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Experienced player (634)
Joined: 8/28/2008
Posts: 443
GUYS!!! I DID IT!!! I FINALLY DID IT!!! I found a way to get Mega Man to zip through a wall using Super Arrow!! http://dehacked.2y.net/microstorage.php/info/1992479124/GlitchMan-Mega%20Man%205-zipping%20glitch%20discovery.fm2 This all happened in Stone Man's stage (5th room)!!! The first zipping glitch sliding through a wall in Mega Man 5 ever in a TAS!! I was really shocked!! I didn't think it would work but it actually did! This is probably the greatest discovery in Mega Man 5 TASing history!!! :D :D :D
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
I was going to reply that this was nothing new. Zipping through the wall has been done quite a while ago. This however always required taking damage, and there is no spot in the game where it actually saves time :S. (In the TAS of the hack that woabclf just linked, it apparently does save time at least somewhere, here at 3:30. Anyway, what you just showed is certainly something new (to me at least). Although I think Megaman still has to take damage if he wants to go through walls that are thicker than that. Either way, nice find! :)... I hope it can be used in the TAS somewhere.
Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
Thickness of the wall is not a problem http://dehacked.2y.net/microstorage.php/info/5029511/Megaman5%20bug.fm2 But a lot of time wasted Super Arrow's move too fast, it is difficult to use new glitch
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
It's also a problem that the arrow must be placed slightly lower then megaman could normally place it.
Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
Baxter wrote:
It's also a problem that the arrow must be placed slightly lower then megaman could normally place it.
Using the two arrows to enter the wall ? Is it possible ? Topography can reduce
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
woabclf wrote:
Thickness of the wall is not a problem http://dehacked.2y.net/microstorage.php/info/5029511/Megaman5%20bug.fm2 But a lot of time wasted Super Arrow's move too fast, it is difficult to use new glitch
http://dehacked.2y.net/microstorage.php/info/811486195/Megaman5%20bug.fm2 I changed your movie a bit. It doesnt look like it would waste that much time. ;)
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I just tried this trick with the Rush Jet and it doesn't work (which isn't good because that would have been a good substitute if you weren't able to use Super Arrow).
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Í assume the glitch can only be done off the ground, and not off another super arrow? If it could be done off another super arrow, it could for instance save at the third room of napalmmans stage... to glitch through the upper wall in the section where those instant kill blades come at you in the narrow corridor...
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I have finished redoing Crystal Man's stage (and Napalm Man's stage) and I saved 143 frames! Climbing up the ladder from the 6th room in Crystal Man's stage was where the re-recording started from my last WIP. I saved time in both those levels by using the Super Arrow zipping through the wall glitch that I discovered in my last WIP then I used the Super Arrow screen scroll in both stages and thus resulted in the 143 frames being saved! It took me a while to not lose frames in Napalm Man's stage from my last WIP. http://dehacked.2y.net/microstorage.php/info/813298977/GlitchMan-Mega%20Man%205-WIP5improved.fm2 This means in total I saved 1540 frames (25 seconds + 40 frames) off of Baxter's TAS of this game!
Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
new glitch even have a place to use! Great
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Very nice improvements on both levels :)
Banned User
Joined: 3/11/2009
Posts: 86
Why don't people upload the .avi's from emulators? The feature exists for a reason.
Former player
Joined: 11/13/2005
Posts: 1587
DevilSpree wrote:
Why don't people upload the .avi's from emulators? The feature exists for a reason.
There's no way to verify if the movie is legit from an AVI. Good quality (and reasonably sized) AVIs also take a lot of effort to create.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
That, and it's alot of hassle for just a WIP. If you're that interested, watch it on the emulator. Hell, you could even encode an AVI for us.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Banned User
Joined: 3/11/2009
Posts: 86
Brushy wrote:
DevilSpree wrote:
Why don't people upload the .avi's from emulators? The feature exists for a reason.
There's no way to verify if the movie is legit from an AVI. Good quality (and reasonably sized) AVIs also take a lot of effort to create.
um, I record straight from Record to AVI from the emulator, no quality issues here. Also, you guys are ones to talk about quality, half of the stuff here gets badly discolored. No way to determine if it's legit via .fmv or whatever either, it could be "botted" aswell.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
DevilSpree wrote:
um, I record straight from Record to AVI from the emulator, no quality issues here.
