Post subject: Mega Man/Rockman "Low Glitch" Run
Joined: 11/11/2007
Posts: 242
Location: the 1950s
It's cool to see all the warping glitches in this game. It would also be cool to see a TAS of the game normally right? I made a quick runthrough of the first 2 stages: http://dehacked.2y.net/microstorage.php/info/1817831836/mmlgr2.fcm
Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
Player (210)
Joined: 7/7/2006
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Unfortunately this doesn't really provide anything the currently published run does not. All this stipulation really does is remove entertainment value and add more walking, climbing, and taking damage.
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Joined: 8/26/2006
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Location: United Kingdom
I disagree. I'd quite like to see a glitchless RM1 run, however I seem to remember Bisqwit saying that he was working on one (although I doubt that it is still active at the moment). P.S. I haven't watched the WIP. However, less than 1000 rerecords for two Rockman stages?...come on, it surely can't be that easy to optimise.
Player (224)
Joined: 10/17/2005
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This looks more like a catwalk than a speedrun. In fact, your Gutsman stage could be improved playing in real-time. I won't even start listing things that went wrong in your WIP.
<adelikat> I've been quoted with worse
Sir_VG
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Bablo wrote:
This looks more like a catwalk than a speedrun. In fact, your Gutsman stage could be improved playing in real-time. I won't even start listing things that went wrong in your WIP.
Oh, like the 80,000 score bonus, getting the bonus point icons, not dealing with the miners properly, not shooting Gutsman fast enough, climbing the first ladder in Cutsman... And that's stuff I observed in real time.
Taking over the world, one game at a time. Currently TASing: Nothing
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Joined: 12/5/2007
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I almost forgot! There are no Mega-Busters or even fast sliding here.
Joined: 11/11/2007
Posts: 242
Location: the 1950s
Sir VG wrote:
Bablo wrote:
This looks more like a catwalk than a speedrun. In fact, your Gutsman stage could be improved playing in real-time. I won't even start listing things that went wrong in your WIP.
Oh, like the 80,000 score bonus, getting the bonus point icons, not dealing with the miners properly, not shooting Gutsman fast enough, climbing the first ladder in Cutsman... And that's stuff I observed in real time.
How can I manipulate 50,000s?
Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
Sir_VG
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I can't tell you how, unfortunately. But I'm sure it's a frame manipulated event. Try watching some of the TASes already completed - I'm sure that'll tell you.
Taking over the world, one game at a time. Currently TASing: Nothing
Player (206)
Joined: 5/29/2004
Posts: 5712
Sir VG wrote:
the 80,000 score bonus, getting the bonus point icons
Hey, I know, let's aim for "Highest score without destroying any enemy twice!"
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/11/2007
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Location: the 1950s
Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
Sir_VG
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NOW it's starting to actually look like a TAS. Though the constant L-R movement is a bit annoying.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 11/11/2007
Posts: 242
Location: the 1950s
Sir VG wrote:
NOW it's starting to actually look like a TAS. Though the constant L-R movement is a bit annoying.
You mean fighting the miners?
Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
Sir_VG
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That and a couple of other spots, like while waiting for the platforms at the beginning. But that's just me.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 11/11/2007
Posts: 242
Location: the 1950s
Sir VG wrote:
That and a couple of other spots, like while waiting for the platforms at the beginning. But that's just me.
I could stand still.
Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
Active player (287)
Joined: 3/4/2006
Posts: 341
Standing completely still would bore the audience. Try to find some sort of middle ground between the two extremes.
Joined: 11/11/2007
Posts: 242
Location: the 1950s
Nitrodon wrote:
Standing completely still would bore the audience. Try to find some sort of middle ground between the two extremes.
I know, I was joking about it. Thats why "could" was italicized.
Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
Expert player (3645)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
If you're going to submit a run like this you should think about that in this game Mega Man is a bit slower in air than on ground. So a basic principle is to only jump when necessary and then do as small jumps as possible. Another thing is to keep track on enemies health points in the memory, the shield enemies(address 06d0) seem to be invincible for some frames after you've hit them so watching memory to see whether your shots hits or not will be important. And of course, start watching the pixel- and subpixel values if you haven't already. I made a test run through the first level http://dehacked.2y.net/microstorage.php/info/1309941200/Mega%20Man%20%28U%29no-glitch.fcm which should be possible to improve further.
feos wrote:
Only Aglar can improve this now.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Mukki wrote:
I disagree. I'd quite like to see a glitchless RM1 run, however I seem to remember Bisqwit saying that he was working on one (although I doubt that it is still active at the moment).
