Posts for caitsith2

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caitsith2
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Joined: 3/26/2004
Posts: 194
Here is Zowayix's Classic e-reader level TAS done as a set of 5 e-reader demo cards. Download from http://caitsith2.net/ereader/sma4/Classic%20level%20TAS.zip. The only difference at the moment, is the end level cards collected don't seem to be transferred over, but they replay perfectly otherwise.
caitsith2
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Joined: 3/26/2004
Posts: 194
An interesting address to watch, is 0x3007614 as a 16 bit decimal value. This address starts off at 46, at the very start of the currently playing level, and is the number of input state changes. As soon as it hits 1019, that means that no further replay data is recorded, and by coincidence, this is the max number of inputs that will fit on a demo replay e-reader card. So far, only bombarded by bob-ombs exceeds this value. The replay is still valid, but will end at the point 1019 inputs has been hit. I can infact turn all of the TAS work you have done so far, except for bombarded by bob-ombs, into a set of demo e-reader card files. (In fact, some of my demo replays, are TAS'd, just by the fact that the game is doing that recording alone, and if I didn't like the way something turned out, I just simply reloaded a state. I never did finish that set.)
caitsith2
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Joined: 3/26/2004
Posts: 194
Zowayix wrote:
Could you please tell me exactly how you linked the e-reader and SMA4 in no$gba? I've tried tons of times and it never works...
First off, there is a bug in no$gba, that you have to work around, in terms of the file loading dialog. Specifically, your request to load a cartridge to a specific emulated machine seems to always be ignored, if you set that option from the file load dialog. Instead, go to the file list option, set the desired machine to load the cartridge, then hit OK. Now go into the file load, and load the desired rom. Now back to file list, to set the second machine, then back to file load to load desired rom. SMA4 has to be in the first machine, and e-Reader in the second. Now, the next issue, is that the link port in no$gba is not emulated 100%, and as a result, attempts to do the initial loading will NOT succeed. Instead, you have to have an e-reader save file with the SMA4 level loader already present for no$GBA, in order for the linking to function correctly. You can get this save file from http://caitsith2.net/ereader/sma4/sma4%20card%20loader.zip. Finally, you will need to make very certain that you are using no$gba 2.4b or later, as this is the first version to correctly support ereader emulation. (I donated the e-reader that made this possible btw.)
Bag of Magic Food wrote:
Finally, you did some nice tricks in the Big Boo fight, but I think you could hit Big Boo a lot sooner if you left some blocks out to give yourself some running room to jump higher or fly up to him. And why did the battle music start over again after you won?
Has to do with the fact that he hit that yellow block switch, so that its timer would expire after beating big boo, and the game would then think to restore the music that was playing at the time the switch was hit.
caitsith2
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Joined: 3/26/2004
Posts: 194
You missed the doors o plenty e-coin.
caitsith2
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Joined: 3/26/2004
Posts: 194
stickyman05 wrote:
weird... can you attack enemies with it, too, or is it just coins? If just coins, man, what a shitty upgrade XD
It does attack enemies as well.
caitsith2
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Redownload the power up card set, and retry the card. I found a value I had forgotten to change, that caused the game to use the garbage data in the card as items to put into the list. I fixed it to what it was supposed to be, and re-encoded the card.
stickyman05 wrote:
BoMF, what is that blue thing? Is it some sort of a boomerang? What is it used for/is it in the regular SMB3A? I have never seen it before ?_?
That is a boomerang, just like the boomerang brothers. It allows you to collect coins with it. It is not in the original game, but is an enhancement to this game, and normally is only available as a scanned e-reader card. (Although, unlike the levels, this can be unlocked with an action replay.)
caitsith2
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Posts: 194
In the general response for how there was japanese levels scannable in the US game, I was the one responsible for hacking this, back around the time homebrew e-reader cards became possible. The only thing that has stopped me from creating cards with fan translated english names, was the fact that I was unable to create a working level data compressor. (I have decompressed the level data, but not reversed the process.) ---- EDIT: If anybody wishes to take a crack at the compression process, here is working source code for the decompressor. http://phpfi.com/86449
caitsith2
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Definitely not up the SMW engine TAS standards. Also didn't like the way the music was done for this hack either. The internet password, is for a site that no longer exists. It was supposed to be proof that you beat the HELL Edition hack. The password was ABXY. No Vote
caitsith2
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Unfortunately no. It was programmed to do that, no way around it.
