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I will make a list of videos that seem lost forever (at least YT tells "not available") and videos they got replaced with for the time being. Again, I don't know about you but without a video, a text string that says 7.43 doesn't have any meaning and I will not be able to add something like this to the page. I'm going to have to use the next best videos I find. Captain Falcon BTT marth1 7.43 https://www.youtube.com/watch?v=4WmU_uJTImI > Demon9 7.45 https://www.youtube.com/watch?v=Gw7fDKDuTuw Mario HRC Sin2324 1358.5m http://www.youtube.com/watch?v=4cB5SgyK54Q > Elemist 1351.1m https://www.youtube.com/watch?v=V0PbMUv7iMg Yoshi HRC tipo 1772.3m https://www.youtube.com/watch?v=n7gDr1B7k4Y > MAC 1651.0m http://wrvids.com/SSBM/Home%20Run%20Contest/MAChrcYOSHI.wmv Link HRC tipo 1088.1m https://www.youtube.com/watch?v=2Prw28tlrVU > Clad 1042.3m (PAL) http://www.youtube.com/watch?v=EZYWcyMD92E If anyone has the original, or a video with a score better than the ones listed after ">" then please link them here.
Editor, Experienced Forum User, Published Author, Expert player (2362)
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I'm going to update the SSBM TAS page so it keeps track of realtime records as well. I'm asking for help that someone figures out the true Total scores (because something like 0.01 s is truly 0.0166 or whatever, and something like 0.1m is 0.328ft etc.). In the past, I've always added all the single scores together but I want the true scores now. EDIT: It seems a handful of the realtime world records are no longer available on Youtube. There is no other right choice for me but to ignore those scores. Sorry. And this is another example of videos vanishing from Youtube, guys. Please take it seriously and I hope someone can archive the videos at some point. I currently don't have the resources to do so.
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very nice work. I would still have to read the submission text and maybe I missed it but I think this run doesn't have the heart next to the level display. Does the heart speed not save time?
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Dimon12321 wrote:
How to convert a memory card from real Gamecube to Dolphin memory card (.gci to .raw)?
gci to raw = You use Dolphin's memory card manager to edit a raw file. Delete every gci in it if necessary, then import your gci. raw to gci = You use Dolphin's memory card manager, select a savegame and click "export gci" ---------
Dolphin seems to be suffering from memory leaks
I found that loading a savestate while recording a dtm will increase RAM usage by ~2000 K. So the freeze-up would occur after I load a state about 400 times (not sure if this is true). This freeze-up issue never happened with previous Dolphin versions I used.
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It's explained here https://dolphin-emu.org/docs/guides/controlling-global-user-directory/
Open the registry. Simply type "regedit" in the search bar of the Start Menu and hit enter. Expand HKEY_CURRENT_USER Right click Software and select New > Key. Name the key "Dolphin Emulator" Right click the new Dolphin Emulator key, and select New > String Value. Name the value "UserConfigPath" Double click the "UserConfigPath" value and an Edit String dialog appears. Under "Value Data", enter the path to the custom User directory. Make sure that you include "User" in it, since it will assume whatever path it is directed to is the User folder. If you point it to the Desktop for example, you will have a very messy situation.
Editor, Experienced Forum User, Published Author, Expert player (2362)
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Is it possible to record the input display into the AVI?
Editor, Experienced Forum User, Published Author, Expert player (2362)
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If you weren't accepted here you might just be accepted there
If you were not accepted on tasvideos.org then this is the place to be!
Is this about players who are beginners and have had their movies rejected for being not optimized enough? Then why would they go to your site? Can they seek advice or discuss games on your site? Why are you trying to split the community? To me this is like trying to steal users and rob them off the possibility to seek advice and improve themselves.
Editor, Experienced Forum User, Published Author, Expert player (2362)
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I think it's configure... -> General tab -> Framelimit
Editor, Experienced Forum User, Published Author, Expert player (2362)
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Oh this looks way more useful than what I just posted. This must be how vlacksr kept finding all the oob exits.. I was considering making a TAS of this https://www.youtube.com/watch?v=Lfj8NgTqJGQ but without some visual aid it will be difficult. I will check your script. e: This is pretty laggy (16 FPS), might just be my computer but still. Otherwise it looks useful. If the framerate could be improved it would be better though. It might be helpful if this script was converted to make it work in VBA24 (which is what I prefer to use)
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Not a fan of multi game TAS but, I think it defeats the point if you use different controller ports.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3979
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3979
Location: Germany
Don't forget to make backups often
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
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My team hasn't shown up in over 10 days. Looks like it's dead for us
Editor, Experienced Forum User, Published Author, Expert player (2362)
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in 2015 I will put my effort towards finding the barrier skip in zelda wind waker. Then I will perform it on console and get the world record. Then I will make a 100% TAS of Kirby & The Amazing Mirror and a new any% TAS of Mario & Luigi. I shall also do something about my Awesomenauts addiction since it's one of the reasons I haven't been drawing or been productive. As for other things that I want. I can't have them. I want to have people around me and live a fulfilled life but at the moment I can't have these things. I will keep dedicating time to speedrun-related things.
