- warmCabin -
This is an odd situation. I contributed to the first stage of this run, but the rest of it is all Cui. However, his English is not so good, so he asked me to write up an "essay" for him. Well, you all know how much I love yapping about Mega Man 2, so I was happy to oblige.
Thanks for the comparison, Fractal. You always come in clutch on these things. Since I participated very little in the creation of this run, this is going to more or less be a reaction to your upload...

Heat (Proto Charge)

Last December, cui sent me a nearly complete version of this run and asked me for ideas. I saved a surprising amount of time at the very beginning (30 frames!) using the blocky body glitch (walkies through blockies?), thereby doing to this run exactly what I did to zipless. This glitch is a menace, man.
This stage is where my direct contributions to the run end.

Air (Wind Slicer)

Unlike hard mode, we don't have access to infinite Item 1s, so certain minor tricks have to be sacrificed. It helps that walkies-through-blockies saves two Item 1s throughout the stage. By saving a third Item 1 on the frog, we now have enough spares to make an extra delay scroll work! But we are not able to take the upper path anymore because there's no time to charge the Proto Charge. Still well worth it.
Cui is a whiz with those delay scrolls. Anyone who can figure them out is a friend of mine, because I haaaaaate doing them.

Flash (The World)

The bulk of the timesave in this stage comes from clever Item 2 placements that graze past ledges and result in more ride time, although it looks like a frame or two were saved by tighter movement with the Item 1s.

Crash (Rumbling Bang)

Once again, cui flexes his might with delay scrolls. The first one is new. The second one was in the last run, although he approaches it with a longer zip at the bottom of the level. I'm not sure if this zip actually saves time, or is just a necessary evil because he has 3 less Item 1 energy.
Obviously nothing new to add to the boss fight, although you might like to know that this Time Stopper reskin is called ZA WARUDO.

Bubble (Spinwheel)

Lots of fun to be had with Item 2 here!
The setup for the Item 1 zip is surprising to me. I thought he was trying to conserve Item 1 energy for a delay scroll, but no. However, pausing wastes i-frames, and the old setup barely seems to work as it is, so I'm guessing this is the best way to get hit after switching.

Metal (Rising Sun)

Not much to say here. Same strats, tighter movement.
Here is the collision we are dealing with in the boss fight:

Quick (Delay Flame)

65 frames saved with a claustrophobic zip in the lasers section.

Wood (Ice Circle)

Holy shit, Item 2 delay scroll. Those are not easy.

Wily 1

It seems we got better RNG on the scworm so it leaps a little further toward us.
Item 2 used instead of Item 3. It's faster, and also saves a damage boost, but we're going to have to grab some extra energy later.
There is an invisible ledge in this screen. Cui is NOT placing a new Item 2 straight off of the first one, which would have made me very jealous...
It's a shame that Rising Sun can't kill the dragon. With these new Item 2 strats, we switch to it purely for glitches. I guess that's kind of funny, at least!

Wily 2

Saved a small amount of time due to a better delay scroll. The stage is slower overall because of the extra Item 2 refill, which we manipulated from the proto wall (can't exactly call them crash walls in this hack). I don't know how much time this Item 2 route saves overall.

Wily 3

The zip at the beginning isn't any faster, but cui found an earlier delay frame (not to be confused with Delay Flame) for the ladder tech. That's why he has to place 3 of them, btw.
I'm not sure how much time this alternate setup for the second delay scroll really saves, since we're already hitting the bottom of the screen as soon as possible.
It looks like cui saved a couple of frames on the... Robotnik Tank? But it's just screen flash framerules. The actual fight is the same.

Wily 4

At the beginning of the stage, we grab a bigger refill to set up an extra little zip. After that, we reach the next screen with the same amount of energy.
A clincally insane new strat involving screen wraps saves us from having to mash down all those walls. This is cooler than you think.
Usually for screenwrap strats (like in Metal Man's stage), you have to be one screen over, where shooting from the left edge will spawn projectiles on the right edge. But since Proto Charge is a reskinned Atomic Fire, it inherits a very useful glitch: it exists on screen for one frame before it realizes it's not supposed to. This means we can be anywhere we want respective to the actual boss screen. Cui takes full advantage of this while navigating garbage tiles to destroy the boobs as fast as he can charge his Proto Charge.
Here is the garbage layout, back to back.

blue = solid, gray = water, green = ladder

Wily 5 (Refights)

No major differences here, just some tighter movement in the fights saving a frame or two here and there.