caitsith2
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That World 6-2 Red shell kick-a-thon was awesome. That earned a total of 72 lives, 71 from kicking the shell, and 1 from the one up mushroom collected. That total is hard to count, but I did something you don't normally do, and that is modify the lives counter to 0, at the start of the stage, then let that one play through.
caitsith2
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Posts: 194
Updated WIP2 - Saves 878 frames over WIP1 now. Also figured out which OPA OPA's are being skipped from this point on. (I only need 4 of them to get my jump power to the max.) Still working out where to grab my fourth ID card from. (Since the warp commands are used 3 times, with each one costing an ID card, I need 4 of them to continue on.) --- Edit --- I looked at how left/right and up/down is handled. It seems to be specific in the code to handle left/right as move right when walking, left when crawling, right when inputting computer data. Up/Down is handled as always going up. There don't seem to be any glitches related to this whatsoever. --- Edit 2 --- Found a glitch invovling the elevator shaft. This will be most useful in the lower left corner elevator shaft. (which is the longest one in the game.) The trick is that normally, the elevator cannot go past the "top". However, the from the initial placement, the glitch itself won't work. However, you can set the elevator 1 pixel above initial placement. THe glitch then will set the elevator up about 3 pixels from current position. (The glicth is jump to full height, and land on the elevator.) Its at the very top that the game does not check to see if the elevator cannot go up any further, when jumping full height possible and landing back on the elevator. The total frames saved by performing the glitch is about 150. (It is faster to fall down the shaft than to ride the elevator.) The game has no fall damage implementation whatsoever. It is faster to ride the elevator down 3 screens or less, but faster to glitch fall 4 screens or more. ---- EDIT 3 ---- The game auto detects the Sega master system hardware it is running on, and treats the end results accordingly. If started up on japanese hardware, then you get japanese text, if started up on US/European hardware, then you get english text. Because of this, a test to find out which region starts up faster was done. Turns out it is about 80 frames faster to start from japanese hardware. Thats because one of the intro screens is skipped, plus there are fewer screens of mission info text.
caitsith2
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Started on a second run through
Any %
Manipulates Luck  (Now taking minimum code word of 4 (0 is 10))
Takes Damage to save time.  (only one instance)
WIP2 Saved ~300 frames so far. (Now I figured out exactly how many ID cards I need to collect through out the game. Also trying to minimize number of landings from high ground to low ground, as each landing costs 10 frames without any forward movement whatsoever.)
caitsith2
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My first run through zillion plays through nicely still. No compatibility issues so far. (Was originally started recording on version 4.)
caitsith2
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Found another bug. (One that pissed me off, because I now have to redo a good segment.) What happened, is I reloaded a save I didn't want to reload. (I meant to actually save at that point, but hit the wrong key.) Now, I go and reload last known segment, which is farther ahead than the original save, and instead of the emulator refusing to load the save as it should. (Save no longer matches movie, the moment you go back and rerecord the segment before that save.) Rather annoying, because I go to watch my finished work, and now I got to rerecord that final segment.
caitsith2
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So far so good. Haven't found any new bugs, and a TAS I am working on continues to stay in sync in this version.
