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finalfighter wrote:
Congratulations , Mr. pirohiko. We were able finally to defeat BubbleMan!! :) Time until jumping down doesn't change though it damaged. In a word, it can be said "the solution" that we were expected. We began to work on delay in the Woodman stage. (upscrolling and death) http://www.yuko2ch.net/rockman/delay-deaty--idea.jpg
This is going to be really interesting :) Can you imagine death and delay at the same time to skip screen?
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http://www.yuko2ch.net/rockman/c7a5_fceu_custom_lua.zip I made FCEU of the version to be able to acquire the number of instructions from LuaScript. :) Example from sample.lua --Instructions of CFED(NMI)->C7A5 local cfed_c7a5 = memory.read_cfed_c7a5(1) gui.text(10,50,"CFED->C7A5:"..cfed_c7a5) --Instructions of CFED(NMI)->D0D3(RTI) local cfed_d0d3 = memory.read_cfed_d0d3(1) gui.text(10,60,"CFED->D0D3:"..cfed_d0d3) --Instructions of C7A5->CFED(NMI) local c7a5_cfed = memory.read_c7a5_cfed(1) gui.text(10,70,"C7A5->CFED:"..c7a5_cfed)
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http://dehacked.2y.net/microstorage.php/info/542511148/WoodmanUp_06.fcm Latest delayupscroll result(WoodmanStage) contributed by pirohiko. The next target is "delay death".
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These changes start suddenly reminding me of panel three of this strip: We're You're decomposing the game, turning things upsidedown and discovering new physics. (Translation of the texts in the strip: Some people were curious, too… Only a few months more… That's an awesome building… I think I'll make one too! (whose building is that anyway?) (Sign: Pysy poissa!) Dr.Wily didn't know Dr.Light yet. So shall I do! After a month: Are you sure you have done everything right? Hmm… And:..)
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For some reason I don't seem to fully understand this strip.. but still this makes me feel that Dr. Wily feels like this: "⎝( ¯ ∇ ¯) ⎠BWAHAHAHHA I'M OVERPOWERED"
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http://www.yuko2ch.net/rockman/01-woodbird_happning2.avi I found nice new tech :P You must pay attention to the egg.
Joined: 9/26/2007
Posts: 55
Location: Michigan
finalfighter wrote:
http://www.yuko2ch.net/rockman/01-woodbird_happning2.avi I found nice new tech :P You must pay attention to the egg.
WTF. ¯\(σ_ο)/¯
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negjay wrote:
finalfighter wrote:
http://www.yuko2ch.net/rockman/01-woodbird_happning2.avi I found nice new tech :P You must pay attention to the egg.
WTF. ¯\(σ_ο)/¯
This is a technique I also found many years back but I didn't find any useful use for it. This may be useful in the screenscrolling because emo bird should to make huge delay.. There is also possibility to call monkey from the end of the screen by the emo bird.
Joined: 9/26/2007
Posts: 55
Location: Michigan
Shinryuu wrote:
There is also possibility to call monkey from the end of the screen by the emo bird.
Sometimes language barriers are awesome. =) I've been keeping up with the progress on this run, which probably saved my life. There's only so many times my jaw can hit the floor before I have difficulty eating.
Former player
Joined: 9/25/2008
Posts: 48
I am 99% sure this is one of those tricks "everybody already knows about".. but maybe someone can humor me. what happened here? http://dehacked.2y.net/microstorage.php/info/1121913087/WhatHappenedHere.fcm
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aglasscage wrote:
I am 99% sure this is one of those tricks "everybody already knows about".. but maybe someone can humor me. what happened here? http://dehacked.2y.net/microstorage.php/info/1121913087/WhatHappenedHere.fcm
Ewww.. I don't think I've never seen this before and what exactly happened there? It seems that the whole game got "broken"
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$20(Room Number)=0B $37(Scroll Direction)=0C If ScrollDirection or RoomNumber is worng,the game misunderstands the map position.
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aglasscage wrote:
what happened here? http://dehacked.2y.net/microstorage.php/info/1121913087/WhatHappenedHere.fcm
Looks like someone edited the RAM to give the game wrong ideas about the map layout -- particularly, the room number and current stripe length, and then created a savestate-anchored movie to demonstrate the effect.
