Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
I submitted in the movie to have a new glitch available in metalman , crashman stage The time decay are many But primitive megaman 2 are unable to use
http://dehacked.2y.net/microstorage.php/info/1709830029/crashmanidea2.fcm
Probably has wasted time.
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
>Mr.aglasscage Time is slow though I considerably tested the same route as you when TAS is made. If you revive, it is necessary to advance to next map. Then, you will walk uselessly for one more screen.
Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
finalfighter wrote:
>
OurTAS
28196frame
NMI  =1664(NMI1095 + Sounds)
MAIN =7302(Enemy   + Item1 x 2)
TOTAL=8966

28172f NMI = 1723->This frame seems to be good.
28196f NMI = 1095->Our DelayDownScroll
28208f NMI = 1955->This frame seems to be very good!
28556f NMI = 1723
28592f NMI = 2028->very big but too slow.

1:Item 1 is saved. 
2:The Arm switch time(Item1->AirShooter) is 40 frames. 
3:28208-28196f=12frame 
4:Then, we should be about 28 frames faster because of the saving of item1.
It can be said that there is a possibility of the success in the air shooter if we can save more than 30 frames because of the saving of item1 or item1 x 2 is used in the different location. This result of the survey,I think that DelayDownScroll of AirShooter is possible! :)
Has the possibility to be successful Needs ahead of time 24 frames [deducts item1*2 weapon supplement] [uses item1*2 to jump] The AirShooter NMI are very usually few Has the difficulty
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://www.yuko2ch.net/rockman/rm2delay.lua Please use this LuaScript if you need the measurement of NMI and MAIN. :) This script has a function that is more excellent than CustomFCEU. I have already used this script to investigate. X->X(XSpeed) Y->Y(YSpeed) PreNMI->NMI instructions(It decides by the frame and sound effect.) MAIN ->MAIN instructions(It decides by action and enemy and object.) Total ->PreNMI+MAIN(DelayScroll at about 8950-9050.) PRESCRL->DelayPreviousScroll(DelayScroll to Previous Screen) NEXTSCRL->DelayNextScroll(If it is 4-13,DelayScroll to NextScreen ) $14Set->DelayCurrentBeginScreenChanged SE->Value of register that changes as a result of NMI
Player (36)
Joined: 9/11/2004
Posts: 2630
Interesting glitch, anyone know if it will be of use? http://www.youtube.com/watch?v=c7xJNAJys2s&feature=related (at the end of video)
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 7/2/2007
Posts: 3960
Looks like the same glitch that can be used to go to Wily 1 while still in...I think it's Bubble Man's stage. It's useless; the game still considers you to be in the stage you started out in, so you can't use it to skip beating any of the first 8 stages.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (46)
Joined: 9/25/2008
Posts: 48
delay current begin screen changed intense graphic bug. http://dehacked.2y.net/microstorage.php/info/849130848/woodmanDCBSC.fm2 the game cycles through the level map. the ENTIRE level map. in fact it isn't until frame 67030 after the end of my movie that it cycles back to the original screen you are on. :)
Joined: 4/16/2010
Posts: 8
I made 2 runs, please tell me what you think, I'm aiming for my first complete TAS. Flash Man Heat Man
Former player
Joined: 8/31/2009
Posts: 236
That was pretty good. A few things to be nitpicky about are some spots where jumping at certain times or in certain ways could shave off a few frames. Also luck manipulation against Heatman would speed up the fight by a lot. Overall though, that's not bad. =D
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
Notes about flash man: 1. You stopped while killing the first enemy. 2. You didn't jump off of all ledges, which if you jump off it speeds you up. 3. Your flash man fight was not optimal. You started attacking too late and you were very high up at the end, which costs frames. The majority of it wasn't too bad though for a first TAS.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 4/16/2010
Posts: 8
Thanks for the tips guys! I'll work on these.
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://www.yuko2ch.net/rockman/crdouble.lua http://www.yuko2ch.net/rockman/crdoublelua.avi I created LuaScript for CrashBomb glitch. When RockMan collides with the enemy in a white square, it is possible to defeat it. I use this script. And, I have already found the method of saving 20-30 frame.(BooBeamTrap) However, the RTA player Mr.hrtb of Japan reported an unknown glitch. http://www.yuko2ch.net/rockman/boobeama.wmv At 0:14 , the wall is defeated at the same time with the enemy. If this unknown glitch can be used, I may be able to save frames more. I try many times , however ,I cannot reproduce it yet.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Watch a thing at www.cinemassacre.com today. Not sure that this community have any use for it, because the published run already clears the area much faster. But maybe we can use it to our advantage anyhow? http://www.cinemassacre.com/2011/02/15/dr-wilys-castle-tricks/ Videos shows some glitches for Mega Man 1, and Mega Man 2. Cheers.
