Former player
Joined: 8/31/2009
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I can help with glitch hunting I 'spose, but I've only found one useful trick so far (Rain Flush vs Wily 2 Boss).
Experienced player (621)
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Awesome! :D Thanks T3h Icy! :D
Former player
Joined: 8/31/2009
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Yay useless stuff! Anywhere there's a ladder attached to the ground (such as at the start of Ring Man's level), if you make a Balloon and climb the ladder and let go, you can jump off and land on the Balloon super quickly. The thing is though, you can push the Balloon downward. If you use rapid fire jumping, you can't jump and land on it fast enough, as the Balloon with either rise faster than it goes downward, or you don't get enough height for enough force to push it down, but with a ladder you can. So now you know how to pop Balloons by pushing them downward into the ground. o/
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http://dehacked.2y.net/microstorage.php/info/1361187977/Mega_Man_4_%28E%29-2.fm2 It is an idea in the balloon same as SuperArrow. :)
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Awesome!! Thanks finalfighter! :D I have a question though. What version of the rom do I have to use for this game or can I stick with the same one (Mega Man 4 (U))? I am asking this because of the discussion of the different rom versions of this game. Also, I did discover a glitch in Mega Man 5 that should work in Mega Man 4 since they are both very similar to each other. If you are wall zipping by sliding and you are at the far right edge of the screen, by the time you reach the end of the wall you can make Mega Man disappear but you can still have control of him by moving left for a couple of frames (be careful not to make him zip too far to the right or else this won't work). While he his in this state he is completely intangible until a screen transition occurs. He can't take damage from any enemies but unfortunately he can't collect any powerups or use his Balloon or Rush Jet. He is not even allowed to climb ladders (which renders this glitch useless if you're trying to climb ladders in that room)! :( But I think this trick will be useful in reducing lag for rooms without ladders (I think you can even slide on the spikes too).
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It seemed like finalfighter used the (E) version. You should however stick with the (U) version when making your TAS.
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Baxter wrote:
It seemed like finalfighter used the (E) version. You should however stick with the (U) version when making your TAS.
I actually did go and download the (E) version just to see finalfighter's demonstration run. That was another reason that I brought the question up. Thanks for answering it, Baxter. :D
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http://dehacked.2y.net/microstorage.php/info/1716231556/Mega_Man_4_%28E%29-2.fm2 Some Example :) >GlitchMan It is necessary to use the (U) version in TAS. I only used the (E) version (by mistake) at the test. :P
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Thanks for the explanation finalfighter! :D Yeah, that's the bad thing about having to use Balloons instead of Super Arrow. -You can't kill enemies with it (there's no way to get refills because of this unless there's one conveniently placed) -You may need more than one Balloon for slide zipping to work since they can only move up and down The plan is to save 7 seconds a stage and I can do this by pulling off a sliding zipping glitch.
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Guys!!! I am so sorry!! I tried everything to get the sliding zipping glitch to work (besides using the Rush Jet) but so far nothing is working. I need a very specific stair step type piece of level design for me to place the Balloon low enough and close enough for me to zip through: oooo | xxx oooo | xxx -------- xxx | xxxxxxxx | xxxxxxxx I tried really hard but so far I have not come up with any better results than that! <:( Looks like I won't be saving seven seconds a stage after all. The most I could save would probably be 40 seconds. T_T
Joined: 5/19/2010
Posts: 259
Location: California
GlitchMan wrote:
Looks like I won't be saving seven seconds a stage after all. The most I could save would probably be 40 seconds. T_T
Forty seconds of improvement for the entire TAS would be phenomenal. I don't get why you feel it's a letdown. Because it isn't. At all.
#3201
Experienced player (621)
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sameasusual wrote:
GlitchMan wrote:
Looks like I won't be saving seven seconds a stage after all. The most I could save would probably be 40 seconds. T_T
Forty seconds of improvement for the entire TAS would be phenomenal. I don't get why you feel it's a letdown. Because it isn't. At all.
You're right. It doesn't have to be perfect. I was just feeling kind of discouraged because I couldn't glitch this game as easy as Mega Man 5. I think I will just do the best I can. Who knows? Maybe I might be able to save more. :D Thank you!!! :D BTW, has anyone else started the run yet because if not I'm going to tear this game APART!!! YEAH!!! :D I will find all the randomness generator addresses and eliminate all that lag as much as possible!!
