Posts for MUGG

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Here is part of a post I made in another forum, translated: What I'd like to see in S5: 1) Story arc: I want the story arc to continue in a believable and exciting way. Who created the tree of harmony? Why did it contain the chest, the castle, the elements? Did whoever planted the tree want to protect himself or his kin? I always imagined some kind of goddess of friendship to be behind all this. This goddess will show up in front of Twilight at the series finale. But maybe it will develop a whole lot differently than what I imagine... 2) CMC development: Sweetie Bell can use magic. Her talent is singing but I was under the impression she rather takes after Rarity, trying to become a designer. Scootaloo can't fly - maybe she will someday or she won't, just like Rainbow said. She is good at her Scooter and acrobatics. Rainbow took her under her wing but we haven't exactly seen Rainbow training Scootaloo or them hanging out. Apple Bloom is a bit unclear for me what her talent is exactly. She is seen painting, performing carpenter work and using chemistry. Can't really see how she developed, as a character and skill-wise. So I hope to see them evolve. Sweetie Belle was already seen in S5 trailers to sing in front of Octavia, DJP0N3 and Rarity. And Applebloom will get an episode where the synopsis says her life will turn to a nightmare - maybe this will be her "meet Luna in a dream" episode. Would like to see only one (and not the other two) get her Cutie Mark and see what happens. That could make for an interesting story but it would also end the CMC arc as well. Understandably, the showrunners are more comfortable leaving things as they are (Status Quo is god). 3) Villains: We have seen a few very tough villains. Sombra, Chrysalis, Tirek. Unfortunately they ended up being onetime only - we haven't seen them again since their debut. I would like to see them make returns instead of seeing new villains each season. It becomes less believable and new villains feel whatever to me, they are only going to get defeated anyway and we will never seem them again. So instead of "defeat the bad guy" plots, I would like something new. Maybe quarrels between the good guys. Twilight is now evil and the rest must save her. CMC are splitting up after an argument. Generally would like to see plots without bad guys. I liked Magical Mystery Cure for this. Twilight vs Tirek was epic though. It will be hard to top that. Maybe Tirek can make a return sometime.
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Ok wasn't originally intending to do this but I thought I could give this camhack thing another shot. And I managed to get something useful done this time (Well, kinda. It's not working well yet. Character's X displacement hasn't been accounted for - for now there also seems to be the need to manually edit the line where it says "mostly reliable" for each case.)
Language: lua

local toggle = false displaceStuff = function() --overwrite cam pos: memory.writebyte(0xc126,ypos*8 - 64) --ycam (mostly reliable) memory.writebyte(0xc127,xpos*8 - 176) --xcam (mostly reliable) --memory.writebyte(0xff86,ypos*8 - 64) --ymap (kinda glitchy) --draw player sprite displaced: memory.writebyte(0xdc04,80) --yleft1 memory.writebyte(0xdc00,80) --yright1 memory.writebyte(0xdd04,80) --yleft2 memory.writebyte(0xdd00,80) --yright2 (1 and 2 alternate) end while true do -- player position xplayer = memory.readbytesigned(0xc5c1) yplayer = memory.readbytesigned(0xc5c0) -- player position on screen and in map xpos = memory.readbytesigned(0xd904) ypos = memory.readbytesigned(0xd905) --cam pos xcam = memory.readbytesigned(0xc127) ycam = memory.readbytesigned(0xc126) -- display gui.text(10,10, "xplayer: " .. xplayer) gui.text(10,18, "yplayer: " .. yplayer) gui.text(10,30, "xpos: " .. xpos) gui.text(10,38, "ypos: " .. ypos) gui.text(10,50, "xcam: " .. xcam) gui.text(10,58, "ycam: " .. ycam) -- camhack gui.opacity(0.5) gui.drawbox(100,8,152,18, "red", "white") gui.opacity(1) keytable = input.get() -- keys currently pressed on keyboard/mouse if keytable["xmouse"] > 100 and keytable["xmouse"] <152> 8 and keytable["ymouse"] < 18 and keytable["leftclick"] == true then toggle = not toggle end if toggle then displaceStuff() -- edits cam location and edits location of the drawn character sprite gui.text(105,10,"camhack on") else gui.text(105,10,"camhack off") end emu.frameadvance() end
Try playing this VBM with the lua above in VBA v24. Click on the red field to toggle camhack. It should have same outcome with the camhack off and on:
xplayer 106
yplayer -74
Unfortunately, I cannot resolve the 30 Hz flickering yet but you can very well see what's going on. The particular room from the VBM loops diagonally. Maybe this will lead to some timesavers. (Todo: displace sprites, just like I did with the character) (Todo: Resolve the flickering) (Todo: Account for character being displaced horizontally, not only vertically)
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Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2362)
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Enter doesn't always work which is why I'm bringing this up.
