Posts for MUGG

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I tried it in mGBA 0.5.2 at the same place with the same NPC but it doesn't occur. EDIT: Easier way to reproduce the bug in Bizhawk is to go to the title screen menu and press up or down and loadstate right after (during the sound effect it makes).
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In Bizhawk 1.12.2 mgba-core, in Mario & Luigi Superstar Saga when talking to NPC in the castle town and loading a state at the same time, the audio messes up. (And it's not because of the luascript or bugged states. I rebooted core many times and took fresh states and this happens without the script running, too.) Link to video EDIT: Use this movie to go to the place in the video. http://dehacked.2y.net/microstorage.php/info/1970868117/Mario%20%26%20Luigi%20-%20Superstar%20Saga%20%28USA%2C%20Australia%29.bk2
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S7E7 Parental Glideance I can't believe we still didn't learn anything about Scootaloo's own past after this episode... It was a really great episode though. Many moments that made me pause the video and think and feel. I still want to work on the timeline thing sometime... But there's so much I need to catch up on.
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Great run! A bit of a shame about the graphical emulation glitches, but I guess those can't be helped with the GIM glitch only working on a specific plugin, as the author explained. I kinda wish some video editing could be done to replace those glitchy sections with how it should normally look. I think the run looked optimal enough.
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I haven't looked into it yet. But I have provided the means that others can look into it if they want. Just download the WIP and play it back on Bizhawk...
  • 1.12.0 or 1.12.1
  • 1.12.2
and check for differences somewhere at framecount 21000. I have my doubts it can be resynced, but who knows.
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Tried playing back the Mario & Luigi WIP in bizhawk 1.12.2, and it desynced in the Koopa Cruiser, 21000 frames into the run. Just as a FYI. Bizhawk 1.11.7 (mGBA-0.4.0) --> WIP was started on this version Bizhawk 1.11.9.1 (mGBA-0.5.0) --> WIP still syncs Bizhawk 1.12.1 (mGBA-0.5.0) --> WIP still syncs Bizhawk 1.12.2 (mGBA-0.5.2) --> desync EDIT: added link to WIP.
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Amaraticando wrote:
This code is not very readable.
Yes, I'm sorry. I should probably have explained but the basic idea is this: AddressTableNPC contains a set of addresses (more specifically, a set of offsets) for each type of NPC. This table is hard-coded in the script and never changes. It's only supposed to be read from. NPCPreviewTable is what would be written to and updated - based on AddressTableNPC - each time I enter a new room, as that's the point when NPC memory changes. The line
 NPCPreviewTable[z][r][5]=NPCPreviewTable[z][r][5]+startingaddress
is supposed to write the actual memory address to NPCPreviewTable (calculated by taking the offset and the starting point of a slot). And then I want to read those memory addresses and display their values. I haven't tried coming up with a solution yet, but it should be doable based on your help (reference is written to NPCPreviewTable instead of the table). About readability, I could probably condense the part right after
for z=1,32,1 do
into a table. Everything else seems fine to me.
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I'm trying to figure out a problem. This picture should sum it up nicely Can't pastebin the code because for some reason my browser hangs when I use pastebin. But here is the most important code. Hope someone can help
Language: Lua

local NPCPreviewTable = {} local AddressTableNPC = { ["FPC"] = {[1]= {0,"FPC",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, [4] = {1,"Z",0xFFFFD080,"EWRAM",0x18,4,true,nil,nil,nil}, [5] = {1,"Altitude",0xFFFFD080,"EWRAM",0x1C,4,true,nil,nil,nil}, }, ["FCHR"] = {[1]= {0,"FCHR",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FBRD"] = {[1]= {0,"FBRD",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FMON"] = {[1]= {0,"FMON",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FMCH"] = {[1]= {0,"FMCH",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FBRL"] = {[1]= {0,"FBRL",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FRCK"] = {[1]= {0,"FRCK",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FSPL"] = {[1]= {0,"FSPL",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FBLK"] = {[1]= {0,"FBLK",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["FPSB"] = {[1]= {0,"FPSB",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, ["SBLK"] = {[1]= {0,"SBLK",0xFFB0B0B0}, [2] = {1,"X",0xFFFFD080,"EWRAM",0x10,4,true,nil,nil,nil}, [3] = {1,"Y",0xFFFFD080,"EWRAM",0x14,4,true,nil,nil,nil}, }, } local