Posts for Weegeechan

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Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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Kurabupengin wrote:
Bump: I'm still trying to do the jackhammer skip without using the old TAS movie file, but I still somehow can't do it... same thing with doing it on real hardware... hmm... I wonder what's going on there.
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.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
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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."
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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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.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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Location: Canada
Alyosha wrote:
@Potato Stomper: That's interesting. I will try to run the currently published any%run and see if it works when I have a bit more time. Maybe we can clear that up, thanks for pointing it out. EDIT: Quickly tested it and it worked just fine. Ended the game in the exact same way. I should also point out that the current 100% run desyncs in the exact same way on console as on BizHawk, so I think it's quite accurate for SMB3 at this point.
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.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
That was really cool! :) Makes me wish someone would make a Banjo Tooie TAS. Just wondering, is the game emulated fairly inaccurately?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Samsara wrote:
Language: Lua

while true do gui.drawBox(mainmemory.read_u8(0x022F), mainmemory.read_u8(0x0228), mainmemory.read_u8(0x022B), mainmemory.read_u8(0x0224),"white") emu.frameadvance(); end
Super messy code, but gets the job done. The order of the values matters, I.E you want to do something like Left, Bottom, Right, Top in order to get the box where you want it. White can be changed to any other color. EDIT: The box seems to be a bit off, so you may want to substitute the addresses you found for some other potential addresses and see if you can get something closer. EDIT2: That explains it. It's graphic data, not the hitbox. It's definitely using a different method of figuring out the hitboxes. I'll look into it, but I don't promise any results anytime soon. I'm super new to this too...
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?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Samsara wrote:
A lot of games handle hitboxes differently, so you may have to do some deeper research to figure it out for a specific game. The only way I really know about is via looking up the X/Y position for your character. The GBA Castlevania games, at the very least, store the corners of the hitbox in 4 separate addresses, so if you find those addresses (which would change alongside X/Y position) then you can draw lines between those points via a Lua script. But again, other games do it differently, so you'll have to look deeper into it. There's a RAM map on Datacrystal, that could be a good start.
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?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
That was such a great watch! All of your hard work really payed off! :) I know it will be a while, but I can't wait for the any% TAS!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Alyosha wrote:
adelikat was nice enough to send me a list of games that don't currently work in NESHawk, so I've been slowly fixing mapping errors.
Just out of curiosity, what are all the games that currently don't work?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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! :)
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Wow, really sick finds! I was impressed before but now this will make the run even more enjoyable
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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).
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
MUGG wrote:
Does Super and Ultra hammer boost your power, and if so how much?
EDIT: My bad, my information was wrong.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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Location: Canada
MUGG wrote:
I can get the Luigi clip to work. He does move to that spot but you have to be precise about your movement. I can't get the clip to work on other NPCs though, even after extensive testing with editing memory addresses and whatnot. I can tell this: - The luigi that you can clip on is an NPC, not the same luigi that you can control in the game. - That NPC-Luigi has some kind of event running. He moves depending on where you move. So he is not like most other NPCs - This might explain why the clip works on him and not others. - More likely explanation for me, however, is that all NPCs have their own width, length and height. Luigi looks to have more length than the nearby Toad in that room (the male one). This property means you get ejected to the top more. But I could be completely wrong. It's all theory right now.
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.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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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!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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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
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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Location: Canada
FitterSpace wrote:
Weegeechan wrote:
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?
Aleckermit has a video that explains clipping very well: https://www.youtube.com/watch?v=tKbKej1mkRs He explains it in that video much better than I could with text. Basically you can wedge yourself under an object that prevents you from uncrouching while trying to stand up. This will push your feet through the floor and allow you to fall through.
Oh ok. Thanks for link! I wanted to mess around with this myself since I actually have a copy of the game :P
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
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!
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