caitsith2
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Started a TAS for this game. WIP #1 - Any % Takes damage to save time Abuses Programming errors (Death is supposed to happen when your hps reach 0.) Manipulates Luck The Door open code for the computer input, changes each time you change the room you are currently in. Each door open code consists of the digits 0-9, such that there are no repeating digits. In addition to that, the code entry order does not matter. Since the code does not change till you leave the room, you can save state, go and fetch each of the four door codeword capsules, to find out the code, load state, then enter the code. Even better, Use a memory viewer/editor to view the current door open code. There are a few other useful codes. Now, if I didn't use the invincibility glitch, I would be using 2222 (Laser barrier stop) in certain rooms. I will be using code 6666 (Warp point A) (After getting the first set of upgrades.) Code 7777 (Warp point B) is going to be used at least once as well. (I have to go back and get one of the floppies, after getting my second zillion upgrade, and that will be the quickest way to do so.) The only initial damage taken before the invincibility glitch comes into play, is walking through the first few laser barriers I come across. The purpose of me collecting the OPA OPA's are to upgrade my jump level. (which I will need later on.) In beating the last boss after setting the main computer to self destruct. (code 8888), I am going to try and get out of the base without resetting the timer. (Should be easy in TAS mode.) The luck on the door open code is determined by the frame you enter the room, as well as your input. (ie, enter room continuous left, get code 1567, stop 1 frame early, then proceed to left, you get maybe 1268, and stop 2 frames early, then proceed, you get something different yet. (edit - Updated the TAS.) (edit 2) Finished first run through. Still room for improvement. Specifically, Manipulate luck, so that Code words 1-3 never show up when entering the door open command. The most ideal would be to have alternating 7890 and 6789 for all of the door open codes, although that would require extensive luck manipulation. The Second opa opa in the zillion upgrade room is locked up behind a door where you would have to bruteforce all of the possible codes. (you only get 3 attempts per ID card, (although that could be unlimited, if you only used 2 out of 3 attempts each time.) However, if you look at the right ram address. (can't remember which one that was, but until dega tas supports memory viewing, you need an external tool anyhow for this purpose.), you can find out what the current open door code is.
caitsith2
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Bug report for Windows version. If you assign the pause emulator function to the pause key, then it becomes impossible to pause if unpaused or unpause if paused the emulator, because the emulator will receive the key assignment pause twice, once on the automatic, and once on the manual assignment. Also, if I hit the frame advance key, I expect the emulator to advance one frame from current point, and then pause, like all other emulators do, regardless of whether the emulator was paused before. Would also be nice to have a memory viewer, although that feature can come later, as I can use tsearch for that purpose.
caitsith2
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Not sure if this bug is known about. This applies after completing bronze on a given tour. The way the designed had intended it, was that you can redo the bronze tour without getting a silver/gold medal. However, they seem to have forgotten to test for that. What you do after completing bronze on a tour, is then go into the tour, go all the way to the bottom, where it says silver, push A to select bronze. Now, go to the stunt course, and complete the "Silver" qualifying score. You will NOT qualify if you only meet the bronze score. After doing that, do the remaining races, and you end up with your silver medal, regardless of the fact that your racing bronsen, and can therefore apply minimalist tricks possible, and still win. Another thing, that is useful, is that the table top stunt, (which is MEGA #2) always gives 10-12 points most of the time. This one is therefore useful to incorporate into your huge jump stunts in the stunt based qualifiers, whenever possible. (Like Twister city, table top, or roll city, table top, or something of the like.)
caitsith2
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Posts: 194
Make sure to complete the remaining two tours (of 8) in the all silver run. (The first 4 tours are available initially. The next 2 are available when the first 4 is completed to at least bronze level. Then the next two become available upon completing the first 6 to at least the silver level, then the very last tour becomes available after completing the first 8 to gold level. That last tour only has one objective. (no bronze/silver completion iirc))
caitsith2
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Awesome. Never seen the first level beaten that fast. Would be nice to see this one continue on.
caitsith2
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The way the JUE roms get their designation, is when the each regions cartridges get dumped, and are found to be byte for byte identical to the other regions. JUE is basically equal to W.
caitsith2
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Did you use some kind of 15 puzzle solving program? If so, where did you get it from?
Post subject: Re: Versions
caitsith2
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scubed wrote:
I don't know what version I have, but here is its SHA1: 3a4ddb39b234a67ffb361ee7abc3d23e0a8b1c89 sml1.gb It probably is V1.0.
You do indeed have the 1.0 rom. I just checked the SHA1 of my 1.0 rom myself.
caitsith2
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Well, when this gets submitted, Definite Yes vote from me. I just like how you completely demolished the 2 auto scrolling levels, every brick destroyed, every enemy killed, every coin and power up collected.
caitsith2
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What a message.
Alas, the messages
for   the  crystal
levels  don't showup!    
So,  umm...how   
exactly  are you  
reading this,then?
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