I dont think performing the glitch would be any faster at all with these conditions. It takes about 77~80 frames to switch weapons. And that time would increase if you use rush coil due to the animation.
Is this segment spliceable? I think its good enough to be in the final run. :)
The animation for Rush Coil in this game lasts 36 frames (in MM3 it lasted 45 frames which tells me they must have shortened it for this game). I hope that segment is spliceable. I've tested all kinds of control combinations to try to skip it but nothing worked so far.
Too bad they had to lengthen the teleportation time for this game. Rush can take up to 60 frames to teleport in depending on how close you are to the bottom of the screen.
The rush coil animation might take time, but might not cost time. If you have to wait before getting to the middle of the room anyway, the time waiting for the rush animation is waited either way.
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I haven't watched your wips but I hope you picked Drill Man after Pharaoh Man.
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
I figured out how the RAM addresses 80, 81, 84, and 85 can be helpful in determining luck manipulation. In normal gameplay they all equal 01 but when a lag frame occurs they equal 02, 00, 04, and 00 respectively. Most of the time there won't be a frame of lag when only one set of them doesn't equal 01. I can use this as a form of luck manipulating.
I also noticed that when 83 and 84 equal 02 and 00 and the same values switch to 80 and 81 one frame later, it is a frame of lag. There are a few instances where all four RAM addresses equal the 02, 00, 04, and 00 values there isn't a frame of lag. This can also help me study the lag better and know how to control it better.
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Did you mean lag manipulation instead of luck manipulation? Otherwise I can't really see the relevance.
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.
Did you mean lag manipulation instead of luck manipulation? Otherwise I can't really see the relevance.
I meant both of them. I already knew I could luck manipulate an enemy or boss by shooting or jumping at a certain frame and I think that it can affect the E4-E7 randomness generators.
Sorry if I didn't word it properly.
I have been investigating the stage checkpoints and how they work.
The checkpoints can only happen in order of occurrence. In other words, you have to access the first checkpoint before you can get to the second one. In order to reach a checkpoint, Mega Man's screen coordinate (located at $0348) has to have the same value of the screen where the checkpoint is.
Ex: Bright Man's stage:
Checkpoint 1: screen 0B
Checkpoint 2: screen 19
Maybe I can pull off some sort of checkpoint death trick (kind of like in the Mega Man 2 TAS) by making Mega Man zip off screen somehow. Mega Man can die by falling in spikes or taking damage from an enemy if his health is low enough. If he tries to fall in a pit when he is invisible, he will keep falling and the vertical screen coordinate ($0390) keeps going up until it reaches 80 then he dies (it doesn't work in Ring Man's stage in which case he would not die at all since that's the only stage where you can't die by being stuck in a wall). I did test all of this.
In Mega Man 5 it doesn't matter if you go to a screen greater than the one where the checkpoint is at and it allows you to go past the first checkpoint and straight to the second one.
The vertical screen coordinate ($0390) has no effect on whether or not you reach a checkpoint, only the horizontal one ($0348).
I like to post these discoveries to remember them better and develop newer ways to make this run better.
Yes, I know. That's exactly what I looked at to help me look at the lag explanation I just posted on here a few days ago. :)
Thanks again for showing me this.
I tried a "No sliding unless needed, uncharged Mega Buster only" challenge for this game once, and let me tell you, it is not pretty once you get to some of the fortress bosses. How much of the game have you tested?
And why is your file extension not .fm2?
put yourself in my rocketpack if that poochie is one outrageous dude
I tried a "No sliding unless needed, uncharged Mega Buster only" challenge for this game once, and let me tell you, it is not pretty once you get to some of the fortress bosses. How much of the game have you tested?
And why is your file extension not .fm2?
i don't usually use fceux because whenever i load a savestate i waits for .1 seconds after 10 rerecords, 5 seconds after 300, and so on. I use FCEU because it's easier.
and, its just "no slide unless needed". i would NEVER beat a mega man game with just a mega buster.
Okay. You actually can't beat the final boss without either Pharaoh Shot or Ring Boomerang, so I just use Ring Boomerang since it only takes off a single notch of energy per shot, and that means I can never miss a shot with it or I can't finish the battle with it.
put yourself in my rocketpack if that poochie is one outrageous dude
Okay. You actually can't beat the final boss without either Pharaoh Shot or Ring Boomerang, so I just use Ring Boomerang since it only takes off a single notch of energy per shot, and that means I can never miss a shot with it or I can't finish the battle with it.
I'm not sure if "no sliding" is a particularly interesting goal for a TAS because it just makes the movie longer without being particularly entertaining to watch. If you want to TAS a Mega Man game I'd suggest a glitchless MM1 run... the current run is bordering on unrecognizable, and quite a few people have been suggesting a glitch-free version.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
I'm not sure if "no sliding" is a particularly interesting goal for a TAS because it just makes the movie longer without being particularly entertaining to watch.
Yeah, I'm only suggesting it for real-time runs because without that high-speed move for quick escapes, you're forced to plan for and anticipate enemy reactions with much more precision than normal.
put yourself in my rocketpack if that poochie is one outrageous dude
I've taken it one step further here. ;D
Six of the stages can be completed (can't do Bright or Ring), and many of the Cossack and Wily stages can be completed too. There is some ordering required however, such as Toad has to be before Dive.
I've taken it one step further here. ;D
Six of the stages can be completed (can't do Bright or Ring), and many of the Cossack and Wily stages can be completed too. There is some ordering required however, such as Toad has to be before Dive.
I've seen that video, and it's real boring.
I'm loking for no slide , not no a button
Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
t3h Icy wrote:
I've taken it one step further here. ;D
Six of the stages can be completed (can't do Bright or Ring), and many of the Cossack and Wily stages can be completed too. There is some ordering required however, such as Toad has to be before Dive.
I've taken it one step further here. ;D
Six of the stages can be completed (can't do Bright or Ring), and many of the Cossack and Wily stages can be completed too. There is some ordering required however, such as Toad has to be before Dive.
Something interest about lag and HP or energy.
when I test if low HP and energy can reduce the lag or not, I found it cause different lag. It means sometimes I got the more lag and sometimes the less.
I'm alittle disappoint it. But as Glitchman said:
I figured out how the RAM addresses 80, 81, 84, and 85 can be helpful in determining luck manipulation. In normal gameplay they all equal 01 but when a lag frame occurs they equal 02, 00, 04, and 00 respectively. Most of the time there won't be a frame of lag when only one set of them doesn't equal 01. I can use this as a form of luck manipulating.
I also noticed that when 83 and 84 equal 02 and 00 and the same values switch to 80 and 81 one frame later, it is a frame of lag. There are a few instances where all four RAM addresses equal the 02, 00, 04, and 00 values there isn't a frame of lag. This can also help me study the lag better and know how to control it better.
So I think this is a good way to manipulate luck! We can control the number of energy, and get the different lag and different RNG.
The left screen of the picture is what I use cheat lock the energy full.
The middle is the normal play by tiancaiwhr.
Right, I use cheat lock energy at 2.
You can see the Acridid jump to the different place, the RNG has changed! You can download this comparison movie and watch how the lag changed.
http://www.mediafire.com/watch/sjudi8paam86uts/mm4.mp4
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
HOLY HOLY HOLY SHIT!!! Dude... You have to tas the whole game. That was beyond awesome. How the hell did you manage to avoid getting killed being in the wall? Through those pauses? As I am sure you know, you normally die after your invincibility is over upon being inside a wall.
Edit: mtvf1, you need to contact Tiancaiwhr for this :D
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