1 2
13 14 15 16 17
Player (185)
Joined: 10/8/2006
Posts: 145
I was just playing MMX for fun, and I'm fighting chill penguin and I'm using the dashed normal shots. he has ~3/4 his life bar left when all of a sudden the game starts to fade out... a few seconds later I am on the screen that shows you what the new ability you get from the boss does and I have shotgun ice. After that I go to the password screen like normal, then after that, I am in the very first stage with shotgun ice, but no dash boots... very weird =/ I dunno if this has happened to anyone else or not, but it's really strange. I came to post when I saw that I had skipped the boss fight but got really sad when I went back to the first stage. I'm gonna see if I can do it again maybe. edit: I'm playing through the first stage and the enemy drops dissappear almost as soon as they hit the ground well I went through the stage and back to chill penguin's stage, even though it said he was already dead (even though I didn't have the dash boots for whatever reason) and I went through and got the dash boots again. Chill penguin was indeed dead. weird!
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
If you're still playing, can you make a savestate and post it? That might give a slight clue for someone who is more familiar with the game than I.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 11/13/2005
Posts: 1587
There is no need to create new topics if one already exists. But this sounds cool.
Joined: 11/14/2005
Posts: 29
Are you playing on a console or on an emulator? I've played games on my gameboy before that would bug out and disassemble levels because the cartridge got dislodged.
Player (185)
Joined: 10/8/2006
Posts: 145
I was playing on an emulator, and how would I go about posting a save state? I'm not really familiar with this business really. Also, Sorry about making a new topic, though I don't see how the one you linked is related to this weird bug, aside from it being mmx.
Player (21)
Joined: 10/14/2005
Posts: 317
This happened to me frequently when I played around on Mega Man X (V1.0) or Rockman X (V1.0). At the time I supposed it was due to the encryption on version 1.0, but it's hard to substantiate this theory without any documentation on the encryption scheme. I had the same effects on both Snes9x and ZSNES. It was quite repeatable, in fact so annoying that I could not progress far into the game for testing purposes. I'll go ahead and post an (edit) smv, unless you get to that first, Brookman.
Post subject: Re: Mega Man X glitches?
Former player
Joined: 9/1/2005
Posts: 803
The Brookman wrote:
very weird =/ I dunno if this has happened to anyone else or not, but it's really strange.
This is a version 1.0 glitch, and only present in it. Using it, you can actually beat the game without the dash upgrade, although its kinda pointless (and pretty damn difficult) to do so. I've done it many times, but i'm not quite sure exactly what triggers it, hitting chill penguin but not actually damaging him and having the bullet bounce back is a cause of it last I remembered.
Player (185)
Joined: 10/8/2006
Posts: 145
Well, now that that is cleared up this thread can fade into obscurity now. So stop posting pleases
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
I never heard of that before. The version 1.0 I have didn't do it yet. Speaking of beating the game without dash boots, I was thinking of making a speedwalk of the fortress stages using a hacked passcode.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
FractalFusion wrote:
I never heard of that before. The version 1.0 I have didn't do it yet. Speaking of beating the game without dash boots, I was thinking of making a speedwalk of the fortress stages using a hacked passcode.
Couldn't you just, you know, not dash? It's not that hard to avoid the dash button, and if you're using an emulator you can ensure that you don't ever double tap to dash.
hi nitrodon streamline: cyn-chine
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
It's better not to impose artificial limitations, and people will know that because of the glitched dash in the ending.
Player (21)
Joined: 10/14/2005
Posts: 317
I'd be interested in seeing a speedwalk of the fortress, but please do finish the main run first! Yeah, using a password would be cleaner than what Zurreco suggested. Maybe confusion arose because you called it a "hacked" passcode. Since this is something you could do on a console, that's probably not the right word for it.
Player (185)
Joined: 10/8/2006
Posts: 145
It just happened again after I beat storm eagle... edit: then again, just now after beating armored armadillo =[ I just want to play through the game with my dash boots =[
Joined: 2/10/2006
Posts: 5
After the amount of time I've spent working on my own, I'm really eager to see the finished product. Fantastic work Fractal.
Joined: 12/8/2006
Posts: 47
If this is on an emulator, then you need a different version of the rom. The same thing happened to me before as well.
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
Thanks, but we've figured out already (part of it). I still can't figure out why the glitch never occurred to me when I used V1.0.
Post subject: possible megaman x glitch
Joined: 3/3/2008
Posts: 2
Hello, i was just minding my own business playing megaman x More precisely i was playing the Armored armadillo stage and suddenly in the first part of the level ( the part where you ve just been chased by somekind of drill machine, on the rails) i completed the stage and got armadillo weapon. I dont even know what the poor robot looked like as this is the first time i played the game. Anyway i assume this is somekind of glitch, so i thought i post it on the site where i d.l movies every now and then. I ve read the authors comments on the current megaman x run and it discribes a battle with armadillo so i figured this might be a new trich, glitch or w/e. i cant recall what i did exacly, but ive read that a special prog can recreate onces in a lifetime accurances. I was playin in this emu: zsnesw and the rom:megaman x version 1.0 (us) I hope this is "tas-legal" and may help shortening the megaman x run. [Edit by Bisqwit: Moving to SNES games forum. This is not labs forum material.]
