Posts for jlun2

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Showcase runs are given their own URL code, i.e xxxxM for Movies, xxxxS for Submissions, and xxxxG for Games. Some proposed codes are L (for Live), D (for Demonstration), and E (for Event). These would be added and maintained through an entirely separate UI from submissions, with the permissions to use it being locked to Admins and dwangoAC, potentially Senior staff as well. These would function identically to publications, just without the need to be processed through the submission system, and without the need for input files. Any formally published GDQ showcase would be moved over to this new system.
Just to clarify, it's specific to these events right? I mean, I'd support making codes L,D,E if it was for special events like this, and not some livestream of someone no one here has heard of, but has a massive following. Are there any requirements for what other showcases are allowed?
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For Wario Land 2: There is the last stage, called "The Really Final Chapter", which is the 50th stage in the game. This is normally unlocked after beating every single stage with all their treasures and maps collected. You would get this screen: Then you can reach that stage. Using glitches, it is possible to unlock it before this happens. This is done by beating the 49th stage (Factory-5) out of bounds. If I beat stage 50 last, the game shows the ending, followed by the credits. If I beat stage 50 as the 2nd last stage, then backtrack to the final castle stage (Stage 24), I would not be able to see the ending, but the run would end at instead. What is the stance of beating 100%, but not show the ending?
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Thanks so much for this! I hope I can finally make a Kirby Air Ride run after all these years.
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I asked on discord, and was told to post it here so: On Telefang 1, there exists secret monsters you can call that would be vastly higher level than anything for 1/2 the game: https://wiki.telefang.net/Secret_Denjuu#Secret_Denjuu_in_Telefang_1 Specifically, Kanzou and Ornithogalum at level 50. The "glitchless" any% run can benefit from using a high level npc to help beat most bosses at the start. The 100% needs the secret denjuu to unlock diploma (you can check by setting addresses 0xC6E0 - 0xC6F5 to 0xFF), so there's no way avoiding it unless I'm required to call them, then avoid using them. This also applies to the sequel: https://tasvideos.org/5882S But unlike the 1st game, it's quite balanced, so it ended up not that game breaking (the secret denjuu is now only level 30, while the strongest npc you get early on is 28). Due to discoveries made after the run was made, this also meant the very 1st fight without secret denjuu is the hardest.
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This was probably the most interesting SMW ACE idea you had so far. I'm legit curious if you would ever extend this as a sequel movie and attempt a 100% mobile version.
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I just got a thought. If there's no restriction, does it mean it would make more sense of me to upload my incomplete WIPs as playground rather than userfiles?
Must have a goal
Technically all my uploads have a goal. To either showcase that 1 trick that looked interesting, or for me to backup my progress in case my computer dies (ie. it reaches this arbitrary point in the game, fastest time, because I was tired and had to go to bed so I saved). Is there something I'm not understanding here? Edit: I just realized late
Must break some Wiki: MovieRules (otherwise it just gets published)
I know this might sound silly, but that should probably be elaborated. I really hope there won't be some weird drama down the line where someone argues passionately that copying someone elses run should be accepted because it broke a rule on proper attribution or someone making/editing a game so that it immediately ends just to get a WR of it. It might sound "obvious", but the past several years made me realize it really isn't.
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SMWAgent09AF wrote:
I'd be curious to see how any of these could be used in a full level TAS, although the last two that I shared may be too specific of use cases. Who knows?
Those are all amazing! In the GB 100% OoB run I'm making, almost every stage is basically 1st Room -> Bonus -> OoB exit A better way to easily clip out would definitely help. Additionally, some ideas for GBC in bounds: 1. "Kick em Out!": Instead of dropping down after the minigame, use the 1 tile clip method to get up? 2. "Storm the castle!": Is there any way to prevent backtracking after the minigame? 3. "Go down the cellar": No idea, but right now, the last room seems unbreakable. Not sure if there's a way to prevent getting crushed at the end.
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Samsara wrote:
Ideally, though, these kinds of things are accomplished with Game Genie/Action Replay, or even something like a Lua script that runs alongside the movie and pokes/freezes RAM at the right spots. Consider it futureproofing: If someone 10 years down the line wants to improve such a run, they're not going to be using the same emulator or the same tools. Providing just a savestate or just SRAM is going to be meaningless to them. Written records of repro steps, or more universal things like Game Genie and Lua, are going to stay useful essentially forever.
