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Main - ROM Hacking - Mega Man 1 | Iceman Stage Glitch | Why does it happen? | New thread | New reply |
Termingamer2-JD |
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Ropa Banned: repeat sockpuppeting Level: 53 Posts: 419/739 EXP: 1133757 Next: 23362 Since: 08-06-15 From: England Last post: 2675 days Last view: 681 days |
A well known glitch in Mega Man 1, Iceman's Stage where if you get to one point of it, and press Left-Right over and over, weird shit seems to happen.
https://youtu.be/vdqJgCLVR2Q?t=157 Is there any documentation as to why this seems to happen and why those certain effects occur, or not? It's an extremely interesting glitch... (I only know of it because someone posted it on my own forums - which is the handiness of having a 'glitches' forum, because we can discuss glitches) Thanks! ____________________ Jamie Dignam |
Zieldak |
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Crow Level: 42 Posts: 347/387 EXP: 512358 Next: 9004 Since: 12-01-11 From: Hungary Last post: 1310 days Last view: 1201 days |
Yes, there is actually. There's a specially placed enemy on the top-left ($FF) with a Peng ($07) on the bottom-center (which by the way has nothing to do with the glitch, it's just there) of the screen, in Room #08. You can open a ROM and go to Room #08 if you want, but here is a screenshot instead:
This weird placement of the $FF enemy seems to change the current sprite set used in the game. However, if it's respawned (I think you are not supposed to backtrack there), it seems to mess up something in memory. Now, if it's rapidly reloaded by passing the red line multiple times in a short amount of time, it basically screws up the game's memory very badly, and causes weird effects you can see in many videos and stuff. And no, the Peng enemy doesn't have to do anything with the glitch. It's weird placement simply stops the Peng enemy from respawning, once it's on screen. There is another similar place to this in Ice Man's stage, in Room #04, but it also uses an $1F enemy, which I think is used to change the used sprite set, along with $FF. In Guts Man's stage there is a similar method to swap the enemy graphics after the lift section, twice, in Room #05 and #06. Two $FFs and the $30 enemies are used here. The X and Y coordinates of the FF enemies seems to be imortant too, because it seems to determine which sprite set is loaded. I do know that if you move any of the FFs from their original places, the sprite set swaps will no longer work. You can't place them back with the editor either, you have to place them back manually in a hex editor. You can also play with the $FF enemies in other stages. For example, if an FF enemy is placed in the first room of a stage, in the top-left corner, everything seems to do nothing, I often used it to make sure the game doesn't crash when you respawn after dying to a boss in Mega Man Reloaded (You can use an editor to check it out if you want). For some reason MM1's engine or whatever doesn't like empty rooms. It also goes crazy if the $32 enemies are missing from the first room of Fire Man's stage. Depending on the $FF's X and Y coordinates, it may cause crazy stuff to happen. So yeah, basically that's it, I think. I'm not 100% percent sure, but I can't think of anything else. NetSplit may know more about this glitch and these weird enemy combinations. |
Main - ROM Hacking - Mega Man 1 | Iceman Stage Glitch | Why does it happen? | New thread | New reply |
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