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The chest at the beginning of rainbow roads has less than 1/8 % but is required. FretziSR even went through the game for me collecting everything but that chest. I might do a few more tests but I think I gained enough insights. ----- I tested cook glitch again (since it's currently the most promising thing that can break the game): - It seems it does not work on enemies that spawn after an event occurs (e.g. miniboss dies at Radish Ruins canyon or cherry is collected in Olive Ocean) - There is a 19 frame window to do the glitch. That means, the glitch occurs when you are in the last 19 frames of your Cook ability + helper Kirby uses Crash OR obtains an ability + enemy has come onscreen. - The Cook glitch works on helper Kirbys too. It seems helper Kirbys have their own "screen" although it's smaller. The glitch will occur also when you use your phone (instead of Crash or obtaining an ability). Helper Kirby uses cook to fetch 1 enemy. I obtain an ability at the very end of the fetching process + enemy has come onscreen. The 2nd enemy is now also fetched but doesn't fly to the bowl fully. Haven't seen a side effect of this yet but shows that partial cook glitch is also possible.
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Only thing I know is that Youtube lately screws up old videos. Videos will just end immediately or they are severely graphically glitched now.
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I moved the Global User Directory to another drive which does not have strange characters in it. The problem was resolved by this but I have a few new problems now as a result of the move. One of them is I have no audio, maybe because it doesn't know where the dsp files are? ---- EDIT: Dolphin seems to be suffering from memory leaks or my computer is just too weak (3.5 GB RAM and by today's standards outdated components) but it would freeze up everything every 1 hour that I TAS with it. Then I have to wait 5 minutes for it to react again, then I have to kill the .exe and wait another 5 minutes and then I can reopen it and continue. This is kind of annoying and the lost time stacks up.
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I would love that thanks! On another note, I think Roy riddle 10 is possible now. I need to test it but looks very doable to me now. Roy's side b loses "floatiness" after the first use in midair so it becomes hard to travel across the map. But my old riddle 9 video showed that it's possible to travel to the left part of the map even with the 2nd use. The 1st use can be used to break the bottom right walled target (which is so hard to reach) and you can still go on after that. The dolphin version that I use doesn't let me record AVI though so I have to wait for advice/a fix.
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I have worked all day on a new TAS in 4.0-4577 and now want to record the AVI. But it says "error dumping frames" whenever I try it. How do I get my AVI now? I think it might be because the path to where it saves the AVI isn't set, or it's because of "ö" character in the directory. I don't know where to set the path.
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I tried to improve captain falcon btt but I only tied AJP until 3.95 so far. That has brought me to this idea: When you land a phantom hit on something, do you experience hitlag? Can targets be phantomhit?
Editor, Experienced Forum User, Published Author, Expert player (2362)
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It's been a while since I TASed with Dolphin. 4.0-4577 does not detect "NP Subtract" as a hotkey. I use that key for all emulators to toggle read-only mode. In SSBM (US) when I load a savestate, it takes the input from before I loaded the state. So I press Jump, let go, load the state, jump before I advance frame and the character only does a small hop. This is a serious problem that was present in ancient Dolphin versions and now it re-emerged ? I can't really do anything as long as this issue persists. Well it's possible to deal with this but annoying.
