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Joined: 11/26/2010
Posts: 454
Location: New York, US
Hetfield90 wrote:
http://www.twitch.tv/huurtheduur/v/52279424 New glitch that appears to freeze X's Y-axis speed while inside the ride armor. I don't know how to reproduce it(and apparently neither do the people in the video), but in the grand scenario it could perhaps be activated while moving upward to get the mech up on top of the roof to punch the igloo holding the heart tank and eliminate the Penguin revisit in 100%.
I hope that's a possibility because it sounds amazing. To me it looks like its got something to do with the enemy hitting him.
My name is Forensics.
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
You can trigger this by exiting the ride armor while on the ground and reentering it, then starting to fall while taking damage. Unfortunately you can't jump while taking damage, so you are limited to a downward gliding movement. If you want to perform the trick while dashing you have to also be punching.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
Can someone rename the topic “Mega Man X”? I couldn’t find it.
nrg_zam wrote:
ALAKTORN wrote:
^You’ve mentioned manipulable RNG advances (I’ll take the value 20 for each climb), but you didn’t mention all the RNG advances that happen regardless. Each attack should be 12 advances, since it’s a charged ice platform thing, right? Anything else? (I wanted to move the conversation to a general MMX topic, but we don’t have one. Wtf. lol)
Oh, right, RNG naturally advances once per frame as well, and a few times to determine which wire Bospider will appear on and if it'll throw baby spiders, then to determine the wire pattern it advances the RNG 9 times. And yeah, each attack will be 12 advances since it's an ice sled breaking. Edit: this means that the amount of RNG advances that happen through the fight naturally is variable, since Bospider increases in speed, there will be fewer natural advances, and if you get a bad pattern there will be more advances than a good pattern.
That’s annoying. I was hoping for there not to be so many advances. For a program it would need a whole RNG map of the fight, then. Are “determining which wire Bospider appears on” and “whether it throws spiders” variable advances, or always the same? Also does Fractalfusion’s list ignore the fact that Bospider can throw spiders? I see nothing about that in it… so a s0 value could still not work because of the spiders variable?
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Joined: 5/30/2016
Posts: 14
ALAKTORN wrote:
Can someone rename the topic “Mega Man X”? I couldn’t find it.
nrg_zam wrote:
ALAKTORN wrote:
^You’ve mentioned manipulable RNG advances (I’ll take the value 20 for each climb), but you didn’t mention all the RNG advances that happen regardless. Each attack should be 12 advances, since it’s a charged ice platform thing, right? Anything else? (I wanted to move the conversation to a general MMX topic, but we don’t have one. Wtf. lol)
Oh, right, RNG naturally advances once per frame as well, and a few times to determine which wire Bospider will appear on and if it'll throw baby spiders, then to determine the wire pattern it advances the RNG 9 times. And yeah, each attack will be 12 advances since it's an ice sled breaking. Edit: this means that the amount of RNG advances that happen through the fight naturally is variable, since Bospider increases in speed, there will be fewer natural advances, and if you get a bad pattern there will be more advances than a good pattern.
That’s annoying. I was hoping for there not to be so many advances. For a program it would need a whole RNG map of the fight, then. Are “determining which wire Bospider appears on” and “whether it throws spiders” variable advances, or always the same? Also does Fractalfusion’s list ignore the fact that Bospider can throw spiders? I see nothing about that in it… so a s0 value could still not work because of the spiders variable?
Both of those are just one advance each, and they happen about a second before the wire pattern generation. The table gives the wire crossing patterns for the RNG value just after generation of the pattern, meaning the current RNG value after the 9 advances.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
So: 1 per frame (this is variable per climb, so it would need to be mapped out 7 times, disregard 1st climb as you would get there with a correct value anyway) 1 for appearing 1 for spiders 9 for the wires s0 value is here 12 for each attack (7 total) So it’s 23 advances per climb, + x which is the advances the frames make. 20 manipulable advances per climb. If you can solve x it looks like a program could be made for the calculation. I think the spiders are still a variable that could mess it up, though? Can’t help that without any info on how that stuff works.
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Joined: 5/30/2016
Posts: 14
ALAKTORN wrote:
So: I think the spiders are still a variable that could mess it up, though? Can’t help that without any info on how that stuff works.
