Surprise! It's a new Rockman TAS time. This movie is 10.2667 seconds faster than the published movie. How did this happen? I won't spoil you. Watch the movie. You'll definitely know it when you see (and hear!) it. Hint: Wily2.

Attributes

  • Aims for fastest time
  • Abuses programming errors
  • Manipulates luck (for refills and for random involuntary movements)
  • Uses death as a shortcut
  • Utilizes a robot player (refills, Wily3 boss, Wily4 boss, death, seizures)
  • Utilizes frame counter, frame advance, RAM watch, subpixel positions etc.

Contributors

AngerFist, Morimoto, Vatchern, Hanzou, Blechy, 4matsy, Feitclub, Truncated, Spider-Waffle, Boco and others.

Bisqwit's comments

You will never know when a TAS is "final". Especially not with this game. I don't honestly expect Rockman 1 ever to be completed in less than 10 minutes, but with these advances, you can never be 100% certain of the final limit.
Naturally, the page Rockman Tricks, which has the purpose of explaining every trick and glitch known in NES Rockman games, is becoming rather outdated. It does contain the foundation of Rockman glitching, but the applications surprise us, and are hard to describe.
The first six stages of this movie are identical to the previous movie. The first changed stage is Wily 1 (collected 1 refill less there).
In this submission, I list finalfighter as a co-author, because he is basically the architect of this submission. His contribution in this movie outweighs anyone else's, only equal to perhaps mine. The movie retains certain portions played by AngerFist (described in the previous submission), and I thank him for that.
Ps: I'm finally ready to state that this game has been broken.

FinalFighter's comments

This newly discovered technique is very interesting, especially in that it makes it possible to cross walls in various places.
Because it also causes the game sound to shift, people who are interested of glitches should definitely try it.
This technique was found two years ago, but because Megaman died when the technique was used, it was judged unusable by me, Bisqwit and Morimoto.
It was very fortunate that an insight struck me to try the technique once more before throwing it completely away, for it enabled yet another kind of Megaman 1 TAS to exist.
Many people ask me how to discover new techniques.
  • Continuously use slow playing speed.
  • Test known techniques, and remember them.
  • Love the software.
These things are vital in my opinion.
I am thankful to people who make the TAS-movies when I find new techniques, despite the tough work involved in it.
Thanks to Bisqwit for creating the computer program for optimizing this new idea. Your programming ability amazes me once again.
PS: Please enjoy this new TAS!
(FF's comments translated by Bisqwit)

Truncated: Accepting as an improvement to the previous Mega Man movie.


