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Former player
Joined: 8/31/2009
Posts: 236
O_O So now it's back to another few years for a new MM5 TAS.
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Hmm, it's not really new, except that it wasn't done with the dog (don't know if anyone ever tried it with the dog before)... Might be used in the TAS if super arrow ran empty somehow, but I seriously doubt it.
Active player (295)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
Baxter wrote:
Hmm, it's not really new, except that it wasn't done with the dog (don't know if anyone ever tried it with the dog before)... Might be used in the TAS if super arrow ran empty somehow, but I seriously doubt it.
The dog is not convenient to use in TAS With highly related , but also has trades the weapon
Former player
Joined: 8/31/2009
Posts: 236
If this is known, why hasn't it been used?
Active player (274)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
I have known them to be possible by the highest SuperArrow, RushCoil, and Bubble since 2006. The important one is that height rises while sliding. http://www.yuko2ch.net/rockman/m5scroll.mpg (Bubble:2006-07-16) http://www.yuko2ch.net/rockman/w5rcscroll.mpg (RushCoil:2006-07-28) The IRC log that sent this movie to Mr. Bisqwit at this date remains. When I tested with RushCoil in this place, I was expecting "up scroll". The state that looks like rising mechanism of the bubble is made. However, it was possible only to down scroll. Perhaps, there is no place where RushCoil is used(TAS of original MM5). SuperArrow is superior in all places. >Mr.t3h Icy TAS that had used sliding at a high position so far did not exist now. TAS of MM5 has not been renewed from 2006-02-16. It is because MM5 is difficult to think about the route. I expect that an excellent idea of Mr. GlitchMan saves time :)
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
I already thought I'd seen the rush coil version before, or even did it myself... wasn't certain though...
Experienced player (620)
Joined: 8/28/2008
Posts: 443
http://dehacked.2y.net/microstorage.php/info/1997142923/GlitchMan-Mega%20Man%205-improvedWIP3.fm2 I just saved half a second off of Gyro Man's stage by using new strategies for this stage! Check it out! :D I used the following new strategies: -lower the y-position of the 3rd Super Arrow in Room 5 -use some of the Arrow energy for Room 6 so that I can still end with the same amount that I can use three Arrows left for the next room -take damage in Room 7 when I get the big weapon upgrade because of the time it takes for the enemy explosion to go away since the item doesn't appear until afterwards and I can slide through the enemy instead of having to jump over BTW, I just thought about something: there was a Super Arrow glitch where you could exit through the Super Arrow through the front. Normally you wouldn't be able to but sometimes you can. I found this out when I was actually playing this game a couple of years ago when I came across this glitch. This was also shown in the Mega Man 3, 4, 5, 6 quadruple run. Any idea how I can get it to work?
Active player (274)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
It is a good route. The way to take the recovery is wise. :) >There was a Super Arrow glitch where you could exit through the Super Arrow through the front What do you mean? Please teach details a little more.
Experienced player (620)
Joined: 8/28/2008
Posts: 443
finalfighter wrote:
It is a good route. The way to take the recovery is wise. :) >There was a Super Arrow glitch where you could exit through the Super Arrow through the front What do you mean? Please teach details a little more.
It was in the Mega Man quadruple run where Mega Man was in Dark Man Fortress Stage 3 in Room 6. After riding it for a long distance he was nearing his way at the end of the arrow while it was at its maximum velocity (4 pixels per frame) then he falls off from the front. I was looking at the gravitational velocity on this too while he was on the arrow and it was at F8 (the most falling velocity he can have is F9). Apparently the falling velocity is preset if you just walk off the arrow and you don't slide off.
Active player (274)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Dark Man Fortress Stage 2 The value of "$3f2" is "0xF9" in this place with the napalm bomb. And, this value is maintained to the next stage. Dark Man Fortress Stage 3 And, when you get on the second SuperArrow, the value of "$3f2(0xF9)-0x01=0xF8" is written in "$3f0"(the gravitational velocity!). As a result, MegaMan falls faster than usually. In a word, this case is necessary to change "$3f2". The memory is different because of the SuperArrow used. $3f3:first SuperArrow $3f2:second SuperArrow $3f1:third SuperArrow The memory will have to be adjusted for the SuperArrow that you use. :)
Experienced player (620)
Joined: 8/28/2008
Posts: 443
Whoa! That's really interesting! I just tested this out and I was really shocked that it actually works! That was a glitch I've been trying to figure out all this time! Thanks for explaining that to me finalfighter! :D I also looked in those addresses (0003f0-0003f3) and tested this with other weapons and which weapons affect the vertical velocity for the Super Arrow (0003f0 is Mega Man's vertical velocity and 0003f1-0003f3 is the weapon's). Any weapon that has 3 projectiles will affect all three weapon velocity addresses. Mega Buster: no Water Wave: yes Gyro Attack: yes (only the 1st address) Crystal Eye: yes (only the 1st one unless it splits into 3 by bouncing against a wall) Gravity Hold: no Napalm Bomb: yes Power Stone: yes Charge Kick: no Star Crash: no Beat: yes Only Napalm Bomb and Water Wave have negative vertical velocity and you need the negative velocity to get it to work. Thank goodness that the the first Super Arrow fired is in the 3rd weapon velocity address which means I can use this glitch to my advantage somewhere after Dark Man Fortress Stage 2. I can activate it by using Napalm Bomb during that boss fight. Here's an example of how it can help (this is in Dark Man Fortress 3): http://dehacked.2y.net/microstorage.php/info/1817559840/Mega%20Man%205%20%28U%29-stage0Aarrowacrosstheroom.fm2
Experienced player (620)
Joined: 8/28/2008
Posts: 443
Here is my WIP for Crystal Man's stage: http://dehacked.2y.net/microstorage.php/info/1896290852/GlitchMan-Mega%20Man%205-WIP4.fm2 Here I used a new strategy that saved a lot of time: I took into consideration not only the weapon switches wasting time but also the time it takes for the weapon energy capsules to refill the Super Arrow back to its full state and whether or not the time that the arrow saves makes up for it or not.
