User Files for Mega Man 5

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#637920790094130233 - Rockman 5: Metropolis (Test Movie)

Rockman 5 - Metropolis (ESP).bk2
In 02:16.50 (8204 frames), 758 rerecords
Game: Mega Man 5 (NES)
0 views, 20 downloads
Uploaded 6/29/2022 5:56 AM by dekutony (1 files)
This is just a test movie for Rockman 5: Metropolis, a Mega Man 5 ROM Hack. I have no idea what I'm doing when it comes to TASing a Mega Man game so it's not optimal at all, but I did this just as a proof of concept for what a TAS of this ROM Hack would look like. I think it would be a pretty cool TAS if someone actually did this.

#637860299805944589 - Rockman 5 Air Sliding - Gyroman Elevator Skip

Rockman 5 Air Sliding-Gyro Elevator Skip.fm2
In 00:51.38 (3088 frames), 25 rerecords
Game: Mega Man 5 (NES)
85 views, 39 downloads
Uploaded 4/20/2022 5:39 AM by Baddap1 (1 files)

#33508220465369883 - (NES) Mega Man 5 RNG display v3 (FCEUX)

MM5_RNGv3_FCEUX.lua
Game: Mega Man 5
17393 views, 982 downloads
Uploaded 9/9/2016 12:49 AM by FatRatKnight (4 files)
Added frame markers.
Largely the same as the previous version, otherwise.

#33395645917665711 - (NES) Mega Man 5 RNG display v2 (FCEUX)

MM5_RNGv2_FCEUX.lua
Game: Mega Man 5
17427 views, 925 downloads
Uploaded 9/3/2016 11:09 PM by FatRatKnight (4 files)
An off-by-one error fixed. I hope.
Also, I experimented with an item seeker code. It will indicate how long you'll have to wait for some item, with the frame count shown as the number, and the color that indicates the item. There is one more number, with an inverted white, that indicates how "out of sync" the two timers are.
I've also recolored the items. Red(s) and orange(L) are the energy drops. Blue(s) and cyan(L) are the weapon drops. White is the extra life.
It is difficult to work with an RNG predictor where there are three factors in its output: Frames passed, lag frames, and whether an RNG call was made recently. The more fancy I try to make it, the more I realize there are factors out of control I can't readily predict.
I can probably add controls to the item seeker so that you can specify a specific "out of syncness" of the timers, but that generally assumes you can get things to lag appropriately. I can try a lag tracker, a good pair up with TAS Editor, but now we assume things will lag exactly how they do when you change the timing of your shots. Then, of course, there are other factors that may use the RNG, and a call will adjust the RNG output for the next 16 frames.
I'm questioning the validity of that "second column" that I threw in there in v1, since it seems a different RNG call is made that adjusts it differently when an enemy needs to think or something. It's still here in v2, though.

#33375453760541627 - (NES) Mega Man 5 RNG display (for FCEUX)

MM5_RNG_FCEUX.lua
Game: Mega Man 5
17367 views, 939 downloads
Uploaded 9/3/2016 1:19 AM by FatRatKnight (4 files)
But I like the canvas. Well, aside from the fact it acts slow on my laptop, anyway. This display runs rather smoothly here on FCEUX rather than the floating BizHawk canvas.
I still have not identified which color goes to what item, but I can assure you that the different colors go to different items. If I take the time to look, I'll update this description. I've spent said time to transplant the script to FCEUX without nasty hiccups.
I made a quick change and am uploading it right away. Quick tests show its working well enough.

#33370844597556344 - (NES) Mega Man 5 RNG canvas script (for BizHawk)

MM5_RNG.lua
Game: Mega Man 5
17324 views, 941 downloads
Uploaded 9/2/2016 8:20 PM by FatRatKnight (4 files)
Spits out a list of RNG values in the future. I don't know what items go to what, as I have not investigated that, but I did colorize based on which threshold is hit from what I interpret in the disassembly.
Two columns.
The one on the right is the list of RNG the game will generate in the future, assuming Timer_Lagged runs every frame. If there is a lag frame, the numbers will appear to increment while shifting up the column. I expose the numbers as this will be a way to understand whether lag can be used to shift in the right RNG value at the right time, by aiming to either remove some or add some. Whether you have that much control over lag is another issue, however.
The left column shows what happens if exactly one RNG call were to happen immediately. As can be demonstrated, it doesn't have any effect beyond 16 frames, so it's only good if you plan to destroy a pair of enemies close together, or you can somehow time other random actions at that moment. No real testing was done to ensure the quality of this column, however.
Someone wanted help with RNG stuff. So, here it is. Since I don't know what else I can do to help, this will be the only script I make for Mega Man 5, until someone suggests something reasonable.

#33089201151152208 - Megaman V WIP

Pike's Megaman V.fm2
In 04:26.69 (16028 frames), 20407 rerecords
Game: Mega Man 5 (NES)
14356 views, 935 downloads
Uploaded 8/21/2016 3:55 AM by Pike (1 files)

#32986369885728787 - Just fun~

Mega Man 5 (U)-Crystal Warp.fm2
In 00:34.44 (2070 frames), 220 rerecords
Game: Mega Man 5 (NES)
14737 views, 957 downloads
Uploaded 8/16/2016 12:47 PM by fcxiaopengyou (1 files)