Wily 6 (Ending)

Again, nothing major here. Just some tighter movement saving a few frames.

Potential Improvements

We've saved 16 frames across the first two stages. I can probably tighten up movement in a few more places and apply menu anisotropy. I also need to make sure the bosses have FULL QUANTUM OPTIMIZATION.
The original disclaimer and submission notes follow:

Submission Author Notes: Since the original author's English description is not very good, this submission was made to TASVideos on behalf of the author with the original author's permission. In addition, the actual completion date of this TAS is in 2023, due to time reasons therefore delayed until today to submit the manuscript, please judges understand.
The description from the original author of the submission is below:

Rockman 2 No Constancy is a very well made Rockman 2 hack by IKA. This version of last year's TAS record has a lot of improvements over the original TAS.
This time, compared to the previous movie, the bug provided by warmCabin was used. the pillar-type monsters that appear in the first two levels can be walked through without injury, which helps a lot in the first and second levels.
Another thing is that the Wily Castle stage 4 bosses were not carefully studied before when doing the [5415] NES Rockman no Constancy (hard) by CUI in 27:39.20, and after half a day of fighting one short of always hitting it. After all, it was a step short. This time in the normal mode was picked up is not a loss. bug advantage in the do not have to tear down the wall, this saves a lot of time, there is also a can avoid in the water of the crazy frame drop.
Compared to only [5349] NES Rockman no Constancy (normal) by CUI in 26:02.53, the number of frames increased as follows:
Stages Improve Frames
Heat Man 32
Air Man 400
Flash Man 417
Clash Man 616
Bubble Man 746
Metal Man 754
Quick Man 819
Wood Man 906
Wily Stage 11075
Wily Stage 21031
Wily Stage 31072
Wily Stage 41853
Wily Stage 51880
Wily Stage 61907

feos: Claiming for judging.
To the Publisher: The author requested an encode without flickering to be used in the publication in some way.
fsvgm777: I don't necessarily agree with making an alternate encode that ignores console limitations, but a request is a request, so I will make one regardless. Processing.


TASVideoAgent
They/Them
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eien86
He/Him
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Posts: 262
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Hi, can you please let us know why you are submitting these movies on behalf of other authors? Do they not have access to tasvideos?
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1062
The new Wily 4 Boss fight is very impressive. Great job guys! Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
CUI
Experienced player (684)
Joined: 1/27/2023
Posts: 28
eien86 wrote:
Hi, can you please let us know why you are submitting these movies on behalf of other authors? Do they not have access to tasvideos?
I'm just not good at English
CUI
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Joined: 1/27/2023
Posts: 28
Challenger wrote:
The new Wily 4 Boss fight is very impressive. Great job guys! Yes vote.
Thank you for your affirmative vote
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
Comparison encode with previous (1080p60 HD when ready): Link to video
Active player (302)
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Posts: 235
Location: United States
There are some improvements to the first two stages of this run, but CUI and I found them in mid/late January after he had already resynced the run on top of my blocky body glitch (walkies through blockies?). I have no intention of delaying or cancelling this submission to integrate these changes, but here's a ghost if you want to see: Link to video I'm going to add some details to the actual submission text within the next day or two, here. Was gonna do that tonight but I got hella confused by these extra improvements.
Active player (302)
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Posts: 235
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Link to video I reencoded this with mm2_flicker_ender. Works like a charm even with all the custom graphics. Looks like YHC already used "allow more than 8 sprites per scanline," but check out the boss fight at 18:48 for a good example of what this thing can do. It's like if you had a magical "allow more than 64 sprites globally" button. I bring this up because I'd like to ask if we could actually publish this with a flicker-ended encode. Of course I'd want to do it for vanilla rm2, and with some effort, I could use most of my code for most other Capcom games of the era (anything supported by Capcom Sprite Assembler).
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6055] NES Rockman no Constancy (normal) by CUI & warmCabin in 25:30.80