Player (46)
Joined: 9/25/2008
Posts: 48
Interesting idea I had for Wily 1... unfortunately there is no result :( http://dehacked.2y.net/microstorage.php/info/1331925197/hi.fm2 Delay scroll in Wily stage 2. Obviously slow but fun and interesting http://dehacked.2y.net/microstorage.php/info/765496317/testagain.fm2
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Since Shinryuu is very busy, Our TAS is still BubbleMan stage. However, some saving has already been performed. Mr.aglasscage, please cooperate in our TAS if you hope. :) Intersting. >hi.fm2 When you are in WilyStage1, you cannot go to the map 255. Because the wall is on a left end on the WilyStage 1. >testagain.fm2 Instructions is insufficient if there is no enemy. Saving time looks impossible.
TheKDX7
He/Him
Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
Incredible it is still possible to improve Mega Man 2 in 2014! Do you go to show us a WIP?
Experienced player (544)
Joined: 5/12/2005
Posts: 707
Hey, it's been a while. I have a job and I'm attending to school at the same time so my "free time" is extremely limited. I go to work every day and every second friday (after work) and saturday I spend time in school and I have no vacations! = apprenticeship madness. I've been investigating this game for a while and I'm quite happy with my results. It took some time to understand how item raising speed works but it was totally worth it. I have improved Heatman, Airman, Crashman, Quickman and Metalman stages so far. There are some nasty manipulation problems in Bubbleman stage so they are forcing me to lose 3 frames which I don't really like. This problem is happening in the room where the big fish is because little ones are moving in a different way + I get some extra lag.
TheKDX7 wrote:
Incredible it is still possible to improve Mega Man 2 in 2014! Do you go to show us a WIP?
I will consider that later.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
I can console verify any progress if you care about that at all.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 2/28/2009
Posts: 99
shinryuu & finalfighter, are you aware of the new realtime speedrun strategies for wily 1 & wily 4? i believe the extended zip at the top of wily 4 should be faster for TAS as well. the different item-2 route starting in wily 1 would need to be tested under TAS conditions.
Experienced player (544)
Joined: 5/12/2005
Posts: 707
Yes, they have been tested several times in the past. I did a quick comparison about the Wily 1 thing but the main problem is that now you have to change your weapon and it takes around 50 frames + you need to get 2-3 big refills of energy for item 2 (..for Wily 2 and 3) and change weapons several times more = you have around 120~130 frames to spend but that's not enough. EDIT1. I will look and investigate that extended zipping thing once more. EDIT2. Yes, it seems we are aware of possible improvements but I haven't been active for a long time so I have to refresh my memory a bit.
Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
aglasscage wrote:
Interesting idea I had for Wily 1... unfortunately there is no result :( http://dehacked.2y.net/microstorage.php/info/1331925197/hi.fm2
All Willy stages can not cross
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
When I fight with GutsTank, if I cause DelayRightScroll , reset is caused. It is based on the call of the wrong address. I have tried by this LuaScript. This LuaScript is BOT which causes DelayRightScroll. http://www.yuko2ch.net/rockman/rm2reset.lua Some cases. 1:reset 2:fleeze 3:The beginning of a stage and reset http://www.yuko2ch.net/rockman/rm2reset6.fm2 http://www.yuko2ch.net/rockman/mm2reset.mp4 I am investigating the bad condition. :)
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
In GutManStage , I found the case of glitch where $009D was called. (not rare) http://www.yuko2ch.net/rockman/rm2_9D_called.fm2 Still, it is not delay ending. Some codes can be executed , however, it is difficult to call address directly. Because , $9C-$A6 = energy of arms. = #$00-#$1C If we can call $C269, it will be able to go to ending. However, there is still no good idea for ope-code. I am waiting for the good idea. :) The conditions of good ending. ($2A = $0D , JMP $C215) or (JMP $C269) And , I am investigating whether the call of a different address also occurs.
Joined: 2/28/2009
Posts: 99
very excited for any new Rockman 2 developments :D
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
I and the Mr.Pirohiko found the ACE code. We can perform DelayEnding at GutsTank fight. :)
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
Waiting for file to attempt verification on console...