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I found a new route in the Woodman stage today. The route saves more time. Then we redo the Woodman stage again.
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finalfighter wrote:
I found a new route in the Woodman stage today. The route saves more time. Then we redo the Woodman stage again.
I am working on that technique right now babies ~
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Posts: 48
Bisqwit wrote:
aglasscage wrote:
what happened here? http://dehacked.2y.net/microstorage.php/info/1121913087/WhatHappenedHere.fcm
Looks like someone edited the RAM to give the game wrong ideas about the map layout -- particularly, the room number and current stripe length, and then created a savestate-anchored movie to demonstrate the effect.
Can't be. It was on the normal "Rockman 2 Dr. Wily No Nazo" and I wouldn't know the first thing about editing the RAM. I was playing along in real time when the screen could move left to my suprise. The far right ladders work and you can continue to move upwards. Not that it matters, It's not like it could save time, but I found it really interesting.
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aglasscage wrote:
Bisqwit wrote:
Looks like someone edited the RAM to give the game wrong ideas about the map layout -- particularly, the room number and current stripe length, and then created a savestate-anchored movie to demonstrate the effect.
Can't be. It was on the normal "Rockman 2 Dr. Wily No Nazo" and I wouldn't know the first thing about editing the RAM. I was playing along in real time when the screen could move left to my suprise. The far right ladders work and you can continue to move upwards.
Too bad you didn't make a movie that begins before the incident to prove this claim. If this is indeed true, it could prove very useful.
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Bisqwit wrote:
aglasscage wrote:
Bisqwit wrote:
Looks like someone edited the RAM to give the game wrong ideas about the map layout -- particularly, the room number and current stripe length, and then created a savestate-anchored movie to demonstrate the effect.
Can't be. It was on the normal "Rockman 2 Dr. Wily No Nazo" and I wouldn't know the first thing about editing the RAM. I was playing along in real time when the screen could move left to my suprise. The far right ladders work and you can continue to move upwards.
Too bad you didn't make a movie that begins before the incident to prove this claim. If this is indeed true, it could prove very useful.
He's the guy that has the mm2 speedrun record, I'd beleive him.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 9/25/2008
Posts: 48
Ok, I don't want to get too overwhelmed in this, but I find it fascinating, so here's what I know: I tried to recreate what happened using save states at the end. It didn't work. But, I guarantee it was something like this: http://dehacked.2y.net/microstorage.php/info/1464479426/There%20is%20no%20spoon.fcm I messed up, fell down. There are many sprites on the screen, so I'm thinking could it behave in the same manner as a screen scroll. (I'm just brainstorming here. Maybe somebody could run a bot to see if it's possible.) Here's the original movie I made right after I noticed the wall on the left. It's not a speed run or anything, (I was rather shocked) but you can see I run back there after death and the same effect isn't seen. (I'm sure it's possible to hack this as well but it's all I have as far as validity is concerned.) http://dehacked.2y.net/microstorage.php/info/452821165/WTF.fcm edit: I'll try to re-create this also, I'm not sure it can be useful but who knows.
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What I've found out from that .fcm so far. 1. Even if you enter so right as possible in the screen you'll die when trying to enter to previous screen. In Fact you'll die everytime you go to down. 2. You can continue if screen is right as possible and go up in the screen where this glitch occurs. 3. You can't enter to different screens 4. Screenscrollings does not work, no values are seen. In fact they doesn't exist there. 5. You can get enemies to disappear by your movements. FinalFighter said that memory has gone mad and said that he can't reproduce it. Also I have occured few errors in this game when you are trying to perform screenscrolling like in Airman's stage game freezes and makes annoying "beeep" sound all the time. Later I found out that it was a error in FCEU's savestate file because I was able to reproduce it much more later and recorded .fcm file of it, sadly .fcm file did not have that glitch.