The baby spiders are only a concern if there exists a "god pattern" where there's no manipulation needed and Bospider is also choosing the necessary wire, then you'd be screwed and have to search for the next 0-crossing pattern. This won't be the case most of the time and you can just get a dust sprite or two in between Bospider choosing a wire and choosing whether or not to throw spiders to manipulate that.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
nrg_zam wrote:
The baby spiders are only a concern if there exists a "god pattern" where there's no manipulation needed and Bospider is also choosing the necessary wire, then you'd be screwed and have to search for the next 0-crossing pattern. This won't be the case most of the time and you can just get a dust sprite or two in between Bospider choosing a wire and choosing whether or not to throw spiders to manipulate that.
Cool. Can you solve x? Basically play your TAS and count how many frames pass (minus lag I presume, we want the RNG advances) between the 9 advances of the wires and the 1 advance of Bospider appearing. 7 times, presumably 7 different values since Bospider gets faster.
Skilled player (1248)
Joined: 8/29/2014
Posts: 302
Has anyone seen a youtube video of a glitch in Chameleon's stage where X is near the right wall before the body armor capsule rises out of the ground and ends up partially inside of it(or know about the glitch at all)? Someone showed it to me last year right after my v2 100% run was published but I can't find it anymore.
MegaZeroX
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Joined: 5/6/2018
Posts: 1
Location: New Hampshire
The RAM map at this link doesn't provide info about where in RAM too get the tile info. Does anyone know about this? I can't find info about this anywhere online.
Experienced player (705)
Joined: 2/5/2012
Posts: 1801
Location: Brasil
https://www.youtube.com/watch?v=XH0mR_QL8GQ one of the tricks didnt seem to be known, it looks like you can skip some of the boss ending animation
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Post subject: Skipped a whole stage
Joined: 8/30/2020
Posts: 5
https://youtu.be/8Eh_35wrL6A The video above is skipping the Spark Mandrill stage, clearing it and getting the weapon. I don't really know how it happened, but it first happened on Boomer Kuwanger after I finished the Storm Eagle stage. To activate the bug, the Buster bullets must hit an invincible object, kinda like the shield from Hoganmer, and then skip the weapon get part only after the laser teleport visual appears. I actually skipped every stage except for Storm Eagle and Sigma's. Also, I was just casually playing the game randomly.
BigBoct
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Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Were you playing the 1.0 ROM in ZSNES? I seem to remember a glitch like that caused by the copy protection with that combination.
Previous Name: boct1584
Joined: 8/30/2020
Posts: 5
I'm actually playing on Bizhawk with the Snes core, since I was just playing casually. I haven't recreated the bug after a single playthrough again on both Snes and Bsnes core.
Post subject: Is the MMX RAM map finished?
Joined: 2/23/2021
Posts: 1
Hey everyone, I'm a 4th year software engineering student who just recently decided to try my hand at creating a TAS for MMX. Forgive me if this is an irritating question, but I couldn't find it in the FAQ, and it seemed more involved than the "Newbie Corner" threads are meant to be for. Naturally, I figured the first place I would start would be the games memory, and figuring out 'what is stored where' to help me fully understand the original software better. This leads me to my question Is the MMX RAM map finished? Link http://tasvideos.org/GameResources/SNES/MegamanX/RAMMap.html It seems like it's pretty thorough, and I'm honestly impressed with how much the community has figured out. I just want to be sure I'm not reinventing the wheel by digging through and testing the effects on blocks of memory given inputs and level changes etc. if its all been tried and solved. Let me know if there is anything that has been anything left ambiguous that I can take a crack at when it comes to blocks in memory. No promises, but I'll have a lot of time coming up soon with nothing else to do. Also, nice to meet everyone. I'm excited to get involved with this community.
Joined: 12/26/2018
Posts: 274
Has anyone done a test on Vile with mobile suit, to see if he is truly invincible? Or maybe he just has some crazy max-out health value like 65,536 points? Surely a TAS could survive long enough to deal a crazy amount of damage. With Hadouken, TAS could deal out 32 damage per shot. And TAS could probably easily remain untouched for a significant amount of time to do 100's of Hadouken hits. o__O
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