Posts for Polari

Joined: 7/3/2015
Posts: 2
Pike wrote:
Polari wrote:
I've investigated the Crystal stage death warp mentioned above for RTA and figured it would be relevant here too.
Certainly it is useful here. But can this glitch be used for RTA as well? I am not familiar with programming. So it is difficult for me to understand every words you said. Using this glitch or not is what I think about now. Although it does save a little time, MegaMan cannot get "M", which makes it difficult to design the route of the 1st stage in ProtoMan Castle. Anyway, it is a great discovery. Thanks.
I had missed this, sorry, I don't read this forum regularly and the email notification I set up got marked as spam. The glitch is doable RTA, but the route overall isn't quite worth it. There's another post about that on the RTA forum, but to summarize, the real issue is skipping the Beat letter which puts you at the mercy of RNG for Wily Capsule, with very low odds of ending up ahead. Skipping M-tank isn't a huge issue as you can do Dark 3 without one or get it in Stone or Dark 2 instead. Also very little of that was my own discovery, most of it was already in the previous posts in this thread.
Joined: 7/3/2015
Posts: 2
I've investigated the Crystal stage death warp mentioned above for RTA and figured it would be relevant here too. What I've learned is posted in a topic on the Mega Man RTA forums. The gist of it is as GlitchMan explained for the napalm bomb version. Object slots get filled and Mega Man's values get corrupted. The suicide setup does the same with death explosion bubbles instead, and the relevant details are that your current room number is now something very high which lets your respawn in the boss corridor, and the new enemy's object index gets written over the respawn timer, delaying it by around 40 seconds. The things to optimize here are the downtime between taking hits, and the value that gets written to the respawn timer. What I haven't figured yet is why sometimes I can't get the glitch to happen on any frame, which seems to happen consistently if I set up the relevant enemy index as 08 and also on some setups where it's 09. It seems likely that there would be other enemies which could be used to trigger the glitch, but finding those is more work which I haven't got to yet. edit - As I added in that thread, the issue isn't the subroutine's return value, but omitting the check for a status flag set there. There are few places where that occurs, and being able to warp to another room isn't useful in any of the other cases.