Former player
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I used frame by frame and I was able to produce a death here (not sure if this is already known/obvious or something), it is not what I was looking for but could this be related maybe? http://dehacked.2y.net/microstorage.php/info/1651363475/There%20is%20no%20spoon%20-%20Death.fcm
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aglasscage wrote:
I used frame by frame and I was able to produce a death here (not sure if this is already known/obvious or something), it is not what I was looking for but could this be related maybe?
This one looks like the regular old "delay-death". Substituted scrolling (exit) flags due to lag, yielding a value that indicates "no down scrolling". In that situation, falling to the bottom of screen yields death. However, the scrolling flag is different from the stripe length variable. The scrolling flag is a bitmask that tells where the exits of the room (the last room of the stripe, I think) are: "can scroll up?", "can scroll down?", "shutter on the right side?". Whereas stripe length tells how many screens there are in a smooth-scrolling horizontal sequence without a shutter.
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I was able to reproduce it! It seems to be related to delay-death in some way I'm not sure I really need your expert advice. The second factor seems to be that you just must believe ...there is no spoon. ;) http://dehacked.2y.net/microstorage.php/info/56191920/There%20is%20no%20spoon.fcm
Post subject: Analyzation done
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aglasscage wrote:
I was able to reproduce it! It seems to be related to delay-death in some way I'm not sure I really need your expert advice. The second factor seems to be that you just must believe ...there is no spoon. ;) http://dehacked.2y.net/microstorage.php/info/56191920/There%20is%20no%20spoon.fcm
Oh now I get it! When you do screenscrolling thingy in a room where you can already scroll it makes game sick :D EDIT1 : Also it is interesting that you had 304 instructions there. Well there already is much stuff in the screen so it wouldn't be impossible to perform. EDIT2 : FinalFighter discussed with me about this glitch and said that it is a new "technique" or in fact discovery. This is the cause Mr. FinalFighter analyzed: NMI drives $14 mad. $14:Room number in horizontal scroll left end.
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It is a position different from the delay scroll. The mechanism is the same. Reference of delay CurrentBeginScreen changed
1:$8EE9 or $8FAB calles $C7A1
2:$C7A5 calles SwitchBank($C000)
3:SwicthBank
4:NMI occuerd.(C004 ≤ PC ≤ C01B)
5:SoundCode returns $0B
6:$14(=$F5) is mad.
NMI drives $14 mad! This is the new tech "delay CurrentBeginScreen changed"! $14:Room number in horizontal scroll left end. $15:Room number in horizontal scroll right end. In delay scrolling, the value of Y goes mad. $14 has gone mad in this technique. If "$15" goes mad, we might not need the delay right scroll. Result of investigation
1:$15 is cannot change. 
2:The scroll judgment processing($C7A1) is necessary as well as the delay scroll for this tech. 
3:In this case, a small value such as $0B is good though the sound code returns $1C at the delay scrolling. 
4:Because the room number in  horizontal scroll left end is changed,
  there is a possibility that we can quickly go to the revival middle point.
5:The change in beginning of stage is useless.
6:There is no place in which this tech can save the time.  ;)
Reference of delay scrolling
1:$829E or $8287 calles $C7A1
2:$C7A5 calles SwitchBank
3:SwicthBank
4:NMI occuerd.(C004 ≤ PC ≤ C01B)
5:SoundCode returns $1C etc..
6:RegisterY(=$FF) is mad then (AND $82D0,Y) is not zero.
7:The scroll direction is filled.
Scroll judgment processing
As a result of delay downscrolling, Y becomes "#$FF". 
$82A1:98        TYA                        A:00 X:00 Y:FF  1:Y is copied to A. 
$82A2:A4 37     LDY $0037 = #$03           A:FF X:00 Y:FF  2:$0037 is loaded into Y. (in downscrolling , $0037=#$03)
$82A4:39 D0 82  AND $82D0,Y @ $82D3 = #$40 A:FF X:00 Y:03  3:A=($82D3=#$40)AND(A=#$FF)
$82A7:F0 12     BEQ $82BB                  A:40 X:00 Y:03  4:If A is 0, goto this branch(not scrolling)
$82A9:20 39 8F  JSR $8F39                  A:40 X:00 Y:03  5:If A is not 0,the scroll processing begins.If there are $40 bit mask ,
                                          delay downscrolling succeeds.