I can verify that a savestate/sram alone is pointless. Runs I did in VBA/DesuMe testing various things years ago are completely unusable for me for BizHawk. More annoyingly it doesn't even sync right (especially for DeSmuME), so now I just have a youtube encode and a text file of input that doesn't work.
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2. Alternate Speed Goals Things like fastest game over, fastest crash/softlock, fastest 69% completion, pretty much any goal that can be reached in a fastest time. We get a lot of these kinds of runs on April Fools Day, perhaps we should actually do something about it. This feels pretty straightforward, though I suppose the biggest thing to consider is how far should this be taken. "Any goal that can be reached in a fastest time" could lead to things like "fastest game start", so we would need to find a way to limit truly arbitrary goals like that without ruining the point of accepting new speed goals in the first place.
Maybe make a new category for communities of that game to judge themselves? Most of the games have very little community, so this problem would be concentrated on a relatively small number of franchises. If one game community wants to accept a flood of meme runs while another doesn't, probably just let them decide. I'm not sure how would one solve visibility; most people don't even download the input file to watch it, and the encodes would likely be on some personal channel or twitch that only people really interested in said community would go look for.
FitterSpace wrote:
Also what ikuyo mentioned about individual level TASes sounds awesome. Tons of communities care about IL's and TASVideos doesn't have a good way to cater to those people right now. For example, people have been TASing Super Smash Bros. Melee's Break the Targets, Home Run Contest, Multi-Man Melee, etc. for years and there isn't a good way to feature that here without those players putting in the time and effort to get it all in one input file. The way the game-specific pages work right now technically works but the playground sounds like a great way to expand on that. Think about the number of games with active TAS communities that only focus on single stages, because it's so much easier to start and finish a TAS that way.
I agree, but at the same time I really hope this doesn't lead to some games basically with no full game TAS and only individual level ones (with perfect RNG that would otherwise not be possible if full run due to luck manip time loss).
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I never knew the previous run was even improveable, nice work! You seem to have knowledge on the NES. Do you want to try the DPCM bug run for SMB2? https://www.youtube.com/watch?v=iS_KyZ-A3Lk There was a concept video but never went further.
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Can there please be a way to add categories to movies like wikis? That way, if say, a movie is missing "heavy luck manipulation" we don't need to pm a mod. Being like a wiki, edits could be reverted too in case of vandalism (maybe make it so people must have 1 movie published to edit?)
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I'm posting this here because why not. If not for the fact you need the Ice world completed to unlock the name christener, you could glitch your monsters to ID 116. Then rename your monster. This will set bytes up at 0xEAC5 - 0xEAC9. Then you release a monster to decrease your follower id to 115. Then go back and rename to affect bytes 0xEA20 - 0xEA24. Repeat this for groups of 5 bytes for payload. Unfortunately, you're blocked by a guard until you get the sky key, and if you save/reset to remove him, your payload goes away. A TAS that really wants to do a game end glitch route could probably do what the current save glitch run does, except instead of getting the Limbo key, grab the Ice Key, then use your super powerful follower to sweep through the ice world to unlock name christener.
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Data structure for CartRAM
Offset	Purpose
0	??
1	Name 1
2	Name 2
3	Name 3
4	Name 4
5	Name 5
6	Name 6 (Terminator Char F0)
7	??
8	??
9	??
A	??
B	ID
C	ID
D	Sprite (the smaller one when you click on them on stats)
E	??
F	Owner name 1
10	Owner name 2
11	Owner name 3
12	Owner name 4
13	Owner name 5
14	Owner name 6 (Terminator)
15	Owner name 7 (Unused)
16	Owner name 8 (Unused)
17	Owner name 9 (Unused)
18	Owner name 10 (Unused)
19	??
1A	Family tree ID
1B	Family tree male ID
1C	Family tree female type
1D	Family tree female type?
