Active player (298)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
GlitchMan wrote:
Not yet. That's what I've been thinking about doing and I did try it but the problem is I have to get hit by an enemy to become invincible for a moment because you die when you're inside a wall in this game (excluding Ring Man's stage). I'm better off just doing Rush Jet zipping the way I did in my Skull Man and Cossack Stage 4 demonstrations.
I understand The original skill is also more convenient
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I also figured out how you are able to skip the long boss energy fill like in T3h Icy's Rain Flush on Wily Boss 2. You are only able to pre-hit the boss when the address 0467 reads 1C. I also found out that it is possible to hit Drill Man before he digs into the ground but you have to slide before the boss starts so you can hit him in time.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I finished Pharaoh Man's stage (not counting the boss). I thought I would go ahead and upload this since Pharaoh Man is so hard to luck manipulate (I don't want to keep you guys waiting): http://dehacked.2y.net/microstorage.php/info/674713189/GlitchMan-Mega%20Man%204%20%28U%29-WIP%20of%20stage%201.fm2 I have saved 85 frames off the published run so far.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Im sorry that I havent said this before, but this is amazing. I look foward to the finished movie.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Thank you, Sonikkustar! :D
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I found a way to zip through the walls in the trash compactor section of Dust Man's stage!! http://dehacked.2y.net/microstorage.php/info/1067141144/GlitchMan-Mega%20Man%204%20%28U%29-stage05balloonzipping.fm2 I also found out how to completely turn off the music (you have to use Hex Editor). Make sure the addresses 00DA and 00DB equal zero, enter the value F3 in 00DC, then set 00DB back to zero. To turn it back on, enter F4 instead of F3. This can also be done in MM3 and MM5.
Post subject: MegaMan 4 Topic
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
I'm fairly certain there is a way to zip past the entire compactor area without the balloon. I've zipped past at least 1/2 of it with Mega Buster equipped, by having a hard hat hit me while sliding between blocks (or something to that degree.) I've done it a couple of times on Anniversary Collection when I attempted some speedruns.
Post subject: Re: MegaMan 4 Topic
Experienced player (634)
Joined: 8/28/2008
Posts: 443
SoulCal wrote:
I'm fairly certain there is a way to zip past the entire compactor area without the balloon. I've zipped past at least 1/2 of it with Mega Buster equipped, by having a hard hat hit me while sliding between blocks (or something to that degree.) I've done it a couple of times on Anniversary Collection when I attempted some speedruns.
I do know that when the trash compactor reaches the highest point, Mega Man starts zipping a little bit on the floor (as shown at the second wall of trash in my demonstration; I zipped without the Balloon).
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
I dont know what I did, but I was just casually playing Mega Man 4 when this happened: Link to video
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Interesting. Usually when a game crashes that means there's infinite frames of lag and the game can't figure out what to do. This type must have been from too many sprites on one scanline at a time and it could also result from too many calculations that were going on when that happened such as sprite animations, Mega Man getting sucked in by the whale, and most notably the spiked balls falling down the screen.
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Looks like a sprite overload to me.
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.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Mothrayas wrote:
Looks like a sprite overload to me.
That's what I was thinking of too.
Joined: 4/25/2004
Posts: 498
Given the blue and white coloration and size and shape of that glitched thing that appears in the middle of the screen, I'd guess it's Wily's saucer, namely as it appears in the cutscene played just before going into his fortress. Which of course brings up the question of whether or not it's possible to glitch the game in such a way as to skip directly to a non-crashing version of that cutscene and possibly trigger advancement to the Wily levels, thereby skipping much of the game...
Joined: 7/2/2007
Posts: 3960
Um, the glitched glob is pretty clearly made up largely of Megaman sprites. And I highly doubt you could use this to jump to Wily's Fortress. Cutscenes have basically nothing to do with sprite sets beyond that the relevant sprites are normally loaded before the cutscene is run.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
It does seem to have the Wily Saucer's palette and general shape, though. From what it looks like the object memory maybe got glitched to become the Wily saucer, but since it still has Mega Man's sprite loaded, it ends up looking like that.
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.
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Hey Glitchman, why did you delete your post with that new way to complete that moving platform room in the dustman stage? It looked really awesome! Would be nice if you would put it up again, in case people want to see :)
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Baxter wrote:
Hey Glitchman, why did you delete your post with that new way to complete that moving platform room in the dustman stage? It looked really awesome! Would be nice if you would put it up again, in case people want to see :)
Here it is: http://dehacked.2y.net/microstorage.php/info/870734971/GlitchMan-Mega%20Man%204%20%28U%29-dustmanzipping.fm2 I had initially deleted because I didn't think that people seemed that interested in Mega Man TASing anymore. I haven't been able to do that much Mega Man TASing recently because I have been really busy with school and work. I barely have time to do this anymore. :( Thanks for replying to my post, Baxter. :)
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
GlitchMan, I'm sure there are more than enough people interested in Mega Man TASing and watching your works. No need to delete your posts.
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.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Mothrayas wrote:
GlitchMan, I'm sure there are more than enough people interested in Mega Man TASing and watching your works. No need to delete your posts.
yeah, most people don't post, but they watch and read
Experienced player (634)
Joined: 8/28/2008
Posts: 443
ALAKTORN wrote:
Mothrayas wrote:
GlitchMan, I'm sure there are more than enough people interested in Mega Man TASing and watching your works. No need to delete your posts.
yeah, most people don't post, but they watch and read
Yeah, that's true. It's just been so quiet around the Mega Man TASing topics lately. Usually I would see some responses. I probably should have waited longer or just not worried about it and keep TASing. Thanks for letting me know about this. I did test the velocity with Mega Man being stuck inside a wall. I used hex editor to freeze the address for walking speed to zero and whenever Mega Man walks left he zips to the right. He can't walk towards the right and zip left. Same for the falling velocity address. When he is stuck inside a wall and I freeze the falling velocity at zero he zips downward. This would help explain a little better how the zipping mechanism works in the NES Mega Man series. I also tested Mega Man's recovery phase after taking damage by freezing it at different values (timer located at 003C) and found out that the frames he is invisible is when there's less lag.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
So hows progress on this?
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Sonikkustar wrote:
So hows progress on this?
Other than in-stage demonstration runs I haven't really done much with the actual run itself (I'm still at the end of stage 1). I will have more time to work on this over the winter break.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I have improved Bright Man's stage (not part of the run itself): http://dehacked.2y.net/microstorage.php/info/895284958/GlitchMan-Mega%20Man%204%20%28U%29-stage00improvement.fm2 I started recording from where I left off on my published run of this game. I saved 168 frames for the stage itself. I can save 13 frames off the boss fights (better connected hits), 38 frames off jumping in the middle of the boss room to acquire the weapon early, and 25 frames off centering Bright Man properly when I kill him. All that was calculated from my published run and we get a grand total of 244 frames saved (4 seconds + 4 frames). I'm aiming for an average of 4 seconds a stage so that's a really good start.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Scaringly amazing work GlitchMan! Keep it up! You seem to have one left over ballon left though. Why not use it?
Experienced player (634)
Joined: 8/28/2008
Posts: 443
Sonikkustar wrote:
Scaringly amazing work GlitchMan! Keep it up! You seem to have one left over ballon left though. Why not use it?
I would have used it to jump into the center after I killed Bright Man (I didn't want to go through all the trouble of having to fight Bright Man just for this one demonstration so I calculated it instead). When the explosion took place I immediately switch (for reduced lag) to the Balloon use it to jump into the center of the room and get the weapon energy particles early (this glitch is shown in Dive Man's stage; I didn't know it could be done in any other stage at the time I made the published run).