Post subject: Wiki linebreaks
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I still have to use %%% markup in order to do a linebreak. There's no other way to do one, at least not according to the preview.
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BioSpark wrote:
MUGG wrote:
Fish clip https://www.youtube.com/watch?v=fXJrBN8vTqQ
does that save any time? it doesn't seem like it would...
Yes it's likely to save some seconds. There is a fish clip with the ceiling enemies later that I found that has a chance at saving time also. Which means there are now 3 different clips in lv3 (at best). Lv2 and halfway Lv3 WIP -Lv 2 is almost unchanged. -Lv 3 uses the new fishclip which saves 3.5 secs. Using fishclip on ceiling enemies isn't worthwhile - going to fly through those rooms instead (faster than walking by about 150f).
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Post subject: fixed broken link
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Level 1 WIP VBA v24 svn3?? Trip World (J).gb Saved about 45 frames. Lost about 70 frames to new LCD lag emulation. The WIP is 19 frames behind the previous TAS overall (it was behind ~52 frames before level 1) Room1: 3f saved Room2: 5f saved Room3: 22f saved Room4: 10f saved Room5: 4f saved Room6: 1f saved Room7: 2f lost Boss: ?
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EDIT: Newer version of luascript I'm using. Runs on VBA v24 svn422.
Language: lua

function fn() if movie.active() then gui.text(2,16,vba.framecount() .."/".. movie.length() .. " " .. emu.lagcount(), "#ffffff", "#000000") else gui.text(2,16,"movie not recording", "#ff2222", "#000000") end end gui.register(fn) local formtable= { [0] = "fish", [1] = "fish/attack", [2] = "fish/damage", [4] = "fish/splash", [8] = "fish", [9] = "fish/attack", [10] = "fish/damage", [16] = "normal", [17] = "normal/attack", [18] = "normal/damage", [19] = "normal/damage", [20] = "normal/splash", [24] = "normal", [25] = "normal/attack", [26] = "normal/damage", [27] = "normal/damage", [32] = "flying", [34] = "flying/damage", [35] = "flying/damage", [36] = "splash", [40] = "flying", [42] = "flying/damage", [43] = "flying/damage", [48] = "transform", [80] = "ball", [84] = "ball/splash", [88] = "ball", [96] = "mouse", [97] = "mouse/attack", [98] = "mouse/damage", [99] = "mouse/damage", [100] = "mouse/splash", [104] = "mouse", [105] = "mouse/attack", [106] = "mouse/damage", [107] = "mouse/damage", [112] = "flower", [113] = "flower/attack", [114] = "flower/damage", [116] = "flower/splash", [120] = "flower", [121] = "flower", [122] = "flower/damage", [128] = "big", [132] = "big/splash", [136] = "big", [144] = "mini", [145] = "mini/attack", [146] = "mini/damage", [148] = "mini/splash", [152] = "mini", [153] = "mini/attack", [154] = "mini/damage", [160] = "goku", [161] = "goku/attack", [162] = "goku/damage", [164] = "goku/splash", [168] = "goku", [169] = "goku/attack", [170] = "goku/damage" } Color = "#ffffff" BorderColor = "#00111111" XOFFSET = 0 YOFFSET = 0 while true do xcam = memory.readbyte(0xff9d)*256 + memory.readbyte(0xff9e) ycam = memory.readbyte(0xff9f)*256 form = memory.readbyte(0xffad) paused = memory.readbytesigned(0xc2db) health = memory.readbytesigned(0xffa0) ingamecounter = memory.readbyte(0xff99) xspeed = memory.readbytesigned(0xffa8) yspeed = memory.readbytesigned(0xffaa) xpos = memory.readbyteunsigned(0xffa1)*256 + memory.readbyteunsigned(0xffa2) ypos = memory.readbyteunsigned(0xffa3)*256 + memory.readbyteunsigned(0xffa4) powerupduration = memory.readbyteunsigned(0xc2c4)*256 + memory.readbyteunsigned(0xc2c5) bosshealth = memory.readbyteunsigned(0xc102) -- ENEMIES for i=0,7,1 do xenemy = memory.readbyte(0xc106+i*32)*256 + memory.readbyte(0xc105+i*32) yenemy = memory.readbyte(0xc108+i*32)*256 + memory.readbyte(0xc107+i*32) xactual = (xenemy-xcam)/16 -8 yactual = (yenemy-ycam)/16 -26 gui.opacity(0.65) gui.drawbox(xactual-1,yactual,xactual+19,yactual+13,"#AA1000") gui.opacity(0.82) gui.text(xactual,yactual, xenemy, Color,BorderColor) gui.text(xactual,yactual+7, yenemy, Color, BorderColor) end -- DRAW BOXES gui.opacity(1) gui.drawbox(0+XOFFSET,120+YOFFSET,160+XOFFSET,150+YOFFSET,"#000000") gui.opacity(0.75) gui.drawbox(0+XOFFSET,-2+YOFFSET,160+XOFFSET,14+YOFFSET,"#001175") gui.opacity(0.2) gui.drawbox(0+XOFFSET,15+YOFFSET,160+XOFFSET,15+YOFFSET,"#001175") gui.drawbox(0+XOFFSET,119+YOFFSET,160+XOFFSET,119+YOFFSET,"#000000") gui.opacity(0.9) -- DRAW HEALTH AND FORM gui.drawbox(0+XOFFSET,0+YOFFSET,7+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) gui.drawbox(7+XOFFSET,0+YOFFSET,14+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) gui.drawbox(14+XOFFSET,0+YOFFSET,21+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) gui.drawbox(21+XOFFSET,0+YOFFSET,28+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) for i=health-1,0,-1 do gui.drawbox(i*7+XOFFSET,0+YOFFSET,7+i*7+XOFFSET,6+YOFFSET,"#00dd00",BorderColor) end if formtable[form] then gui.text(2+XOFFSET,7+YOFFSET,formtable[form], Color, BorderColor) else gui.text (2+XOFFSET,7+YOFFSET, "???", Color, BorderColor) end -- DRAW STATS gui.text(94+XOFFSET,0+YOFFSET, xspeed, Color,BorderColor) gui.text(94+XOFFSET,7+YOFFSET, yspeed,Color,BorderColor) gui.text(112+XOFFSET,0+YOFFSET, xpos,Color,BorderColor) gui.text(112+XOFFSET,7+YOFFSET, ypos,Color,BorderColor) gui.text(138+XOFFSET,0+YOFFSET, powerupduration,Color,BorderColor) gui.text(138+XOFFSET,7+YOFFSET, bosshealth,Color,BorderColor) if emu.lagged() then gui.text(80,16,"************************************************", "#ff2222", "#ff000000") end -- DRAW SPEED PENALTY ON YACOPU xonscreen = (xpos-xcam)/16 yonscreen = (ypos-ycam)/16 penaltytimer = ingamecounter % 16 gui.opacity(0.40) if penaltytimer == 0 and paused==0 then gui.drawbox(xonscreen-10,yonscreen-12,xonscreen+6,yonscreen-2, "#ff0000" ) end if penaltytimer == 0 and paused==1 then gui.drawbox(xonscreen-10,yonscreen-12,xonscreen+6,yonscreen-2, "#00ff00" ) end gui.opacity(0.75) gui.drawbox(xonscreen-7,yonscreen-25,xonscreen+5,yonscreen-16, "#000000" ) gui.opacity(1) gui.text(xonscreen-4,yonscreen-24, 16-penaltytimer, Color, BorderColor) gui.opacity(1) vba.frameadvance() end
- shows the state yacopu is in (his form and if he takes damage or attacks) - enemy xpos/ypos display - indicates lagframes and tells if movie is recording or not - what's been there in the previous version: xspeed, yspeed, xpos, ypos, powerup duration, boss health
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Ok, I found a huge clip now. Going to make a vid and edit this post later :) --- EDIT: VBM Link to video The clam miniboss has to be put in the tight passage on the right of the room. When Yacopu attacks and the clam is on the ground, it closes. It has to close and come to a halt at X position anywhere between 00 27 and 1F 27. While it closes, Yacopu can jump at it from below to squeeze below it. If it went well you simply need to walk right and you clip automatically.