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Glitchman, don't give up! It's not your fault if the game doesn't exactly have improvements in certain places. Keep trying to come up with solutions to problems, you may have overlooked something? Anyway, 40 seconds sounds like an awesome improvement regardless. I hope you find more creative solutions. I bet you will, you're pretty good at that. ;)
Super Mario Bros. console speedrunner - Andrew Gardikis
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Thanks andrewg!!! :D Now I want to know if anyone else is working on it so I can help. :D If not then I will take it on! :D
Noxxa
They/Them
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AngerFist is also planning to work on this. You could go cooperate with him.
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.
Experienced player (621)
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Baxter wrote:
Black screen, -27, What is really important for the explosion is that the boss is at the horizontal center of the room. Vertical position doesn't really matter. It might save a frame or two if he's in the perfect center both horizontally AND vertically, but it doesn't matter if he is vertically in the air or at the ground (if he's not in the perfect center). The explosion leaves the screen last horizontally anyway, so this should be focussed on. We killed him at the perfect horizontal center, which saved us 30 frames here.
I was reading through these old posts and I'm not sure if I mentioned this: vertical position for killing a boss matters as much as it does horizontally. It doesn't display the explosion particles on the screen because they go to the bottom F0-FF range. The NES screen resolution is 256x240 and the bottom of the screen stops at EF. I know the resolution is 256x224 but it shows the additional 8 pixels at the top and bottom of the screen on PAL emulation.
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the 4 RNG registers are virtually in the very exact same spot as megaman 3. E4, E5, E6, and E7 are the registers But megaman 4 makes these RNG registers run at all times nonstop wether your in a level ...at the title screen or the "1991 capcom nintendo of america" ..in the pause menu...it never stops. Megaman 3 never did that though, it only runs during levels, and stops any other time.
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kuja killer wrote:
the 4 RNG registers are virtually in the very exact same spot as megaman 3. E4, E5, E6, and E7 are the registers But megaman 4 makes these RNG registers run at all times nonstop wether your in a level ...at the title screen or the "1991 capcom nintendo of america" ..in the pause menu...it never stops. Megaman 3 never did that though, it only runs during levels, and stops any other time.
These are the RNG registers I had a feeling that Capcom must have had stored for those specific addresses (it's also in the same addresses in Mega Man 5 and they run at all times like Mega Man 4). I have to look into these randomness generators to see which action (jump, shoot, etc.) is RNG-sensitive.
Experienced player (621)
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Okay, I see how Dust Crusher works now. After hitting an enemy and splitting into four pieces, it's only the top left piece that has to disappear before you can fire another one. I also figured out the pattern of the bug that drops pellets in Pharaoh Man's stage. It drops either one, two, or three pellets (each of them 8 frames apart) then there's a waiting sequence of 60 frames before it starts dropping them again.
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Hey guys! I found a zipping opportunity in the first level!! Check it out! http://dehacked.2y.net/microstorage.php/info/1832588526/GlitchMan-Mega%20Man%204%20%28U%29-03zipping.fm2 I can zip through some of the walls by using the balloon platform/enemy that shoots bullets (strange because this is the first room where I actually have the Balloon upgrade)!
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GlitchMan wrote:
Hey guys! I found a zipping opportunity in the first level!! Check it out! http://dehacked.2y.net/microstorage.php/info/1832588526/GlitchMan-Mega%20Man%204%20%28U%29-03zipping.fm2 I can zip through some of the walls by using the balloon platform/enemy that shoots bullets (strange because this is the first room where I actually have the Balloon upgrade)!
Do you have tests can use Rush Jet through the wall of the Glitch? The same skill (MM5 new find)
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I got a desynch. Did you use the (U) version?
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Sonikkustar wrote:
I got a desynch. Did you use the (U) version?
Yes.
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Nevermind. Foolishly had it on New PPU. That was an awesome zip. I hope to see more!
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woabclf wrote:
GlitchMan wrote:
Hey guys! I found a zipping opportunity in the first level!! Check it out! http://dehacked.2y.net/microstorage.php/info/1832588526/GlitchMan-Mega%20Man%204%20%28U%29-03zipping.fm2 I can zip through some of the walls by using the balloon platform/enemy that shoots bullets (strange because this is the first room where I actually have the Balloon upgrade)!
Do you have tests can use Rush Jet through the wall of the Glitch? The same skill (MM5 new find)
Not yet. That's what I've been thinking about doing and I did try it but the problem is I have to get hit by an enemy to become invincible for a moment because you die when you're inside a wall in this game (excluding Ring Man's stage). I'm better off just doing Rush Jet zipping the way I did in my Skull Man and Cossack Stage 4 demonstrations.