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Post subject: new example
Experienced player (544)
Joined: 5/12/2005
Posts: 707
First animation shows why item1 heights are important to fiddle with, sometimes they are just hard to get in a right place but it was still possible to do with some tweaking. Example: if 3rd is different = you lose time or can't jump on it at all. 1st and 2nd are optimized so you have time to get on the first one and jump on the second one and third one after that. Crashman shows a DelayDownScroll with "NEXTSCRL=10" value and it messes colors up, but after the fight colors will go back to normal. EDIT1. Added new animation.. Metalman one shows extremely fast way to perform zipping. See 1st, 2nd and 3rd values. These animations are also from my work.
Player (46)
Joined: 9/25/2008
Posts: 48
Is the ACE code possible in Wily Stage 2? I'm quite certain it's possible to do a DelayRightScroll there. I just played around with it for about an hour and while I didn't succeed, i got it down to NEXT = 18 EDIT: referring to the wily stage 2 boss of course. And it's definitely possible: I just got NEXT = like -200, so with some optimization this scroll can be done. However, I guess my original question is does this boss room act the same as the wily 3 and 4 boss rooms?
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Although I have also already tested the part using LuaScript, mad of ProcessCounter do not appear at Wily2 Boss. http://www.yuko2ch.net/rockman/rm2delaytest.lua Because, next screen exists. Then, we cannot use ACE there. Although I tested the part which reset caused by DelayScroll(Example.(QuickManStage(=Wily5Map),Wily3(BossMap),Wily4(BossMap))), ACE was possible only in Wily3.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
Any demo videos yet that are interesting enough to hardware verify?
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 9/27/2011
Posts: 207
Location: Finland
Hey guys! I'd like some help with the upcoming TASing documentary. Namely I'm looking for 2-3 different games that together could be used to introduce the common types of tricks used across most TASes (and RTA runs) that I've listed here in a post slightly above the last one: http://tasvideos.org/forum/viewtopic.php?p=383094#383094 There's a more detailed listing and descriptions here: https://docs.zoho.com/writer/ropen.do?rid=udqvhaeefa22459bb41718824008eea56cc40 (section called "generic introduction to trick types...") So I'm wondering if Rockman 2 could cover a lot of these cases? I'd really need an expert to tell me which types of tricks are present and to be able to find an example of each if called for. That would be great for the progress of the project as a whole! I'm going to make the same post in the Rockman 1 page though I suspect many of the same people are involved...
Player (46)
Joined: 9/25/2008
Posts: 48
Yes, we're still working on this project. Sorry the progress has been so slow. In lieu of any interesting update.. Here's an idea that I've had for a long time and was finally able to get to work. Unfortunately, it is too slow to use in the TAS. Still interesting though :) http://dehacked.2y.net/microstorage.php/info/998693037/Wily1Idea4.fm2
Joined: 3/8/2014
Posts: 36
Hello, I don't know if this is known and I wasn't the person to find it, but on the off chance that its something new I think it's worth taking a look at http://www.twitch.tv/aldueaco/v/11926076
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
/me invokes Masterjun...
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
If it isn't an error of production of real NES, that's interesting. I have not seen the glitch condition with which the "stage number"=$2A changes yet. (The stage of a recovery is changing, so it isn't glitch of the "map number".=$14,$15,$440-45F)
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
At a glance looks like composite capture, but this is the internet... Cart dirty / bad contacts?
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Experienced player (544)
Joined: 5/12/2005
Posts: 707
That's highly possible but we're still waiting for a reply from the author so we can confirm it.
AzumaK
He/Him
Joined: 5/5/2011
Posts: 42
I just watched that wrong warp...... uhm. That was certainly something, and not anything I'm familiar with in 24 years of playing. Call me crazy, but I really feel like the 'actual' map he ended up dying on was the Quick Man stage's jump into the death-beam maze. The series of jumps and terrain leading up to the pit death is making me lean pretty hard on that... Anyway, we definitely need more information before we can start theorizing/figuring out if it could be useful. I'll let the RM2 Masters figure this one out. Good luck, guys!
Currently obsessed with: Mega Man 2 hacks, SFA3, Super Metroid Zero Mission, MM8BDM (Skulltag MegaMan mod, it's amazing!)