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You can clip into a wall to your right if an enemy pushes you from below into a ceiling and there is a wall to your right and to your bottom right. http://dehacked.2y.net/microstorage.php/info/1177423907/enemy%20clip1.vbm (Trip World(J), VBA19-23) I tried it with this enemy in level 3 but the wall to the "bottom right" is missing. The enemy somehow can end up clipping but yacopu can't. In the same level I tried it also with these enemies: I didn't manage to do it with these enemies (only managed it by editing memory to alter positionings). In any case, those clips would allow yacopu to end up in a space to the right of the boss and you can't actually enter the boss room so those spots are useless.
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I thought copyright law was less serious in Japan. There are some gems on nicovideo that I would hate to go deleted. That would include all the videos from first post here http://tasvideos.org/forum/viewtopic.php?t=10580 It might be a good effort to try to save what's still left to be saved. EDIT: I actually do not have the time but I would beg someone to save the following videos and video descriptions before they get deleted for good. Please. http://www.nicovideo.jp/watch/sm16291022 http://www.nicovideo.jp/watch/sm4505351 http://www.nicovideo.jp/watch/sm12592622 http://www.nicovideo.jp/watch/sm7896735
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EgxHB wrote:
Am I the only one who's having a problem where RAT926's gifs don't loop? I'm using iOS Safari btw.
You can download them and play them back in media player classic over and over.
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FractalFusion wrote:
- Using Strength on the SS Anne Truck triggered a Mew event, leading to a mysterious cave.
O____o ??
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Anyone, please do feel free to PM me what kind of Kirby videos were included this time around. (I can't watch myself because the site doesn't load for me)
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Makes me glad to see these findings. Glitch/Trick hunting is something that I'm passionate about, and RAT926 here is the grandmaster of it. Good work :)
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Here are all the Coo clip timesavers I found Link to video
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- If anyone needs this I have made a VBM of the slope clip. [url=http://dehacked.2y.net/microstorage.php/info/548592540/Kirby%27s%20Dream%20Land%202%20%28U%29%20%5BS%5D%5B%5D.vbm VBA19-23]Link[/url] - I confirmed the clip works in both directions (left and right slopes). I did not confirm if it works on ceiling slopes. - You have to be fat Kirby to do the clip. - I'm making a video about this trick since I already found 2 places where it saves time in TAS. I'm not really sure but I think Coo might be faster than Kine in the water levels.. From my little testing Coo wasn't that desperately slowed in water and Kine was slow on land..
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have it on always + other music
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what is the difference between threefold, treble, triple?
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I tried this and it still works. First it blocks you 1 minute, then 1 hour, then 6 hours I believe, then 36 hours. I tried it with a proxy so I'm not blocked now. Thanks
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Captain Forehead wrote:
On a side note, I got Bizhawk to work, so don't ask why I'm not using that.
why are you not using that?
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http://tasvideos.org/AccessBlocked.html I always wondered what that hidden link was. I can't find it. Where is it?