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Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
The volume isn't even low enough to make a difference, I could hear the stage music just fine.
Joined: 1/19/2010
Posts: 146
Here's a question. Is it possible to wobble zip in a solid wall without constantly jumping to keep X from getting stuck? If you can, I have some more ideas on potential zipping areas. Edit: Nvm, I don't think it is possible. I was going to try zipping from the arm capsule to the subtank in Mammoth's stage, and again from the armor capsule to the tunnel below in Chameleon, but they don't work it seems. The only other Zipping areas that MIGHT save time is zipping into the boss door that leads to Vile from directly underneath and the same for the Kuwanger refight and Rangda Bangda boss door, but I don't think they will work either. Other than that, Downward zipping after the Chameleon and Mandrill refights MIGHT save time, but it's kind of a stretch. The only one I can see saving real time is that first wobble zip after getting the subtank in Mandrill's stage, then possibly the second and third shown in that video I posted earlier.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Okay, so I'm working on a complete disassembly of Mega Man X right now. I suppose this could prove to be useful to some people around here in the long run, so I was wondering if anybody wanted to help me document RAM addresses? I have a WIP RAM map right now, but it's pretty small thus far. I'll post notable findings here, if people want me to.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
These addresses are from http://datacrystal.romhacking.net/wiki/Mega_Man_X:RAM_map :
7E:0500 - 7E:052F?   Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM.
7E:0BAA              X's current state (6 = rising, 8 = falling, 14 = dashing, etc...)
7E:0BAA              X's current sub-state
7E:0BAC - 7E:0BAE    X's X-position (24-bit)
7E:0BAF - 7E:0BB1    X's Y-position (24-bit)
7E:0BBB - 7E:0BBC    General purpose animation timer for X?
7E:0BBF              X's current pose
7E:0BC2 - 7E:0BC3    X's horizontal velocity
7E:0BC4 - 7E:0BC5    X's vertical velocity
7E:0BC6              X's acceleration (gravity)
7E:0BCF              X's health
7E:0BE0 - 7E:0BE2    Mirror of controller input (bits for unused buttons seem to be ANDed out)
7E:0BDD              Number of shots currently on screen
7E:0BFA              Dash timer
7E:0BFF              Charge timer
7E:0C03              Charge level (01 = fully charged /w/ arm part, 02 = normal full charge,
                     03 = partial charge | Not sure what it's used for)
7E:0C06              Bitflags: Standing = 04, hanging on left wall = 02, right wall = 01
7E:0C30 - 7E:0C8F    Stuff for armor parts (position, type, and so forth)
7E:0E18              Ride armor exist flag (00 = delete ride armor, all else = ride armor exists)
7E:0E1A              Ride armor's current state
7E:0E1C - 7E:0E1E    Ride armor's X-position (24-bit)
7E:0E1F - 7E:0E22    Ride armor's Y-position (24-bit)
7E:0E32 - 7E:0E33    Ride armor's horizontal velocity
7E:0E34 - 7E:0E35    Ride armor's vertical velocity
7E:0E36              Ride armor's acceleration (gravity)
7E:0E4D              Ride armor's heading 40 = facing right, 00 = facing left
7E:1F99              Bitflag array of armor pieces collected
7E:1F9A              X's maximum health
7E:1F9C              Bitflag array of heart tanks collected
7E:1FB4              Current number of lives remaining
These addresses are from the script I use (some are the same as above):
7E0BFA      Dash (1 byte)
7E0BC2      X's X Speed (2 bytes)
7E0BC4      X's Y Speed (2 bytes)
7E0BAD      X's X Position in pixels (2 bytes)
7E0BB0      X's Y Position in pixels (2 bytes)
7E0BAC      X's X Sub-Position (1 byte)
7E0BAF      X's Y Sub-Position (1 byte)
7E0BCF      X's Current HP (1 byte)

7E0BDB      Current Weapon (1 byte)
7E1F85+2*(n-1)
            Weapon n Ammo (2 bytes)


7E00B4      Camera X Position (2 bytes)
7E00B6      Camera Y Position (2 bytes)

(n ranges from 1 to 12)
7E0E8A+0x40*(n-1)
            Enemy n X Position (2 bytes)
7E0E8C+0x40*(n-1)
            Enemy n Y Position (2 bytes)
7E0E8F+0x40*(n-1)
            Enemy n HP (1 byte)