I have since abandoned the project. Go ahead, grab it. I would like to see the completed task. I disagree that it would be boring / non-novel to watch; instead, it would bring the kind of weapons change variety seen in e.g. Mega Man 6 TAS, that is not seen in Mega Man right now. Though it is disputable, which glitches are acceptable and which ones not…
Post subject: ... drunk = fail
Experienced player (545)
Joined: 5/12/2005
Posts: 707
What I've investigated and seen in this game so far. I really recommend to calculate or try to make your subpixels perfect as possible to attain fastest time as possible. You can gain frames with this, like happened in Deign's Rockman run. Subpixel addresses X (High) = $480 X speed (High) = $4C0 X (Low) = $4A0 X Speed (low) = $4E0 Y (High) = $600 Y speed (High) = $660 Y (Low) = $620 Y Speed (low) = $680 If you are curious about your something you can check and compare some of your movements from Deign's run to see if you have done something wrong somewhere. I hope to see this run done.
Post subject: Re: ... drunk = fail
Joined: 11/11/2007
Posts: 242
Location: the 1950s
Shinryuu wrote:
What I've investigated and seen in this game so far. I really recommend to calculate or try to make your subpixels perfect as possible to attain fastest time as possible. You can gain frames with this, like happened in Deign's Rockman run. Subpixel addresses X (High) = $480 X speed (High) = $4C0 X (Low) = $4A0 X Speed (low) = $4E0 Y (High) = $600 Y speed (High) = $660 Y (Low) = $620 Y Speed (low) = $680 If you are curious about your something you can check and compare some of your movements from Deign's run to see if you have done something wrong somewhere. I hope to see this run done.
I don't know much about pixel addresses and stuff like that.
Currently working on: -Possibly the Wily Tower (Mega Man the Wily Wars)
Player (206)
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Bisqwit wrote:
I disagree that it would be boring / non-novel to watch; instead, it would bring the kind of weapons change variety seen in e.g. Mega Man 6 TAS, that is not seen in Mega Man right now.
Hey Bisqwit, did I ever ask you if it would be a good idea to make speed runs of the Rockman Complete Works games? They offer another way to include more weapon switching, as you can change weapons with a single button press rather than opening a menu, and you could use Navi Mode to add the new music, lifebars, and menus, which freshen the experience a little. There probably wouldn't be a place for hard mode or the cheats earned from battle data, though. If you don't think those games would be too redundant, I could go check how well they run in whatever PS emulator we're supposed to be using now. I mean, I figured as long as people are eager to see more of the same MegaRockMan games, we could show off the official remakes. It was just an idea, though. I won't mind if nobody cares.
put yourself in my rocketpack if that poochie is one outrageous dude
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Joined: 4/16/2004
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So, is there something wrong with these movies that you want to improve? Is there something in your movie that hasn't been done in them or do you have some other motivation for the run?
Editor, Active player (297)
Joined: 3/8/2004
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Location: Arzareth
Kyrsimys wrote:
So, is there something wrong with these movies that you want to improve? Is there something in your movie that hasn't been done in them or do you have some other motivation for the run?
They're not particularly optimal, failing even in basic techniques such as jumping down a ledge. Mostly they are proof of concept material. Fine in 2003, but now we can do better.
Joined: 1/27/2008
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Hehe, the things you can do bored. http://dehacked.2y.net/microstorage.php/info/252303257/rocman_no_zip.fm2 Note: this is DEFINATLY not optimized, but I just kinda threw it together for fun :P. At least I'd do better at a low-glitch run than a full-glitch run XD.
See Youtube page (GIRfanaticTAS) for all runs and stuff.
Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
To bisqwit: Sorry if i go off topic or something, but i was really curious what happened with your mm1 hack project?? I had this site bookmarked a long time ago and i still do cause i check it still once per couple months to see if it's still in production or not. :( http://bisqwit.iki.fi/jutut/rockmanbasics/ Did you give up permenately? or are you still working on this secretly ??