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Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Jumping and walking are the same speed unless you jump at the same frame that X lands, then he pauses one frame for some reason. As far as screen transitions, are you refering with going through doors? In that case, I never bothered finding that out. Never thought it'd be easier to know. As far as route goes I wouldn't count on being able to snag that heart tank in Sting Chameleon's level before defeating Launch Octopus. You're better off following the same route.
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
How are things going with this game, Rick? Have you finished researching or progressed any further?
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Not yet. It's a bit stalled at the moment because of my own life (I'm working about 12 hour days now for most of the week), but I'm gonna try to get back to it as soon as I can. I think what I'll do is just do things WIP by WIP and see how it goes. That way, people can beat me over the head with "You're doing it wrong!" quotes and offer suggestions from there. It's how I pulled off Ghoul School.
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Just to let you know, this game was very discouraging at times because there are parts that are extremely boring like when I went through Armored Armadillo's stage over and over again. And parts where I had to manually trial and error to get the best result. Also the second fight with Vile was extremely difficult. I had no problem manipulating him, but I had to manipulate him in a way to time it so that I get hit by his spark at the right spot and at the same time have him jump and land at the right spot. It was one of the hardest tasks to do in the whole game. There were also other extreme difficulties. This game is definately not for someone without patience. Do you feel you're up for the task? How difficult was your run to make?
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
As far as my other run was, not very because there weren't really any random elements to manipulate. It just took a boatload of patience. My first concern is actually the end of the Prologue level with the ship. Mostly just making sure both X and the ship are in the correct spots. I don't know if it'd be too difficult, but I'm more concerned with the ship than X.
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
That part is no problem at all. The ships position before Vile comes out is intirely based on X's position. That part is very flexible so you have much to work with. I've been TASing this game from time to time just for fun. I'm not really planning on submitting. I'm currently 23 frames ahead at the turtle part in Boomer's level. I managed to improve the Chill Penguin fight by 7 frames. I could PM you what I got if you want. Better to compare with something more optimal.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I posted this in the snes9x lua thread, but I thought I ought to post it here as well: Here's a (hackneyed) script I created, specifically for the Mega Man X 100% run. I really have next to no experience with scripting (other than what I've learned here), so it can definitely be cleaned up... a lot. But it works!
It includes: - X and Y speeds - X and Y positions (including subpixel position) - An approximate hitbox for Mega Man - Numerical values for health and weapons (in corresponding colors) - HP values for enemies - Predictors for Mega Man's buster charge (the colored 0s underneath him) - An "Upgrade Progress" bar for fun, which increments every time Mega Man gets a heart tank, energy tank, new weapon from a boss, or piece of armor. - Leftover attempt at a lag counter somewhere in the script
Noxxa
They/Them
Moderator, Expert player (4126)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Looks very nice. Any chance you could make something like that for Mega Man X3?
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.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Mothrayas wrote:
Looks very nice. Any chance you could make something like that for Mega Man X3?
I could probably whip something up... I'm only familiar with MMX, and I've never played X3, so it might take a little longer. I'll see what I can do though
Joined: 1/22/2008
Posts: 319
Location: Brasil
cool script
Run..Run...Run.....
Joined: 11/26/2010
Posts: 454
Location: New York, US
I know this has nothing to do with a 100% but, how does this work? It would be useful for any% though. Also it happened to Tiki and RaijinXblade before. So it not edited. http://www.youtube.com/watch?v=bp4yN0rpuOU
My name is Forensics.
Active player (252)
Joined: 3/12/2006
Posts: 155
Location: Taiwan
lxx4xNx6xxl wrote:
I know this has nothing to do with a 100% but, how does this work? It would be useful for any% though. Also it happened to Tiki and RaijinXblade before. So it not edited. http://www.youtube.com/watch?v=bp4yN0rpuOU
I have arrived at the place of the boss gate and then zip vertically from there. So megaman re-start from boss gate when he die.
Joined: 1/19/2010
Posts: 146
That explains a bit for sure. At first I wasn't aware of what exactly happened. But do you think you can explain a bit in detail with how to reproduce it? Does it have anything to do with specific positioning? Did you have to shoot at the enemy to alter some form of RNG?
Active player (252)
Joined: 3/12/2006
Posts: 155
Location: Taiwan
http://dehacked.2y.net/microstorage.php/info/271727486/Mega%20Man%20X%20%28U%29%20%28V1.1%29-bk-gate3.smv The WIP show you both methods to enter a wall 1) Require ladder and charge ice. At 3004,6767 frames. 2) Require top-lef or top-right corner and charge ice. At 8010,8643,10587,11149,12721,13184 frames. And zip horizontally by wobble Megaman. And this WIP -> skip re-boss fight. It seems to the camera not in the correctly position cause the bug. note:I did the boss appear on purpose.If you don't want to see the boss that go ahead and not jump too height when you in the boss room.
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2109
Oh god, that was absolutely hillarious.
Joined: 1/19/2010
Posts: 146
Ok now I understand. I thought it happened before you went to the top of the tower. It's really awesome to know that ice can force X into walls like that though. I myself was thinking to try that out in a few places, namely getting into the boss door that leads to Vile from under the floor or mess around in random boss doors. Also, the thing with skipping the boss refight is pretty great. I tried something like that before in the 8 main stages, but not yet for Sigma Palace. Thanks for the demonstration Parrot14Green.
Player (42)
Joined: 12/27/2008
Posts: 873
Location: Germany
scrimpeh wrote:
Oh god, that was absolutely hillarious.
Agreed. Link to video Link to video
Skilled player (1420)
Joined: 5/15/2010
Posts: 141
Location: Japan
What great glitches, parrot14green! By the way, are you making any TAS now? I'd like to watch your work ;)
Active player (252)
Joined: 3/12/2006
Posts: 155
Location: Taiwan
sparky wrote:
What great glitches, parrot14green! By the way, are you making any TAS now? I'd like to watch your work ;)
I have no plan to TAS any games so far :)
Joined: 4/11/2007
Posts: 1
That Armadillo skip is so cool. I can pull it off pretty consistently on console. This will save me about 20 seconds in RTAs, making sub-33 very very realistic. YAY!!!
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Sweet findings. :) Is it possible to skip more bosses than just Armadillo?
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
those videos made me orgasm multiple times O___O
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Just checked and saw that the slopeboost can save time when going uphill, even on a non-steep slope. You actually only need to press back for one frame in order to do it, if you delay the jump by one frame. So while going up a slope while facing right, you go [<][>][>+B]. Should save about 5 frames in the intro, and probably a bit more on Chill Penguin. Just wanted to leave that there if anyone ever tries to make an improvement to the current runs.
Agare Bagare Kopparslagare
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Cpadolf wrote:
Just checked and saw that the slopeboost can save time when going uphill, even on a non-steep slope. You actually only need to press back for one frame in order to do it, if you delay the jump by one frame. So while going up a slope while facing right, you go [<][>][>+B]. Should save about 5 frames in the intro, and probably a bit more on Chill Penguin. Just wanted to leave that there if anyone ever tries to make an improvement to the current runs.
wow, seriously?
Joined: 6/26/2011
Posts: 167
I remember something about that. Something about tricking the game to use the "downhill" speed for your uphill jump. But yeah, the improvements sound interesting so far, would be interesting to see how much time can be shaved off!
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
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