7E0BFF      Charge Timer (1 byte)
7E0C03      Charge Level (1 byte)
7E0BA6      RNG Value (2 bytes)
Joined: 11/26/2010
Posts: 444
Location: New York, US
If you don't mind me asking. Hows the run going guys, have you made any progress? If so can we expect a WIP anytime soon?
My name is 4N6/Forensics.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
DarkMoon wrote:
Okay, so I'm working on a complete disassembly of Mega Man X right now. I suppose this could prove to be useful to some people around here in the long run, so I was wondering if anybody wanted to help me document RAM addresses? I have a WIP RAM map right now, but it's pretty small thus far. I'll post notable findings here, if people want me to.
Thanks for the RAM map - it has been quite useful for me already. I have a script which draws graphics on top of X, and while it usually works fine (as long as I calculate X's integer position as xint = (x+0x80)/0x100, that is proper rounding for subpixels instead of truncation), on some frames the screen scroll value in address $7E:00B4, $7E:00B6 is off by one pixel. This happens a lot during the intro stage, for example, where you will see the x scroll value stand still a few times even though the screen moves every frame. This seems to happen in busy areas, so perhaps it is connected with lag. So there is probably another set of scroll values somewhere in memory which corresponds to the true scroll. Or perhaps there are scroll sub-pixel values somewhere, and the scroll must be rounded just like the X position is. Another nice thing to have in a RAM map would be delay information. I.e. for addresses which correspond to visible changes on the screen, what is the delay between the address changing and the screen changing?
Joined: 11/26/2010
Posts: 444
Location: New York, US
Have you guys made any progress on the TAS at all?
My name is 4N6/Forensics.
Joined: 7/27/2012
Posts: 2
Location: United States
bump
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Checking in, any progress?
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I refrained from posting about it for the past year, but I'll delude myself no longer and be blunt about it. I am not working on any Mega Man X TAS. I will not continue the latest WIP. Rolanmen1 is not working on it either.
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
:(
Rolanmen1
He/Him
Experienced player (752)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
Well, i was planning on moving the run to BizHawk by hex editting it, if that's possible, if it is, it will take too much hex editting, depending if BizHawk is more or less laggy. However, this doesnt mean that either me or FractalFusion will work on it afterwards.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Sad times...
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Heres a good tip. In boomer kuwangers level (I CAN ACTUALY SPELL HISNAME!? O_o) *ahem* ANYWAYS in Boomer Kuwanger's level, during the elevator segment, you can charge a Rolling Shield and make the climbing section with the moving platforms much easier, since running into the enemies like this will just destroy them. Also, by hopping off the side of the retracting platforms you can probably jump on to the ladder quicker. I dont know if that second tricks been used (forgot from the megaman x speedruns ive seen and cant check cause im in school :P ), but the rolling shield should make it easier to manage, and quicker, since you wont have to figure out how to hit the lizard on the ladder without losing time, you can just run into them. And there is a great chance to charge it during the elevator segment, which just happens to be before the climbing segment, so its perfect! On a side note, there's a guy named Kevyll on youtube who did perfect runs of every megaman x game meaning no upgrades, no damage, buster only, no special weapons, no charge shots, and (in x1 only) dashless (even though acquiring the dash boots is required). I would like it if someone TAS'd MMX1 along those guidelines. it would be long, but cool.
I quit TASing.
Joined: 7/2/2007
Posts: 3960
I believe that the buster upgrade is skipped in the current run, since you get it automatically in Sigma 1 anyway. That does mean that charged weapon attacks are unavailable for the normal levels though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Noxxa
They/Them
Moderator, Expert player (4141)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
Besides, Boomer Kuwanger is done second in the 100% run anyway. Significantly earlier than Armored Armadillo.
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.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
zwataketa wrote:
On a side note, there's a guy named Kevyll on youtube who did perfect runs of every megaman x game meaning no upgrades, no damage, buster only, no special weapons, no charge shots, and (in x1 only) dashless (even though acquiring the dash boots is required). I would like it if someone TAS'd MMX1 along those guidelines. it would be long, but cool.
In x1 how does he kill final sigma? In x2 how does he kill Agile, Zero, and final sigma? Being that none of them can be damaged from an uncharged shot or use of a special weapon.
Former player
Joined: 5/22/2004
Posts: 462
Armored Armadillo's weapon will hurt the final form of Sigma in X1
Noxxa
They/Them
Moderator, Expert player (4141)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
Dan_ wrote:
Armored Armadillo's weapon will hurt the final form of Sigma in X1
But that's a special weapon. The above posts stated no special weapons.
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.
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Heidman wrote:
zwataketa wrote:
On a side note, there's a guy named Kevyll on youtube who did perfect runs of every megaman x game meaning no upgrades, no damage, buster only, no special weapons, no charge shots, and (in x1 only) dashless (even though acquiring the dash boots is required). I would like it if someone TAS'd MMX1 along those guidelines. it would be long, but cool.
In x1 how does he kill final sigma? In x2 how does he kill Agile, Zero, and final sigma? Being that none of them can be damaged from an uncharged shot or use of a special weapon.
Oh he didnt do sigma stages, just the maverick and intro stages. However, you can probably make an exception for wolf sigma (he did for duff mcwhalen, since the whalebot mini bosses are so annoying for him) and fire the charged shots there
I quit TASing.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Well that just took all the fun out of it...
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Heidman wrote:
Well that just took all the fun out of it...
Just for that little bit. The rest is all uncharged and no damage or upgrades, or special weapons. Id do the run myself, but i have a lot more runs to do, and i like playing x with a wiimote (hombrew channel emulator) instead of a keyboard (awkward controls).
I quit TASing.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Ya, I am able to do that for x1 and x2. A guy named RoahmMythril did all of the classic MM series that way. But did not do the wily stages because it would force him to use rush/special weapon.
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Heidman wrote:
Ya, I am able to do that for x1 and x2. A guy named RoahmMythril did all of the classic MM series that way. But did not do the wily stages because it would force him to use rush/special weapon.
Im saying there can be an exception if a charge shot is actually required and etc. And yes, I checked the damage data chart, and wolf sigma can only be damaged with level 4 charge shot or rolling shield (which is out of the picture cause of no special weapons), in case you thought i didnt know.
I quit TASing.
Joined: 1/19/2010
Posts: 146
Kevvl breaks the charge shot rule a lot. He ditched the rule completely in X7 and X8, which is good because it just drags on without it. Anyway, just watch HideofBeast instead. Complete with great gameplay and excellent commentary, you can't go wrong.
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