so I imagine you might use the opportunity to show off critical sections at slow speed / frame advance and / or pause while explaining?
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True wrote:
Does this run even sync? When I tested MM1 runs they didn't sync.
The Rockman run doesn't seem to sync on Mega Man (U) for me either, it only makes it past the first level. I don't have a true Rockman cart to test with.
True wrote:
Though IIRC you weren't interested in verifying this time around, so I imagine you might use the opportunity to show off critical sections at slow speed / frame advance and / or pause while explaining?
Right, I'll be playing back the run in an emulator and my intent is to do a quick tour of tools and frame advance and then let the run play uninterrupted - perhaps during the tour I might show off one of the many, many glitches in this game. I'll determine that in practice rounds over the next few weeks.
So, yeah, if someone comes up with a new run in this category, even if it's at the last minute, I can probably adapt.
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True wrote:
Does this run even sync? When I tested MM1 runs they didn't sync.
Though IIRC you weren't interested in verifying this time around, so I imagine you might use the opportunity to show off critical sections at slow speed / frame advance and / or pause while explaining?
+1, rewinding is also good.
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.
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I have about 5 minutes to show how to use an emulator to go through a game. In Mega Man, is there a good glitch I should demonstrate? I'll have access to Lua scripting and can display memory values on screen, and I'm looking for something that is near the beginning of a level that (preferably) has an obvious memory value use case or something along those lines. Any thoughts?
The screen wrap-arounds you use in Elecman to get the Magnet Beam seem like an obvious one to break down, no? Then immediately after you can break down Magnet Beam related glitches, so it seems like it would flow well.
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Patashu wrote:
The screen wrap-arounds you use in Elecman to get the Magnet Beam seem like an obvious one to break down, no? Then immediately after you can break down Magnet Beam related glitches, so it seems like it would flow well.
Hmmm... The only thing is that is a trick that is used by realtime runners - I don't have anything against it but I would prefer to demonstrate something that is generally only possible with frame advance. I may start with item drop manipulation as that seems like a good introduction to luck manipulation but I would love a punchline.