1 2
6 7
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15601
Location: 127.0.0.1
This topic is for the purpose of discussing #1354: Bisqwit & finalfighter's NES Mega Man in 15:38.07
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yes for reasons of it being more broken than it was before.
Joined: 10/16/2006
Posts: 174
Wow, you broke this game so much that you even broke the music. How the heck did that happen!?
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Seriously, how can a glitch hater find this objectionable anymore? It is just sooo over the top broken that it doesn't even count as glitching a game. It has become a whole new game. A game where a hero zips around like a madman and occasionally fights a bad guy that he doesn't feel like zipping past.
It's hard to look this good. My TAS projects
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
• Utilizes a robot player (refills, Wily3 boss, Wily4 boss, death, seizures)
Haha, nice. If the game will ever be glitched through in less than 15 minutes, it would be reasonable to think about an additional no-zip run, because the poor thing is hardly recognisable anymore with this much zipping abuse. Anyway, a yes vote for yet another surprising glitch.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (252)
Joined: 3/12/2006
Posts: 155
Location: Taiwan
wow,what's happen with the new glitch? anyway YES YES of couse a YES vote !!!!
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
BTW, I believe it's "4matsy", not "4matsu". ;)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I think if someone had pulled off this run 3 years ago we'd all be scared to death. Of course, there's no need to vote. Congratulations.
Post subject: Explanation of the Wily2 trick
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Here's the technical explanation of the trick. When a boss battle begins, there are only three ways to end it: * Kill the boss * Start another boss battle * Die When I enter the Cutman battle, and escape it, the battle does not end. It goes on. Cutman is still alive. Momentarily after escaping the room, Cutman throws a scissor. However, because Cutman is no longer visible, the scissor does not appear. Cutman thinks he has a scissor, but there is no scissor. This is when things go awry. You see, as long as Cutman thinks he has a scissor, he will use some kind of telekinesis to manipulate the scissor back to his hand (for catching). In other words, the game adjusts the scissor's position every frame to make it meet Cutman's hand. The method it does that, is that it first looks up the object table, searching for a scissor type object. Then it alter the properties of the found object (the sprite number, and the Y coordinate). It does the lookup using a common function in the game code. However, Cutman is so certain that a scissor exists, so the return value of the function is not checked. So when a scissor doesn't really exist, it writes into a random memory address instead. (The actual value returned in an error case is the number of alive objects.) This memory address happens to coincide mostly with Rockman's data. The rest is pretty obvious. The glitching stops when the Clone robot fight begins, because at that point, the previous boss fight is over and Cutman with his magic scissor powers exists no more. However, Megaman maintains a weird pose for a few frames, because his object properties (mainly, an action delay counter) were messed up.
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
adelikat wrote:
Seriously, how can a glitch hater find this objectionable anymore?
This will not make NecroVMX like the movie... probably makes it worse. Anyway, I did like it :)
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
By the way, here is the source code of the program snippet of BisqBot used to navigate through the involuntary movements. It is my first FCEU bot to use a genetic algorithm. In addition, it uses paraller processing using a dual core CPU. (Click to zoom) [Edit: Now links to actual source code instead of a snapshot of it.]
Joined: 5/29/2006
Posts: 138
Amazing glitch - gotta love memory violations. Yes vote for sure. Bisqwit, whatcha use to create that code screenshot?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Interesting glitch. A bit hard to follow, but it wasn't so hard that I couldn't appreciate it.
hi nitrodon streamline: cyn-chine
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
anubis wrote:
Bisqwit, whatcha use to create that code screenshot?
I first interpreted your question as "what purpose is it to provide it as a screenshot (instead of just code)", hence I changed it to link to the actual code. Upon second reading, I interpreted it as "what tool do you use to make a screenshot like that". Shortcut: WDYM. So, I use a custom-written PHP script that highlights the code and produces HTML, and then I view it up in Mozilla Firefox, adjust the font size and capture the screenshot and crop it.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Oh WTF! That game is totally destroyed :D Hell Yes!!
Current Projects: ???
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
(not sure if this is common knowledge to those who aren't as familiar with improper speaking English) whatcha = what do you, what are you In this case, when the "do" is dropped (due to laziness, for lack of a better word), it turns into "what you" and words with a hard ending followed by an "e" sound (which is what "you" gives, like "eww") often get churned into a "ch" sound.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
Haha, is this even a game anymore? Still don't think you could mess this game up that bad with a game genie. Do you think you'll ever find a way to beat that first boss? I know why you choose him first, but that must bug the crap out of you, haha. Wow...almost makes me wonder if that fireball glitching is possible elsewhere?
Soft Blue Dragon
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
DonamerDragon wrote:
Haha, is this even a game anymore? Still don't think you could mess this game up that bad with a game genie. Do you think you'll ever find a way to beat that first boss? I know why you choose him first, but that must bug the crap out of you, haha. Wow...almost makes me wonder if that fireball glitching is possible elsewhere?
I have no idea what you're talking about.
KennyMan666
He/Him
Joined: 8/24/2005
Posts: 375
Location: Göteboj
And just when I thought that this game couldn't be smashed into any smaller pieces.
Det man inte har i begåvning får man ta ut i energi. "I think I need to get to Snoop Dogg's level of high to be able to research this post." -Samsara Read my fanfic, One Piece: Pure Corruption
Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
JXQ wrote:
(not sure if this is common knowledge to those who aren't as familiar with improper speaking English) whatcha = what do you, what are you In this case, when the "do" is dropped (due to laziness, for lack of a better word), it turns into "what you" and words with a hard ending followed by an "e" sound (which is what "you" gives, like "eww") often get churned into a "ch" sound.
"Do" never has anything to do with "whatcha" :P It is purely "What are you", where "are" is dropped to laziness; with "what" being merged into one word with "you". Whatyou. That would be too hard to say and take too much effort, so it is said lazy and comes out to being "whatcha" (wuh-ch-yuh) Which I assume is the mouth merging the "teh" sound at the end of 'what' and the "yuh" sound with the lazy pronouncing of "you" (which sounds like "yuh" when someone says it to you lazily) :P Enjoy my crappy english to understand crappy english. :P
Soft Blue Dragon
Joined: 5/29/2006
Posts: 138
Bisqwit wrote:
I first interpreted your question as "what purpose is it to provide it as a screenshot (instead of just code)", hence I changed it to link to the actual code. Upon second reading, I interpreted it as "what tool do you use to make a screenshot like that".
Yeah - I did mean the second question. And as you and JXQ said I was being lazy with my words - 'whatcha' => 'what did you' in that particular instance. I'll try not to do that anymore.
Bisqwit wrote:
So, I use a custom-written PHP script that highlights the code and produces HTML, and then I view it up in Mozilla Firefox, adjust the font size and capture the screenshot and crop it.
Darn, I was hoping it was a full code => image script - I've yet to find one that does that well and just don't feel like making one myself :p
Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
Bisqwit wrote:
DonamerDragon wrote:
Haha, is this even a game anymore? Still don't think you could mess this game up that bad with a game genie. Do you think you'll ever find a way to beat that first boss? I know why you choose him first, but that must bug the crap out of you, haha. Wow...almost makes me wonder if that fireball glitching is possible elsewhere?
I have no idea what you're talking about.
Eh...I am hard to understand sometimes...I'm sorry. What's sad is that my native tongue is english. Game genie: The cheating device? First boss: Elecman. You have to beat the Elecman with only megamans default weapon and it takes several seconds. fireball glitch: the weapon from fireman used for glitch warping? Maybe I missed something...
Soft Blue Dragon
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
anubis wrote:
Bisqwit, whatcha use to create that code screenshot?
Donamer: So this means "What are you use to create that code screenshot?"? I think not. anubis: I'm not trying to make this sound like a bad thing. I'm as lazy as errbody else w/ words. (Edited a bunch)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Quality run! Boss re-fights were always boring anyway, so I don't miss em. Even though I like this run, the zipping breaks the game so much that it is hardly recognizable at certain parts. I like seeing a game pushed to its theoretical limit, but I think a non-glitch run would be very entertaining as well.
They're off to find the hero of the day...
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
hero of the day wrote:
I think a non-glitch run would be very entertaining as well.
Yes, a growing proportion of my waking TAS-oriented mind wants to create one. I haven't started, though, and haven't set a schedule either. Also, an entirely no-glitch movie would somewhat be contradictory to the goals of this site. It has already been discussed that this game has so wide variety of glitches that it's somewhat difficult to define what constitutes as a glitch. For instance, you can jump through enemies unharmed by pausing at the right moment. You cannot prohibit pausing, because you cannot switch weapons without pausing. Some glitches could be inhibited, but it would need to be clearly defined, and hopefully with a sharp filter that lines out only the most prominent cases.
1 2
6 7