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EDIT: Some information was wrong so I'm going to post the addresses again, this time as lua. xcam = memory.readwordsigned(0xffa2) ycam = memory.readwordsigned(0xffa0) xpos = memory.readbytesigned(0xd53d) ypos = memory.readbytesigned(0xd53b) xincam = memory.readbytesigned(0xc660) yincam = memory.readbytesigned(0xc65f) This is for the Japanese version but it should be the same on the English version
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I have made a script that tells how many rooms, chests, levers, big chests... have been completed. (please no comment on how badly it's written, I didn't really care) http://pastebin.com/phSLwKVL Now I need to find out which of them give how much %. I make rough estimates at line 511. Tutorial content may not even count. So I'm going to cheat myself out of the tutorial by using address 02020FE6 which stores the room that I'm brought to after I die. (If you cheat yourself into Darkmind intermission rooms, the big mirror there will be incomplete and not let you move on) (The beta room and possibly the arena-only rooms (I didnt check) have own flags but the game gives 100% even if you didn't visit those, of course) ... 0065 = Rainbow Road 1 0066 = Radish Ruins 26 0067 = Rainbow Road 5 0068 = Rainbow Road 4 006A = Rainbow Road 2 006B = Rainbow Road 6 ... 0088 = Rainbow Road 16 ... 0144 = Mustard Mountain 12 (Kracko) ... 0212 = Cabbage Cavern 2 ... 0323 = Tutorial 1 ... 0337 = Olive Ocean 10 ... 0390 = vs DarkMind2 0391 = DarkMind Intermission room (Water) 0392 = vs DarkMind3 0393 = Darkmind Intermission room (Ice) 0394 = vs DarkMind4 0396 = vs DarkMind5 0397 = vs DarkMind6 ... 03B6 = Ability room (Arena) 03B7 = Intermission (Arena) ... 03BD = Arena room (Arena) ... 03C9 = Beta 1 03CA = Ability room ---- 8 rooms = 1% 15 rooms = 2% 23 rooms = 3% therefore 1 room makes up ~2/15 %. (34/256?) 22 rooms + 2 chest* = 2% 22 rooms + 3 chest* = 2% *1up, meat, 1up therefore 1 chest makes up 1/31 ~ 1/45 %. (8/256?) The tutorial rooms, the tutorial chest, the hub room, the ability room and arena-only rooms do not count. The Dark Metaknight room, all Darkmind battle rooms and the intermission rooms do count.
Post subject: How does this game calculate % completion?
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I don't think many or even anyone looks into the Kirby & The Amazing Mirror topic so for more visibility, I'm posting a separate topic about my problem. I'm of the opinion this can stand as an own topic because this is a problem more about how GBA savefiles, flags and progress calculation work. Maybe users can also post how other games handle their % numbers, because I would be interested in that. I'm interested in making a new Kirby Amazing mirror 100% TAS and this time around I wanted a means by which I can see exactly how much % I have completed. In other words, I want to know how the game calculates the % number on the file select screen. This is because I always had a slight suspicion that there might be rooms that don't even count to the completion at all. It would be completely pointless to dedicate extra routes leading into dead-ends when I don't even have to go there anyway.. What affects the % progress: I know that visiting new rooms, touching big buttons (which unlock new areas), opening treasure chests and activating levers all add to the progress. If enough new rooms are visited, the % will go up by 1. Then there can also be rooms that are "done" or still have unopened treasures in them so they are only "partially done" (visited but not gotten the treasure). What I already know: The game does not seem to have an extra address that keeps track of the completion percentage. It seems to go over all the flags (for each room, treasure, button etc) and calculates the % on the file select screen on the fly. I already tried editing flags in the .sav file and in $0E000... but the game would either just undo my changes or deem the file corrupted (so on next hard reset it brings up a screen telling the savegame is corrupted and needed to be wiped). Not sure why the former happens, the latter is since it probably uses a checksum. The help I'm asking: It would be very helpful if someone can help me figure out how the game calculates its completion percentage. Specifically, flags for rooms seem to be "8000" when visited and turn "8001" when they are left, which doesn't make sense to me. Only the act of visiting a new room is what affects the %. Then there are rooms that can turn "8002","8003","8004", etc. depending which door was used to leave it and if certain tresure was opened or not. I don't know how much "value" the game puts in a chest, in a visited but unfinished room and a finished room, a pressed button, an activated lever... There could also be the very unlikely case that I just missed the % address but I doubt it. I appreciate your help :)
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I cannot figure out how the progress is calculated in this game.. The .sav file keeps track of all the flags. When loading the game and when entering a new room, it seems to get written to. A copy those flags is located at ~$0E0000C0 onwards. I was told the .sav gets loaded there. But even though I edit the flags back to zero in the .sav file (I deleted the .sav the emulator uses and then used the "load battery file" feature on the edited .sav), and do the same to the $0E00... part, the flags somehow persist and turn back to 1 again. Sometimes when editing the sav, the game would deem it corrupted and flush the save slot. As long as I don't figure out how the game calculates the % at file select, I can't start the new 100% run I'm afraid. I don't want to miss the chance of possibly avoiding rooms or chests that don't even count to %.