updateNPCPreviewTable = function() NPCPreviewTable={} AddressTableDisplayOffset["NPCPreview"]=0 memory.usememorydomain("IWRAM") basepointer=0x0D7C -- this might be version specific basepointer=memory.read_u16_le(basepointer) + 0x28 startingaddress=memory.read_u16_le(basepointer) - 0x04 memory.usememorydomain("EWRAM") --going through the 32 slots for z=1,32,1 do if memory.read_u32_le(startingaddress) == 0x00435046 then npctype="FPC" -- Field Player Character (e.g. Mario, Luigi) nextslot=0x39C elseif memory.read_u32_le(startingaddress) == 0x52484346 then npctype="FCHR" -- Field Character (e.g. NPC) nextslot=0x34C elseif memory.read_u32_le(startingaddress) == 0x44524246 then npctype="FBRD" -- Field Board (e.g. pedal) nextslot=0x34C elseif memory.read_u32_le(startingaddress) == 0x4E4F4D46 then npctype="FMON" -- Field Monster nextslot=0x358 elseif memory.read_u32_le(startingaddress) == 0x48434D46 then npctype="FMCH" -- ? nextslot=0x358 elseif memory.read_u32_le(startingaddress) == 0x4C524246 then npctype="FBRL" -- Field Barrel nextslot=0x34C elseif memory.read_u32_le(startingaddress) == 0x4B435246 then npctype="FRCK" -- Field Rock nextslot=0x34C elseif memory.read_u32_le(startingaddress) == 0x4C505346 then npctype="FSPL" -- Field Special nextslot=0x34C elseif memory.read_u32_le(startingaddress) == 0x4B4C4246 then npctype="FBLK" -- Field Block (e.g. saveblocks, special blocks) nextslot=0x360 elseif memory.read_u32_le(startingaddress) == 0x42535046 then npctype="FPSB" -- ? nextslot=0x5C elseif memory.read_u32_le(startingaddress) == 0x4B4C4253 then npctype="SBLK" -- Block nextslot=0x360 else break end NPCPreviewTable[z]=AddressTableNPC[npctype] print("z: " .. z .. " " .. NPCPreviewTable[1][2][5]) for r=2,table.getn(NPCPreviewTable[z]),1 do print("z: " .. z .. " r: " .. r .. " " .. NPCPreviewTable[1][2][5]) NPCPreviewTable[z][r][5]=NPCPreviewTable[z][r][5]+startingaddress print("z: " .. z .. " r: " .. r .. " " .. NPCPreviewTable[1][2][5]) end if nextslot~=nil then startingaddress=startingaddress+nextslot end end end
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I found a new trick, but seems useless for any% Link to video I'm disappointed especially that it doesn't work in the barrel maze room.
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Post subject: Re: #5481: Migu's DS Mario & Luigi: Partners in Time in 3:21:09.92
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TASVideoAgent wrote:
MUGG, for working on this game quite a bit, and for working on the Superstar Saga TAS, which WILL be finished in 2017 (you can do it!)
Good run, yes!
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The lua I had made for my team at the beginning of the contest http://www.mediafire.com/file/dap976tq3t65j0e/ZookLua.lua Not really useful but idk And there seems to be a few crash bugs, this is one of them that we found: http://dehacked.2y.net/microstorage.php/info/1707822396/Zook%20Castle%20Crash.bk2
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natt wrote:
Starting from the beginning of that game, leaving all channels off, I'm not hearing any sound.
So I have all 6 toggles on false, playing on the US version of Mario & Luigi. It makes a sound when the Nintendo logo drops after power-on. And there is some noise audible on the titlescreen. When pressing A to confirm menu options (to start a new game), it makes a sound. This happens on Bizhawk 1.12.0 and 1.12.1. So are you saying you cannot hear any of those sounds?
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Mario & Luigi Superstar Saga You don't need a save, the problem should be reproducible at game start. Thanks for looking into this.
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First episode was good, I liked Celestia's little speeches. Second episode was kind of stupid. Third episode was sweet and heart-warming. I'm not as much into MLP as I used to be. It's been a long break and a long time. I remember when I started watching back in season 2, and loved the hell out especially of the main storyline which really hit home in season 4, imo. Now with season 5, 6 and 7 things calmed down a lot. It focuses more on character development now and there doesn't seem to be any main storyline to speak of... (I didn't really like the 2nd changeling attack that much.) I hope the cutie map itself, the tree of harmony, or such things will be picked up again for future arcs.