Player (223)
Joined: 10/17/2005
Posts: 399
Cool wip bro.
<adelikat> I've been quoted with worse
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Looking very nice. Seems like a solid route. It's a pity though that this wasn't/can't be (I think) included...
Experienced player (620)
Joined: 8/28/2008
Posts: 443
Baxter wrote:
Looking very nice. Seems like a solid route. It's a pity though that this wasn't/can't be (I think) included...
Thanks! :) That video you linked to however would not upload so could you please just describe it to me?
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Did you press the big green button "Download This File"? Either way, the movie uses the screen scroll glitch near the very end of the level.
Experienced player (620)
Joined: 8/28/2008
Posts: 443
Baxter wrote:
Did you press the big green button "Download This File"
Yes I did. It just said "the video is downloading" (something like that) and nothing was happening. I don't think that the arrow scroll strategy would save time because that would require two big weapon energy capsules which means sacrificing 80 frames (one for the room with the detonator enemies (I forgot their name) and the other for the actual arrow scroll).
Active player (274)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Experienced player (620)
Joined: 8/28/2008
Posts: 443
Nope. Still not working (it shows up as a blank page). It's fine. Thanks though. Baxter told me what the video was referring to. Anyway, here is my WIP for Napalm Man's stage: http://dehacked.2y.net/microstorage.php/info/1699593193/GlitchMan-Mega%20Man%205-WIP5.fm2
HHS
Active player (282)
Joined: 10/8/2006
Posts: 356
Looks great so far.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Absolutely brilliant use of super arrow in Napalm. You make so many things so obvious. How much time did you save in Napalm Man compared with the published run?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Experienced player (620)
Joined: 8/28/2008
Posts: 443
I am able to play Baxter's movie with FCE Ultra (and yes I actually downloaded the 0.98.15 version like it said to do). Here is the movie diagnosis (I did the stages from when Mega Man gains control at the beginning to when the screen fades out at the end of a stage). Also the reason I'm doing individual stages is because I'm doing a different boss route: Baxter's TAS: Star Man: 1147-6704 (5557 frames) Gravity Man: 8232-13359 (5127 frames) Gyro Man: 14802-21229 (6427 frames) Crystal Man: 40379-46260 (5881 frames) Napalm Man: 47705-53644 (5939 frames) My TAS: Star Man: 1147-6584 (5437 frames) Gravity Man: 8112-12885 (4773 frames) Gyro Man: 14328-20429 (6101 frames) Crystal Man: 21986-27622 (5636 frames) Napalm Man: 29067-34654 (5587 frames) Time I saved: Star Man: 120 frames Gravity Man: 354 frames Gyro Man: 326 frames Crystal Man: 245 frames Napalm Man: 352 frames That amounts to 1397 frames (23.28 seconds) saved so far! Already almost half a minute saved and I only completed five stages! Now that is an improvement! I will definitely get under 32:00 with these new techniques! I definitely have high hopes for this TAS! :D
Former player
Joined: 11/13/2005
Posts: 1587
I was very entertained by your WIP, great job!
Active player (295)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
GlitchMan wrote:
Time I saved: Star Man: 120 frames Gravity Man: 354 frames Gyro: 326 frames Crystal Man: 245 frames Napalm Man: 352 frames
Gravity Man fight : Let me unexpectedly, the stars are using very sophisticated Gyro Man stage : Omitted to add the energy bow and arrow of time, it is wise Napalm Man stage Saves so much time was surprised
Active player (295)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
Find a MM5 hack TAS (name not known) (1) : http://www.youtube.com/watch?v=gLeY24dhYb0 (2) : http://www.youtube.com/watch?v=LInybHfZw_k (3) : http://www.youtube.com/watch?v=3nGSdQ0wsfc (4) : http://www.youtube.com/watch?v=1CuxVDY_z0g Interests of the Rockets technical and flexible Arrow glitch, through the wall, down screen glitch
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