Posts for BioSpark

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Editor, Experienced Forum User, Published Author, Player (94)
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It will probably take me a very long time, since there is a lot to disassemble. If you have any battle-specific memory addresses that you know, that may be helpful.
Editor, Experienced Forum User, Published Author, Player (94)
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Oh whoops, I got the formula wrong. I didn't understand my notes. I think it's this: ((BrotherPow * BrotherPowMod * 0.4) - (EnemyDef * EnemyDefMod * 0.2)) * AttackMult So the attack type does apply to the whole thing. For example, Mario's jump is x1.2 and a weak jump is x0.6. I think the pow mod is for stuff like red pepper. I'll post more when I've looked into it more.
Editor, Experienced Forum User, Published Author, Player (94)
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I think the formula is rewritten in a different way, but I'm not so sure the constant is supposed to go on the outside. Where does that information come from? I'm kind of curious now, so I think I'll try to disassemble it more and make a damage prediction script. Unfortunately the memory addresses used in battle move around for each new battle, but maybe I can figure out how that works.
Editor, Experienced Forum User, Published Author, Player (94)
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I was looking into disassembling all the battle related stuff at one point, but there's a ton to disassemble. This is the most I got for dealing damage (but I'm sure it's already known). (MarioPow * MarioPowMod * 0.4) - (EnemyDef * EnemyDefMod * 0.2) * 1.2 The mod is things like normal jump, weak jump, lucky, etc. There are a bunch but I didn't find them all.
Editor, Experienced Forum User, Published Author, Player (94)
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The video used moon jump, so you'd have to find a way to get out of bounds.
Editor, Experienced Forum User, Published Author, Player (94)
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The maps you have should be fine. Mine don't include sprites anyway (I was working on a level editor but I stopped). Great job on these clips you've found. Can't wait to see the new TAS. Edit: I uploaded them anyway: http://imgur.com/a/0iTk7
Editor, Experienced Forum User, Published Author, Player (94)
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@Mugg I looked at the maps on vgmaps, world 4 is missing a screen, but otherwise they're accurate. Edit: Actually, the maps are missing one block borders on some of the screens, but they're probably not too important.
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So I've investigated the glitch brought up here a bit more: http://tasvideos.org/forum/viewtopic.php?p=400831#400831 Turns out the reason for the memory corruption is because power bombs affect the clipdata and appearance of certain blocks. For example, when a power bomb hits a bomb block, it changes its clipdata to 0 (air) and its BG1 value to 0 (clear). When the explosion touches a particular block, it uses the following calculation to find the location of its clipdata value in memory: 0x2026000 + ((Ypos / 64) * RoomWidth + (Xpos / 64)) * 2 where 0x2026000 is the start of a room's decompressed clipdata, (Ypos / 64) is the Y position in blocks, and RoomWidth is the room's width in blocks. Now, when you go out of bounds, your X and Y position can go below 0 and wrap around to 0xFFFF, which is 0x3FF in blocks. This causes the game to read memory addresses way past that of the room's clipdata. So, is there anything of interest located in memory past the clipdata? Slot A save data (SRAM) starts at 0x2038200. Is this address reachable? Doing some quick math, you would need to go out of bounds in a room that is at least 0x24 blocks wide. Unfortunately, this is where things get less exciting. Power bombs only affect blocks with a clipdata value between 0x0050-0x0077, which consists of various breakable and exposable blocks. This means that in order to corrupt memory, the first (even) byte must be between 0x50-0x77, and the second (odd) byte must be 0. Furthermore, this only changes the first byte to 0. In terms of breaking the game, this glitch is useless. However, you could do something silly, like resetting the in-game time to 0 once you reach 0x50 (80) hours. Of course, corrupting SRAM is only possible if you can get out of bounds in a wide enough room. Currently, it's only possible to get out of bounds in Yakuza's room, which isn't wide enough. Also, it's not possible to use the new BG1 value of a block in order to corrupt SRAM. When the address of the block is calculated, only one byte is used for the X and Y block position, not two.
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Anty-Lemon wrote:
Fusion and ZM have a left+right quirk which makes Samus move in the direction she's facing, which would make a TAS of it look more optimized compared to RTA than usual
That doesn't work for jumps though. Also, Fusion any% is longer than ZM 100%, plus it has a ton of dialogue, so the ZM run would get too far ahead.
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Toothache wrote:
Multi-game input TASes are nothing new, but didn't think it could work for Metroid games, until finding this. Would love to see a TAS of this Metroid Zero Mission + Fusion run.
Well, you could probably make it work for any two games really. I doubt anyone will attempt it for these two games though.
Editor, Experienced Forum User, Published Author, Player (94)
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How do you open the door since it doesn't exist in the PU?
Editor, Experienced Forum User, Published Author, Player (94)
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itsPersonnal stopped working on it. He might be taking break or he's done for good.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
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MUGG wrote:
Fish clip https://www.youtube.com/watch?v=fXJrBN8vTqQ
does that save any time? it doesn't seem like it would...
Editor, Experienced Forum User, Published Author, Player (94)
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Really neat stuff mugg. I don't know if it would help, but I have maps of each level that I ripped from the game.