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Hi whatelse, Do you actually have a video file of this happening? It might be incredibly difficult to reproduce the glitch. Unless it's reproducible, it won't be of much help. Maybe you already beat the boss before (or someone else did with your save state). In that case, X would simply beam out when reaching the boss location instead of fighting the boss again.
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I've encountered this bug before. I forget the exact conditions, but basically you to get a bullet to bounce of an enemy when it's lagging. (Un)fortunately, I think this more likely to be the result of a bug in the emulator than a bug in the game. Also, I don't think that the level is counted as 'cleared' until X fires the weapon in the demonstration iirc.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Joined: 3/3/2008
Posts: 2
im pretty sure i didnt start from a savepoint cause cleared stages are marked (darker then onces not yet cleared, so i would have noticed) and no, i did not warp from the bossroom but in mid-stage. I think its reproducable, cause i managed to do it a second time it could indeed have something to do with lag, as there were/are multiple enemies in the part where it happened. I wouldnt regonize an emu-bug if it slapped me in the face, so it might be or not, thats up to you to regonize. Onces i figured out how to record stuff ( ye..i really dont know anything about it ;p) i will record it and post it. Or maybe the guy who regonized it could try to capture the event, im sure that way it would be available sooner :) . [/quote]
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
We've had previous discussion on this glitch: http://tasvideos.org/forum/viewtopic.php?t=4727 However, it seems to be a emulator-related glitch. Either the trick does not work on a console or there are almost no such cartridges. I don't think it is a lag-based glitch, considering how easy it is for players to trigger it. From previous description, it seems to be triggered if a dash-shot bounces off an enemy. Edit: For some reason, I can't do the trick. crc32=1033EBA4, emulator Snes9x v1.43 v9.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
However, it seems to be a emulator-related glitch. The trick either does not work on a console or there are almost no such cartridges.
For anybody that owns a MMX/RMX cartridge, there's a way to easily check to see whether it's a v1.0 or v1.1. On the back of the cart is an imprint that'll have 2 numbers. If those are followed by an A, it's v1.1. The lack of a letter indicates v1.0.
Taking over the world, one game at a time. Currently TASing: Nothing
Techokami
He/Him
Joined: 6/23/2008
Posts: 160
Here's a different MMX glitch idea that also goes into the grey area. There are three passwords that completely malfunction when put in: 2226-5352-8868 7443-2241-1221 5778-8422-3577 Instead of loading a game, it gives the "incorrect password" buzzer sound, then proceeds to start a new game without completely initializing memory. The end result is a locked-up game because X's max health is zero. The key aspect of this glitch is the fact that memory is not completely initialized for a new game. How can that be leveraged? Let the attract mode demo load. Yes, if you wait long enough at the title scree, an attract mode demo begins to play, showing some subpar gameplay of a fully-powered X, demoing all the weapons and their charged versions. The demo just has to be loaded, pressing start to end it and go back to the menu is all you need. So, if you use a glitch password (the second one seems to be the fastest to input) after making the RAM "dirty", you can then start a new game... with all the weapons, heart tanks, and sub tanks. Armor upgrades can't be obtained this way, and using this method seems to invalidate any access to the Hadouken. The intro stage becomes a lot faster (use Storm Eagle's weapon on the bee copter miniboss, with a well-timed jump, to skip the whole "falling into a pit then climb out" sequence) and slower. (You have max HP, a means to get that lowered drastically before Vile is needed.) But after the intro stage, the fortress stages are immediately available. That's because having a weapon means the Maverick boss was defeated. It also means being able to skip the mandatory Leg part in Chill Penguin's stage, which may or may not be a good thing. The glitch works on the JP and US (1.0, 1.1) ROMs, and can be performed on real hardware. But it's still a bit of a grey area due to the use of the password screen. Here's a video of the glitch in action.
Noxxa
They/Them
Moderator, Expert player (4130)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Techokami wrote:
But it's still a bit of a grey area due to the use of the password screen.
If one were to use a password for a MMX TAS anyway, it'd still be faster to just fill in the password for going to Sigma's fortress with everything.
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.
Post subject: RNG in Mega Man X
dn
Joined: 9/26/2011
Posts: 1
I'm not sure if this post belongs here or in the snes9x/Megaman X thread, but given the simpllicity of my questions, I figured it was better here. I'm trying to figure out how to deal with RNG in Mega Man X's opening level. I know Vile's RNG is manipulable by sliding off the cars leading up to him, but is there any way to manipulate the bee bombers? Also curious if anybody's released an enemy drop script to go with the current (rather robust) LUA script. I'm a console speedrunner of the game, and have become interested in TASing it, but the opening stage seems impossible with the RNG, short of restarting the whole stage over and over. I'm also curious about when the bosses and minibosses call the RNG for their next attack, especially Bosspider, who seems to make his first call sometime before you even go in his door.
1 2
13 14 15 16 17

1735158856