Noxxa
They/Them
Moderator, Expert player (4107)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Both tricks are already pretty much known. The MM1 one has a similar trick used in the TAS's Bomb Man refight, and I already found out about the 'going back left from the ceiling' just by Magnet Beaming myself up there. The MM2 trick is just using the moving platform to wedge yourself into the ceiling to zip into a corner.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Ok. So nothing new then.
Joined: 12/11/2010
Posts: 60
kchrules wrote:
This is what happens when you use the door glitch in Flash man: http://www.youtube.com/watch?v=6rimHnbFyLs
I recall that's supposed to be one of the boss corridors from MM1. There's a bunch of MM1 level data in MM2.
Joined: 2/28/2009
Posts: 99
Hi, sorry to bump this thread without any new info to share or anything. I have a question about a zip route in the Wood Man stage that was found years ago, but is featured in the current speedrun record by nou1. According to this post where Practice/bananaformula/aglasscage first brought it to light on SDA, it requires 1 up+down input. Is this still known to be true, and if so, at what point in the demonstration video of the route (here) is the up+down input required? I would guess around 1:07 but I'm not sure. In nou1's run the same point in that segment of the stage doesn't look like up+down input (here, 12:21 video timestamp, not the timer in the corner of the video feed). I would just ask aglasscage himself if he was around but I haven't seen him online anywhere since January or so.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Orange Claw Hammer wrote:
Hi, sorry to bump this thread without any new info to share or anything. I have a question about a zip route in the Wood Man stage that was found years ago, but is featured in the current speedrun record by nou1. According to this post where Practice/bananaformula/aglasscage first brought it to light on SDA, it requires 1 up+down input. Is this still known to be true, and if so, at what point in the demonstration video of the route (here) is the up+down input required? I would guess around 1:07 but I'm not sure. In nou1's run the same point in that segment of the stage doesn't look like up+down input (here, 12:21 video timestamp, not the timer in the corner of the video feed). I would just ask aglasscage himself if he was around but I haven't seen him online anywhere since January or so.
The easiest way to find out would be to track down the original movie file. You say it's featured in nou1's run? Is his run's movie (input) file available? You can frame advance through the file in FCEUX and press . (I think it's period, might be , or something else) to see the key presses. Then you should be able to see exactly what input is used on what frame. Captain Beefheart rocks by the way.
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
It's , by default . is frame counter by default
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Joined: 2/28/2009
Posts: 99
Dada wrote:
The easiest way to find out would be to track down the original movie file. You say it's featured in nou1's run? Is his run's movie (input) file available? You can frame advance through the file in FCEUX and press . (I think it's period, might be , or something else) to see the key presses. Then you should be able to see exactly what input is used on what frame. Captain Beefheart rocks by the way.
I don't know of any original .fm2 featuring the route and I doubt there is one for nou1's run available, otherwise I would've done that. I figure someone like finalfighter would know (I don't know if nou1 speaks English), thus I asked here. ha yea, I haven't listened to him in a long while but he was certainly somethin. not surprised someone with your username would like him :-p
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
http://www.yuko2ch.net/rockman/qhashigo.htm Mr.Nou use this technique. (already known) 1:You make your arm Q. 2:You keep pushing the shot button. (Q is regularly shot) 3:You go straight on the ladder. 4:You push the down button on the ladder. 5:Then, RockMan moves on the ladder(top). 6:RockMan is buried on the wall if you push the up button. Of course, though it is fast to push the up button and down button. However, because his play is RTA, it might not be selected.
Joined: 2/28/2009
Posts: 99
Ah! Thank you so much for the explanation, I'm really glad the route can be executed in an alternative way without up+down. Cheers :)
Player (51)
Joined: 2/7/2012
Posts: 70
If you press down or up after Crash deathwarp Mega Man kind of clips half a tile to the right. You can then proceed to move right with no delay without jumping. http://dehacked.2y.net/microstorage.php/info/1962198460/crshfi_1.fm2 Has this been brought up earlier and/or doesn't it save any time to do?
Joined: 2/28/2009
Posts: 99
i am also quite curious about the above inquiry :)
Player (51)
Joined: 2/7/2012
Posts: 70
It saves 6 frames over the current run unless I'm doing something wrong. You get to X=136 after Crash death at frame 26103 instead of 26109 with the trick.