Great! Upload it then.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Banned User
Joined: 3/11/2009
Posts: 86
http://www.youtube.com/watch?v=NKizxRSAmw8 There. Even with YouTube quality it doesn't suffer discoloration or anything. You guys compress your videos -way- too much <_<
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
Usage of a bot is a legitimate step in making a movie. A TAS movie may be made in any manner possible (except plagiarizing someone else's input without permission) as long as others can verify it in an emulator.
Banned User
Joined: 3/11/2009
Posts: 86
If you're allowed to bot, then why the hell do you need to do the "movie" phase? How do you make it anymore "legit"?
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
In this case, "legit" means that the input in the movie file does what it's supposed to, when the game is started from power-on. If only an .avi is provided, there is no way to know that no RAM addresses have been messed with. In theory, I could load up the Super Mario Bros ROM, start recording an .avi, then poke a bunch of RAM addresses while I'm playing to new values (such as what stage the game thinks I'm at, so that once I beat the first stage, I get to the last stage), and be able to beat the game in under 2 minutes. If I only post an .avi with this, no one would be able to prove that I did this feat by changing RAM addresses, or if I found a new bug that warped me automatically to the last level. Posting a movie file proves that there is indeed an input sequence that can do this, without manipulating the game's memory. Movie files cannot change the game's memory, and if they start from power-on, you know that this input does indeed beat the game. This is more of a concern with submitted movies. The easiest and best solution is to both provide movie file and .avi, but this is of course up to the author. Regarding usage of a a bot - a bot is still just a program that finds what input to use - after this step, this input might as well be recorded by the TASer. What it all comes down to is that TASes are nothing more than controller input that beats the game from power-on (without any manipulation of RAM addresses) in the shortest time. How this input was found is of no concern for its validity.
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
DevilSpree wrote:
http://www.youtube.com/watch?v=NKizxRSAmw8 There. Even with YouTube quality it doesn't suffer discoloration or anything. You guys compress your videos -way- too much <_<
We encode the videos for optimal quality-to-size ratio while still making the video appear lossless (sadly actual lossless encoding is XBOX HUEG); this is done to respect the disk space and bandwidth of the TASVideos tracker and any hosts we upload the videos to, especially the Internet Archive, a 501(c)(3) nonprofit that survives on grants, users of its Archive-IT service, and donations from individuals, corporations, and foundations.
i imgur com/QiCaaH8 png
Former player
Joined: 11/13/2005
Posts: 1587
DevilSpree, you clearly don't know what TASes are about, so please read this page and maybe some other articles linked on that page. This is enough about this off topicness. If you have any more questions, send me a private messages. Now back to Mega Man 5: Awesome work, Glitchman! Can't wait to see the final result.
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
GlitchMan wrote:
This means in total I saved 1540 frames (25 seconds + 40 frames) off of Baxter's TAS of this game!
Nice! It looks like its shaping up to be real good. Its a shame though that the zipping didnt save a lot of time though. It would be really cool if there were some other shortcuts with it. I liked that you used the Super Arrow screen scroll more. I look foward to seeing this in under 33:00 minutes. ;)
Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
Sonikkustar wrote:
Nice! It looks like its shaping up to be real good. Its a shame though that the zipping didnt save a lot of time though. It would be really cool if there were some other shortcuts with it. I liked that you used the Super Arrow screen scroll more. I look foward to seeing this in under 33:00 minutes. ;)
I probably Estimated TAS Time is 31:3x minutes Is simple Concept Not a precise calculation.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
woabclf wrote:
Sonikkustar wrote:
Nice! It looks like its shaping up to be real good. Its a shame though that the zipping didnt save a lot of time though. It would be really cool if there were some other shortcuts with it. I liked that you used the Super Arrow screen scroll more. I look foward to seeing this in under 33:00 minutes. ;)
I probably Estimated TAS Time is 31:3x minutes Is simple Concept Not a precise calculation.
That's exactly what I'm going for! If I keep saving time at the rate of 5 or more seconds per stage this run will be as fast as your time estimate. Also, the arrow-through-wall glitch did save time (60 frames on Crystal Man's stage off my other WIP).
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