Joka
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Joined: 3/19/2013
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I've had some pretty weird things happen specifically on Everdrive. It could be an effect of playing on one of those (maybe). Edit: I've tried messaging the runner on Twitch. Hopefully we can get him in here :)
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He just told me he was playing on an everdrive flash cart when it happened and was frequently reloading save states leading up to it.
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Ah, that might explain a lot of things. The whole thing was one of these; "too good to be true" cases. As I talked with FinalFighter before about the situation he pointed out that there's a high possibility it might be some kind of memory corruption. I'm still interested to know why there are people saying the opposite, like it was played on a real NES instead of Everdrive. Thanks for telling us that information and let's hope I can finally and peacefully continue this run further on :)
Joined: 2/28/2009
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Since this thread has had a little spurt of activity, I can't help but ask: Are the new TAS(es) still being worked on? Has progress been made in recent months? I hope this project is still alive as Rockman 2 is one of my very favorite games to watch TASes of. :)
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I'm working on it. There are some tricks that needs verification before I go further on. I've reached Wily stages and I've fixed item1 height speeds for that stage. I'm also working on a different version for this game together with aglasscage who started the whole thing.
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I'm really looking forward to your TAS Shinryuu!!!
My name is 4N6/Forensics.
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Sorry that I'm new to this game and don't know much about it, but I met a glitch in the Wood Man stage that I couldn't explain. Could anyone tell me what I did or where I am? Haven't seen anything like this in a TAS, though, so I wonder if a similar glitch could be useful somewhere. Thanks. Link to video
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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You are in a glitched version of Wily 3. You can continue in that stage by just climbing down (all red blocks are ladders). But no boss will spawn and the stage still counts as being in Woodmans stage. This glitch has a number of setups, but on that stage they all lead to glitched Wily 3 without a boss. A similar glitch can be done on Heatmans stage that sends you to Wily 1 and lets you kill the dragon. But killing the dragon will count as just killing Heatman. Someone can please correct my if they are wrong, but what you basically did is that you zipped to the room after the boss. That room just happens to be one of the Wily 3 rooms. I think Heatman goes to W1 and bubble goes to W4. It has no known use.
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Are all stages on one big map?
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Cartina wrote:
I think Heatman goes to W1 and bubble goes to W4. It has no known use.
Thank you. After your explanation and watching the Heatman glitch from YouTube, the whole glitch makes a lot more sense to me. However, I wonder if anyone has ever conjoined those pieces of maps all together and make one complete map. Maybe some time-saving shortcuts can be found? Just curious. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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MUGG wrote:
Are all stages on one big map?
No, they are not. However, each map-data-containing memory bank in the game contains the map data for two different stages. In Rockman 1, the pairs are: Cutman & Wily1, Iceman & Wily2, Bombman & Wily3, Fireman & Wily4, Elecman & reset (not in level format), Gutsman & ending. In Rockman 2, the system is similar. This glitch, rather than warping to a different map location, is more like an array overflow where it erroneously accesses unrelated data. When you do the array overflow, you're still in the same stage and haven't warped to a different stage. You're just making the game fetch screens from a different stage.
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Shinryuu are you still working on this?
My name is 4N6/Forensics.
Post subject: Overflowed H-Energy
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Has this glitch been already known? When Rockman releases H outside the screen, its consumption is made 7. Then when the energy is less than 6, an overflow occurs. http://dehacked.2y.net/microstorage.php/info/252296065/Rockman2_Overflowed_H-Energy.fm2
Post subject: Re: Overflowed H-Energy
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Joined: 9/25/2008
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pirohiko wrote:
Has this glitch been already known? When Rockman releases H outside the screen, its consumption is made 7. Then when the energy is less than 6, an overflow occurs. http://dehacked.2y.net/microstorage.php/info/252296065/Rockman2_Overflowed_H-Energy.fm2
Interesting. I've never seen or heard of this glitch
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lxx4xNx6xxl wrote:
Shinryuu are you still working on this?
We should because there are a lot of improvements, the main issue I think is just time. I'll check with Shinryuu today and see if we can get something going. There's too many improvements not to finish it.
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aglasscage wrote:
lxx4xNx6xxl wrote:
Shinryuu are you still working on this?
We should because there are a lot of improvements, the main issue I think is just time. I'll check with Shinryuu today and see if we can get something going. There's too many improvements not to finish it.
Haha, well.. aglasscage contacted me couple of months later though. He seems to be quite motivated and we're ready to continue where we left off years ago. I'm also motivated to work on this. We both also think we can finish this game without the aid from FinalFighter and pirohiko. I'll be working on Rockman, hopefully in the future as long I can get some help from FinalFighter and pirohiko. They're only persons in the world with the knowledge and precison I need.
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Looking forward to it!
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hype
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Awesome I'm really glad to here you're still working on it.
My name is 4N6/Forensics.
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So I'm not aglasscage, Shinryuu, FinalFighter or pirohiko...but I've got a WIP run for you guys. It's zipless, and plays up to the beginning of Wily 2. It's a little rough around the edges, but I think it's a good start. Link to video I'd love to hear what you guys think! Plus, I could use some advice. Mostly for the Quick Man fight, but also for Item 1 routing.
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Link to video ERRRR I was so slow with my 4K encode that you made yours sooner, nice job feos.
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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Proper aspect ratio + more pixels than I know what to do with = a much better encode. Thanks!
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So I was pushing on through the Wily stages, and I have a question: Look at the current TAS (exactly 20 minutes in, if the link didn't work). The way they coordinate warp there--should that be considered a "zip?" I know that same trick in Cut Man's stage is banned for Mega Man 1 zipless, so perhaps I should try to find a way around it. But I'm not really sure. Edit: Hmmm...I may have answered my own question. Any% RTA runners go for this coordinate wrap, but Zipless runners do not. I'll assume it's banned in this category.
Joka
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Location: Sweden
It is considered a "zip" and is banned for RTA zipless runs, yeah
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Progress update! Perhaps unsurprisingly, I'm stuck on the Boobeams. finalfighter's script is proving to be extremely useful, but I just don't know how to manipulate these "Mad" values to be what I need without wasting substantial amounts of time. They seem to cycle through these weird outlier values that I don't know how to make them hit. I'd appreciate any pointers you MadWidth Masters might have.