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amaurea wrote:
What happened to the pre-escape video, by the way? It seems to be deleted.
he's going to be deleting them as he makes progress.
Editor, Experienced Forum User, Published Author, Player (94)
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Here's how the glitch looks in fusion: https://www.youtube.com/watch?v=IhSVq_Rbv5o
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You literally just press A while in morph ball. Automatically moves you up the height of a full jump for some reason. I guess it just works differently in fusion.
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ZX497 wrote:
- Roll off from one enemy to other using morph ball. At some point during roll, the game auto-unmorphs you.
Ah yes, I knew that this happens. Should have realized this is how it works. I'll test it later.
ZX497 wrote:
Also, apparently some of the tile corruption gets saved in the savefile too, so when you reload it, stuff is still messed up. Saving and reloading also made some tiny corrupt looking things appear in the water in the area I did it in (same area as in the picture).
Hm, saving and reloading didn't keep the corruptions in fusion, but I could test it some more. But like I said, this kind of corruption seems like it has very limited uses, if any at all (at least for fusion). In fusion, we would need something that can reach the event address. In ZM it could have more uses. From your picture, it seems like you can get OOB in that room. Is spacejump required? If not, then if you could corrupt any of the four tiles on the yellow door to be passable, we could get to chozodia early. Also, by "changes in other areas", do you mean that going oob in one room led to corruptions in other rooms? That would be very interesting. One more thing: does oob traversal work like it does in fusion? That is, you can diagonally traverse up-left or up-right with spring ball.
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It was crashing on vba-v24 svn480. Didn't crash during my short testing on no$gba.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
Anty-Lemon wrote:
Isn't OoB also possible against Ridley? This could be a good reason to try reproducing that again
I've looked into it before. I got 1 subpixel unit away from making it happen, so I'm sure it's worth looking into again. Edit: I got some map data corruption as well. As a whole, this corruption is targeting at least from 0x202C000 to 0x20347FF (the range for zm is probably similar). Getting some corruption above 0x3000000 could do some real damage ;) Edit 2: Bad news. I used a debugger and found the routine where the values were being overwritten. From what I can tell, it loads 0x2026000 and adds a 16 bit number to it, meaning the max range for this corruption would be 0x2026000-20235FFF. Here's what that covers (nothing useful though)
0x02026000-8FFF: Decompressed clipdata
0x02029000-BFFF: Decompressed foreground map
0x0202C000-EFFF: Decompressed level map
0x0202F000-31FFF: Decompressed backLevel map
0x02032000-2FFF: Decompressed background map
0x02033000-3FFF: Unused
0x02034000-47FF: Map data
0x02034800-4FFF: Decompressed map data
0x02035000-53FF: --Unknown--
0x02035400-55FF: Background palette
0x02035600-57FF: Sprite palette
0x02035800-7BFF: --Unknown--
When I have time, I'll investigate why this function executes when it's not supposed to (probably related to the x and y position of the powerbomb explosion). Hopefully other types of memory corruption are still possible.
Editor, Experienced Forum User, Published Author, Player (94)
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What do you mean by physical block? Did you change the clipdata of it? That sounds more promising than graphical glitches, since clipdata is stored closer to important memory addresses. Also, is there anything more specific to it other than going oob and laying powerbombs? I can try testing it in fusion. ALSO, at some point could you explain the clip through one block thing? I'd like to test that in fusion as well. Edit: well, I just crashed fusion by getting oob (only possible here) and laying a powerbomb. I'd say there's some potential for memory corruption! Edit 2: actually, the game is just crashing randomly oob. Probably has to due with the yakuza fight. Hopefully it's not just an emulator issue. Edit 3: got some blocks to change. I forgot that the level data is also stored near tileset data, so changes to just the appearance of tiles are a good sign. The emulator is really prone to crashing though, so it worries me a bit.
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Not to sound rude, but yeah, not very useful :P Even though I generally aim for in-game time in my fusion tases, I try to minimize the number of pauses, so there's no way I'd ever use the pausing method. Normal ibj combined with walljumping is fast enough. Also there's a mistake in your script:
if bombloop < 3 and bombtimer <47> 0 then 
should be
if bombloop < 3 and bombtimer < 47 then 
Editor, Experienced Forum User, Published Author, Player (94)
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vervalkon wrote:
I'm very confident that getting early power bombs from Norfair is possible with the pause abuse. If someone could test it out, that would be great.
How would pause abuse help? afaik bombs don't give you any height in water/acid so there's really no viable way.
vervalkon wrote:
Entering Tourian from the erong side seems viable too, since the shinespark can be held indefinitely.
No, it can't. When you do pause abuse, everything advances one frame at a time except movement you actually control. The example he gave involved a zipline, which moves Samus for you.
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Can you elaborate on the floating glitch? I messed around with it for a bit in fusion but I couldn't get it to work. Though I've always felt that frozen enemies have some glitchy properties, so maybe I could find something eventually...
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Yeah, can you post the .vbm for that? Probably not possible in fusion, but it's worth looking into.
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