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natt wrote:
MUGG wrote:
The audio toggles in the GBA core settings still don't seem to work properly. I'm on mgba (bizhawk 1.12.0) and, for example, toggling them all "false" should make it all mute right? But I can still hear some noise. And if I toggle everything except direct sound A and B to "false", it doesn't seem to have any effect at all, as I can still hear all the sound effects along with the BGM. I've been waiting for this feature a while now and it's disappointing it still doesn't work.
Cannot reproduce. All 6 toggles appear to be working.
Link to video
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I'm not sure what to learn from this picture... But I'm happy to tell you I'm not currently in a depressed state. I'm actually in the middle of participating in life, trying to organize my future, and overall opening up to people more. I still go to that kindergarten. It's that one place where I feel accepted and can grow and be in a social and healthy environment. I'm worried about it coming to a close this summer because of what that would involve: I suddenly stop seeing all the kids and people I bonded with. I stop having that kindergarten life (going there 8:00 and leaving 13:30 and having the best time of my life inbetween). There is a lot of danger and risk that I could fall back to being depressed. But there is also a lot of hope that I could find this peace again sometime in the future. It's still more than 3 months before this will happen. I have also recently thought about starting to write a book about this kindergarten life. Everything I had experienced there, the ups and the downs, especially the time when I fell into depression last September, but also the time how I slowly made it back and look forward to a bright future (at least from where I'm standing right now).
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That's great news indeed! Did Anwonu see the run already or will it be a surprise to him? And are you planning on submitting it?
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I'm redoing Stardust; the one battle before the tutorial will now have 3 splash uses instead of 2, and a later battle will have 1 splash use instead of 2. That fixes the syrup problem. I was unable to manipulate 3 mush drops out of the third battle, like in the outdated WIP, so I will go with the backup plan and collect 1 additional mush in sewers (55 f detour). Looks like jump course skip ends up saving the full 15 seconds or so, which really surprises me
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Memory wrote:
murmilio wanted me to ask if you do a fight before the bros. attack tutorial since that tutorial restores your BP. You wouldn't need a syrup for that usage.
I already do a fight before the tutorial and use the BP refill in the current route. I don't see any other way than to take off one Splash Bros use in Stardust and adding one in Hohooros. Maybe I can do three Splash Bros in one Stardust fight. Badge trigger skip, you can actually do it in 2.8 seconds (by just doing the same technique instead of action command shenanigans) and come out with a timesave of 0.7 seconds. But you miss bean badge worth 14 coins later and you can't get those coins elsewhere in 0.7 seconds or less.
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Badge tutorial skip is useless So as for use of Badge Tutorial Skip in TAS, it looked promising because we aren't buying anything in Beantown in the anticipated route anyway. But since Mario doesn't have Bean Badge equipped, the Popple fight takes 1 round longer which means Rookie enters his fire-breathing cutscene which ended up burning pretty much all of the time save. -30 seconds estimated time save (Badge Tutorial skip) +26.5 seconds lost (longer Popple fight) ---------- 3.5 seconds save I don't think we can bypass the trigger upwards (to enter the castle after triggering the endgame) and then downwards once more (to go on our way towards Mountain Village) in less than 3.5 seconds. So it seems useless to me. You can bypass the trigger in 2.8 seconds and come out with a timesave of 0.7 seconds. But you miss out on bean badge worth 14 coins later and you cannot get those coins elsewhere in 0.7 seconds or less. So, useless trick. Jump course skip is useful As for the jump course skip, I was skeptical if it saves time since it misses out on 1 Syrup and 1 Mush. So I looked into it; with the current route, the Stardust "2x Fly, 2x Cannon" fights would stay the same except I do 1 fewer Splash Bros. I can't insert extra Splash Bros anywhere except in Hohooros. That would solve the "1 less Syrup" problem and I don't need to collect an extra Syrup, but Hohooros takes longer. -14.66 seconds saved (jump course skip) +11.6 seconds lost (longer Hohooros) ----------- 3 seconds save We lack 1 Mush but it should be possible to get one within 3 seconds. The current route gets +2 Mush in one "2 Fly, 2 Cannon" fight and it should be possible to get +3 within 3 seconds of RNG manipulation. There is 1 Mush in sewers I could get that takes 55 frames detour, so depending how RNG complies in Stardust, I decide between
  • two +3 drops, one +2 drop (Stardust) & 1 Mush from sewers
  • three +3 drops (Stardust)
Depending what route RTA does, it might not be a timesaver in RTA. Assuming it only saves 3 seconds there too and you spend 1 second to lign up the bros, you'd only save 2 seconds if you get it first try and waste time if you don't.
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