Posts for Anwonu

Experienced Forum User
Joined: 3/20/2010
Posts: 15
I won't watch the video before Sunday, so I'll watch pretty much blind. The most I saw was the WIP that Migu posted november.
Experienced Forum User
Joined: 3/20/2010
Posts: 15
Maybe RNG is related to the DS clock? Some games uses it to get the initial RNG value (Pokémon, Rune Factory 3). So if it detects a lucky hit, it recalculates from that time or something. (BTW, how does clock works in TAS? Usually Desmume uses the system clock, but for a TAS that depends on it, I don't know how it works.) About the tweet (if there are other U exclusive glitches), it's likely, but we don't know any that's useful in a run yet.
Experienced Forum User
Joined: 3/20/2010
Posts: 15
Updated code; same link. http://pastebin.com/cQRv8bY8 It's a bit ugly (both the output and the code), but I guess it works. Current rng value in red, next in light blue, possible criticals in yellow. M, L, m and l can appear to show who would be able to crit someone, and if this value is the next, it'll show a "Lucky!" text near the enemies. (I didn't specify who can crit who, in case there's more than 1 bro and more than 1 enemy) Not considering lucky badges. I don't even know where to check what's equipped =p
Experienced Forum User
Joined: 3/20/2010
Posts: 15
Do you have the address for enemy's level? I'll try putting all this info in a lua script =p Here's a simple script with enemies' HP and current and 10 next RNG values: http://pastebin.com/cQRv8bY8
Experienced Forum User
Joined: 3/20/2010
Posts: 15
The only time I tried some TAS/memory stuff, I found an address that's related to RNG stuff. For U (I think it was U), it's 02060A86 (I actually posted it a while ago). For E (at least the ROM I have), it seems to be 02060E06. If you fix its value, some things that are usually random are fixed (flower targets, enemy movements, etc.). When you watch a demo of most bro items, the value change when something is changed in the demo (different bro fires flower, a bro appears on screen, etc.). Green Shell doesn't seem to change though, and I'd guess Red Shell is the same. Anyway, in battle that's pretty much the only way to manipulate without attacking or being attacked. Outside, there are lots of things that can change it, including enemy movement, screen changing and pausing.
Experienced Forum User
Joined: 3/20/2010
Posts: 15
Check MUGG's post in the previous page; it shows a few tricks and glitches. Currently, the most important ones would be the fire skip in Yoshi's Island (saves a few seconds), the money glitch (saves a lot of time, but I can't specify how much), and the Shroob Castle skip (saves a few minutes). There's also one skip at the moving tutorial. Saves a few seconds at most. And which version are you doing? J/EU versions are different than U. I'd guess J/EU is faster, but U is more likely to have more glitches (currently, no exclusive useful glitches found yet).
Experienced Forum User
Joined: 3/20/2010
Posts: 15
Apparently, it is general. Try fixing that address and check an enemy. The value seems to determine which way they go. Sometimes they'll go the opposite way because of a wall. The ones that follow you, though, will ignore it once they see you. However, I don't know how exactly they determine if they make the next move faster or slower. I haven't found a way to advance the RNG in overworld by yourself without pausing. Enemy movements advances the number. Edit: unrelated: here's a simple script that shows the enemies' HP. Might be useful.
local pos_x = {0x020D0AFC, 0x020D0C06, 0x020D0D04, 0x020D0E08, 0x020D0F0C, 0x020D1010}
local pos_y = {0x020D0AFE, 0x020D0C08, 0x020D0D06, 0x020D0E0A, 0x020D0F0E, 0x020D1012}
local arr_hp = {0x020D1866, 0x020D1B06, 0x020D1DA6, 0x020D2046, 0x020D22E6, 0x020D2586}
local hp

function fn()
	for i = 1,6 do
		hp = memory.readbyte(arr_hp[i])
		if hp > 0 then
			gui.text(memory.readbyte(pos_x[i]), memory.readbyte(pos_y[i])-10, hp)
		end
	end
end
gui.register(fn)
Experienced Forum User
Joined: 3/20/2010
Posts: 15
K, here's something RNG related. Apparently the memory address the flower targets is based on 02060A86 (2 bytes). It seems value 0 always hit a certain enemy, not following the rule below (or folowing differently than I noticed). From my tests, it has a different rule for each kind of formation (# of enemies): -2 enemies: 0 hits the one with highest id? (020CC970 and 020CCEBD shows a number for each enemy) It follows a "4 each enemy": 1, 2, 3 hits one enemy; 4, 5, 6, 7 hits the other; 8, 9, 10, 11 hits the first again; etc. -3 enemies: 0 on middle id? 2 for each: 1 hits 1st enemy; 2, 3 hits another; 4, 5 hits the 3rd; 6, 7 hits the 1st; etc. -4 enemies: 0 on 2nd lowest id? (No relevance between letters and id, I forgot which id is which letter =p) It alternates between 2 enemies each time: 1 hits enemy A, 2 hits B, 3 hits A; 4 C, 5 D, 6 C, 7 D; 8 A, 9 B, 10 A, 11 B; etc. -5 enemies: 0 on 2nd highest? Highest to lowest id: 1, 6, 11, .. on highest; 2, 7, 12, .. on second highest; etc. -6 enemies: 0 on 2nd lowest? (A is lowest id, F is highest) 1 hits A,; 2, 3 C; 4, 5 B; 6, 7 D; 8, 9 C; 10, 11 E; 12, 13 D; 14, 15 F; 16, 17 E; 18, 19 A; 20, 21 F; 22, 23 B; 24, 25 A; etc. Didn't test more than that yet. I'll try doing a script later to see if this is accurate. Or at least helpful. Some of these worked only with lower numbers; the rule changes later (noticed on 6, which changed after 40, and with 3, which I don't know where it doesn't work). 2 enemies were accurate though. Edit: ah, those are for adults. I have yet to test with the babies. Edit2: OK, the babies might be the same as the adults. However, they can target a different enemy if you press their button instead of the adult on a certain frame. My guess is that the frame that gets the number is actually delayed by 1. So the adults get the number 1 frame after you press the button, while babies get 2 frames later. It's a bit of random guess, I'll try doing the script to see how it goes. Edit 3: from what it looks, Mario gets the number 1 frame after the button press, and Luigi, 2 frames. I have no idea about the babies though. If I fix the number, they shoot the same target as adults, so I guess it's a matter of which frame. Welp. 3 frames after button press for Baby Luigi, 4 for Baby Mario. Bleh. Well, of course this wouldn't be as easy as I hoped.. I might try something later, but for now, whatever =p
