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Ever since 1.11.7, the frame the title screen can accept input on the game Balloon Fight keeps changing. Pre-11.7, it would accept input on frame 18, then 11.7 it changed to frame 16, now in 11.8 its changed to frame 17.
I checked FCEUX to compare to the current version and it also accepts input on frame 17. Does this mean that it's now more accurate? :o
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Was this something you did on a previous version of DeSmuME? If so, the glitch may have only existed due to inaccurate emulation or something. Just my guess, I don't know much about DS emulation.
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Well, this is a response I got from Kirua:
"Producks and/or Tompa would be able to give more details or at least respond more accurately but basically BizHawk (and VC) handle memory corruption differently from NES, which means that some wrong warp setups would be possible on them while being impossible on NES. Other than memory corruption they're perfectly fine (or even better than some NES emus i guess although it's kinda irrelevant for RTA to use fceux or bizhawk if it's not any%) so it's not a problem for other categories."
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Hey guys! I found the first trick in the game! :D
I was messing around in the intro and discovered how to access Abandoned Outpost (course 5) early.
Link to video
It's a really easy clip to get and can be done by walking from the right side of the staircase towards the middle.
EDIT: Turns out someone already found this already: https://www.youtube.com/watch?v=wHciBdf93Pg
Oh well. You can enter the first course once you enter course 5 though. This person also showcases another clip he found in the first level which could be useful.
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Huh, makes you wonder why they even banned it in the first place. Some of the ACE runs are as old as a year ago. Was BizHawk emulating SMB3 inaccurately back then?
EDIT: I figured I'd ask on the forums there just for the sake of being 100% sure there are actually no problems. Just waiting for someone to reply.
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I'm so happy to see that you finished this enormous TAS project! :) This is by far one of my favourite TASes I've ever seen. There was so many crazy clips and new skips and techs that I've never seen before and it made for a very entertaining watch. This is my vote for TAS of the year. ;)
Oh, and thank you for the shoutout! I really didn't expect one, but I'm glad I helped out, if even a tiny bit.
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Oh ya, you're right. I've been trying to find the hitbox data but it doesn't seem to be anywhere. If the hitbox data was even found, could it shown visually using lua?
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Thanks Samsara, that really helped out a lot! :D With that knowledge, I'm 99% sure I discovered player 1's hitbox walls. The values are as follows:
X: 0091
Hitbox Left: 022B
Hitbox Right: 022F
Y: 009A
Hitbox Top: 0224
Hitbox Bottom: 0228
Now, how would I write a script that simply makes a coloured hitbox out of those points?
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Hey guys, I'm a complete noob when it comes to this scripting stuff, but I would like to create one that can show character and enemy hitboxes in the NES game Balloon Fight. The real problem I have is that I have no idea how I would find the hitbox values in the games code....Anyone know what I can do?
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Don't want to put too much pressure on you, but I think this is going to end up being one of my favourite DS tases so far. There is a lot of potential for this to be super crazy and fast. I can't wait to see the end result! :)
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Awesome to hear! :) You're getting really close to being finished so I can't wait to see the finished product.
I remember earlier on in the thread you mentioned that there was a clip in CCW that wasn't working on emulator...or only on PAL or something. I can't remember. But did you get that all figured out, or is it still a no-go?
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I don't know if this belongs here but I was wondering, why can some people have multiple avatars? If you aren't sure what I mean, just look at posts by Spikestuff or Samsara. They can both switch their avatars per post and tend to use them to fit the posts tone/mood. Is this related to them having ranks or am I just missing some option in my user menu?
If it's related to ranks.....why not allow everyone to use this option? It's really awesome and it seems kind of pointless to keep it from the average user. It would be nice to be able to spice up our posts and would make for a more enjoyable and personal experience when posting on the forum. I personally feel that when things are only available to people with special ranks, it unnecessarily divides users into some kind of dumb class system. All I'm trying to say is, I'm sure a lot of users would enjoy using multiple avatars, so why keep it from us?
(Again, sorry if I'm just a dummy and this is actually a feature normal users can use).
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Too be honest, I'm a little disappointed this was rejected. I found the abuse of the physics engine to get hole-in-ones was clever and decently entertaining. Some of the shots were actually pretty crazy too if you watch the run again. I don't know, maybe I'm just a sucker for physics based games. :P (I also really like mini-golf...)
I'd like for this to be published but I understand the decision against it.
EDIT: I saw Samsara's post on the video about possibly re-judging this! I hope this TAS can get accepted!
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Ya, I noticed a few NPC's have different height and are a little easier to jump over. That could be the reason why it's easier to clip with Luigi. Maybe he has a bigger hitbox overall?
I also feel like the reason the clip works might be because when Luigi is walking forward he is pushing Mario into the wall and OoB. I'm semi-playing through the game right now, glitch hunting as I go, so I'll definitely be messing around with this.
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Wow, seeing all these cool OoB tricks makes me wonder why this game wasn't TASed sooner! :P
I can't wait to see the finished product with all these crazy tricks!
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MUGG, thanks to your awesome lua script, I've been doing some Mario & Luigi glitch hunting today!
With it, I was able to find what I think is a new clip and it almost led to a suitcase skip. So in other words, it's completely useless since skipping the suitcase would be pointless :P
Link to video
Anyways, you can get OoB in the first area by aligning Luigi into a precise position then jumping behind him into another precise position. When you get into the correct spot, moving down into Luigi's body will eject you into the northern wall. Then moving up will send Mario flying high OoB.
You can't move very far from here and it's not possible to jump over Toadsworth's trigger for the suitcase. There is still an invisible wall that stops you at Y:14080 and getting past the trigger requires to be at Y:14064 or lower. It would be completely useless anyways since it doesn't seem the suitcase can be activated any other way.
Here's a short movie file if anyone wants to try this out themselves:
Clip Test Bk2 File
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FitterSpace wrote:
So I just found this today:
Link to video
Saves over 2 minutes of waiting in Countdown, so that's pretty awesome.
Wow, that's a great find! :)
I've been wondering, how does the clipping method in this game work? I can't tell what people are doing in videos other than the fact they crouch with watch....then stand up? Could anybody be so kind as to explain what is happening?
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MUGG wrote:
How to duplicate boats? I've only been able to do it unreliably by jumping around on the right after the water..
I found some strange things..
Link to video
The teleport seems to only work to the left and only with a duped boat, or maybe the game just can't handle there being 2 boats aligned like that...
Oh, ya I forgot to mention the weird zipping/teleporting glitch. I could never get teleporting to work to the right, which was the only place where it could have been useful. I feel like it only happens to the left because it's related to where the boat spawns.
The way I was duplicating boats was by standing in the area where the boat spawns, then walking to the left far enough to the point where the boat is out of view. Then when you walk back, the boat will have duplicated. You can duplicate the boat more than once if you push the duplicated boats under the lip of grass, then walk off screen to duplicate them like normal. I'm also pretty sure this method requires the bird to be there because the duplication seems to have something to do with the lag the bird produces. I think boat duplicating might have to do with lag in general actually.
As you can see in the gif, the boats only duplicated when the bird was on the right side of the tree which is closest to the boats. That makes me believe it's related to lag or something of the sort.
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dwangoAC wrote:
This was far more entertaining to watch than I first expected - the number of times you narrowly escape damage is impressive. Well done, and a Yes vote from me!
I got to agree with this. I also thought this would be a boring run since it's a coleco game but this ended up being really entertaining. The routing for this game would have been pretty hard!