Experienced Forum User
Joined: 3/20/2010
Posts: 15
I talked to MUGG a bit while I was streaming. The Chain Chomp is already skipped when doing the big skip (you skip the whole sewers and the shooting tutorial). So even if there was some kind of glitch to skip him, it's useless, unless some reason appear. The glitch MUGG remembered getting stuck might be this one. Lastly, there's one visual glitch later on that I got once. In Toad Town, after you hit the ! blocks with the adults, change the icons and get ready to do the ball before the gates start to open. The adults' sprites should flicker between the normal and the "ready to roll" sprites, or something like that. Just for fun =p If anyone needs a route for some reason, I can write one. I still have pretty much everything in my head. Might be useful for those who don't remember the whole game well and don't want to play all over again. (I guess we could use the SDA KB for these things as well..) Also, can anyone confirm me something? In US version, when getting bonus points on a stat chosen multiple times, can you get 2 every time, or it's really impossible?
Experienced Forum User
Joined: 3/20/2010
Posts: 15
I don't know about the TAS posted, but I use mostly in 2 places: Monty Mole (the one after Shrooboid Brat) for Muscle Slacks and Thrilling Pants, and Toad Town for Risk Badges. In my current run, I also bought a few Ice Flowers before Yoshi's Island and a Copy Flower before Thwomp Volcano. Also, I'll post the same question I posted in SDA: is Supreme Slacks only possible to get with Treasure Badge? Edit: forget it, I've found one.
Experienced Forum User
Joined: 3/20/2010
Posts: 15
MUGG wrote:
I made a video: http://www.youtube.com/watch?v=x0wbpAXmN_Q If you wish to rather have it in your own account, let me know and I'll remove it. I put it as "unlisted" for the time being.
Don't worry about it. I actually was going to test only if no one else did.
MUGG wrote:
Note that the item list order differs between the versions. http://themushroomkingdom.net/mlpit_j2e.shtml
I thought about it, but I think the order only differs when buying. I'm not sure when selling. Though my version might be a little different than the ones pictured. When buying, the "Current Bros. Items" on top screen orders them like the Japanese version, apparently. But my version is US, considering the enemies' HP.
Experienced Forum User
Joined: 3/20/2010
Posts: 15
Another glitch I found: apparently, for some reason (if you go too fast, I think), when you're selling items, the price of an item will be "sent" to another one. Here's how I did it: -When selling, sell everything of that item; -As soon as possible, press A/X again to select the next on the list. If done correctly, the item will list the same price as the one you just sold. This can cut a few seconds/minutes of the run, if planned well. I'll test later frame-by-frame, but not today. Basically, we'd need to find out: -Do we need to sell an item to send the price to another item, or we can just cancel and move to another very fast? -Is there a limit of the price being sent? The only ones I could do on console (though I rarely can get it to work) was a Max Mushroom (26) sent to an Ultra Drop (32), and a Red Pepper (28) to a Bro Flower (8). And here's a photo with a Bro Flower being sold for 28 coins, instead of 8. Unfortunately, I couldn't send a price of 2 Red Peppers; it only sends the price of 1 of them.[/url]
Experienced Forum User
Joined: 3/20/2010
Posts: 15
I found something that could or could not save a few frames: http://i22.photobucket.com/albums/b309/Anwonu/mlpit-start.png The red line seems to be the limit where the game calls the cutscene. But will just call if you're touching the ground. That distance is enough to jump over. After you hit the blocks, Stuffwell will just skip the last lesson and go back as usual. But it'll freeze if you touch that area after it =p I wonder if there are more places like this.. but testing through the whole game will be too annoying >_> Edit: I guess the programmers got a bit smarter later, since most events later (especially after the spin, I guess) are activated in the air too.
Experienced Forum User
Joined: 3/20/2010
Posts: 15
http://www.youtube.com/watch?v=PJJp9HYEwGw Big skip I found. As I said in the comments, the blue pipe is strange. Sometimes, I could go left a few more pixels. I don't know exactly why.
Experienced Forum User
Joined: 3/20/2010
Posts: 15
Hi. My first, and maybe only, post. In my run, I completely forgot about the jeans until Brat's battle. There, it increased Baby Mario's damage by 1 when using Pocket Chomps. But since you'll probably have a few more pow points than me, those extra +5 may not make a difference. If you're patient enough, you might want to test the battles up to Brat. If it doesn't help at all, maybe redoing would be better? ~3 coins probably won't make a difference.