1E	Family tree male owner name 1
1F	Family tree male owner name 2
20	Family tree male owner name 3
21	Family tree male owner name 4
22	Family tree male owner name 5
23	Family tree male owner name 6 (Terminator)
24	Family tree male owner name 7 (Unused)
25	Family tree male owner name 8 (Unused)
26	Family tree male owner name 9 (Unused)
27	Family tree male owner name 10 (Unused)
28	Family tree female type??
29	Family tree female owner name 1
2A	Family tree female owner name 2
2B	Family tree female owner name 3
2C	Family tree female owner name 4
2D	Family tree female owner name 5
2E	Family tree female owner name 6 (Terminator)
2F	Family tree female owner name 7 (Unused)
30	Family tree female owner name 8 (Unused)
31	Family tree female owner name 9 (Unused)
32	Family tree female owner name 10 (Unused)
33	??
34	Special 1
35	Special 2
36	Special 3
37	Special 4
38	Special 5
39	Special 6
3A	Special 7
3B	Special 8
3C	??
3D	??
3E	??
3F	??
40	??
41	??
42	??
43	??
44	??
45	??
46	??
47	??
48	??
49	??
4A	??
4B	??
4C	??
4D	??
4E	??
4F	??
50	??
51	??
52	??
53	??
54	??
55	Status aliments
56	Level
57	??
58	Exp
59	Exp
5A	Exp
5B	HP
5C	HP
5D	Max HP
5E	Max HP
5F	MP
60	MP
61	Max MP
62	Max MP
63	Attack
64	Attack
65	Def
66	Def
67	AGL
68	AGL
69	INT
6A	INT
6B	WLD
6C	WLD
6D	Plus (you get higher plus for breeding)
6E	??
6F	Nature?
70	Nature?
71	??
72	Nature?
73	??
74	??
75	??
76	??
77	??
78	??
79	??
7A	??
7B	??
7C	??
7D	??
7E	??
7F	??
80	??
81	??
82	??
83	??
84	??
85	??
86	??
87	??
88	??
89	??
8A	??
8B	??
8C	??
8D	??
8E	??
8F	??
90	??
91	??
92	??
93	??
94	??
95	??
96	??
97	??
98	??
99	??
9A	??
9B	??
9C	??
9D	??
9E	??
9F	??
A0	??
A1	??
A2	??
A3	??
A4	??

This is related to the above bug; the data near C73E gets treated as this data structure, and the key just happened to overlap with XP.
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In Dragon Warrior Monsters 2, there's a save bug that allows you to get a glitched NPC. Depositing the NPC into the farm potentially changes your 1st NPC's ID. While that's not allowed for 100%, is glitching NPCs, then using them to obtain it normally fine? Eg. Glitch a NPC to get version exclusive (just like Pokemon, there's 2 versions of this game), then use it to breed back said exclusive as normal to obtain it "legit" through intended in game means.
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https://www.speedrun.com/dqm2/full_game#Any_Glitched1 Can someone please help me find information on this? The RTA runs are 35 minutes long; it reaches the end of pirate world, then final boss. I don't understand how? They seem to trigger some bug 19 minutes in (after desert world), then get level 55 monster. Then they warp to pirate world to recruit NPCs, before going to final boss. Edit: Save and reset at 1st frame of lag gave this: Edit2: 1. recruit 3 npcs 2. save bug (journal then reset on 1st lag) 3. drop off 00000 the RTA somehow then gets final world key. If I saved, I get this: Which is super OP. Edit3: 1. go through up to 1st monster as normal 2. talk to father for PorkChop 3. saved at desert entrance 4. CactiBall appeared. Recruited 5. saved again 6. reset 7. CactiBall now 00000 8. buy exit bell/warp wand (or manip via overworld) 9. glitched to beaver 10. worm appeared. recruited 11. beaver boss. 12. proceed normal as TAS 13. lamp boss. your slime defeated. lamp defeated. recruit lamp; place them to farm 14. back to oasis 15. back to well 16. spooky appeared. spooky recruited. deposit to farm 17. exit bell get (dont need if obtained in overworld) 18. madcandle appeared (where beaver was). recruited as 3rd npc 19. spottedslime appeared. recruited. deposit to farm 20. snake appeared. snake recruited deposit to farm 21. beaver recruited. replace 3rd npc 22. warp wing back to greatlog 23. deposit snake (remember, it was duped by 0000). followers will now be 2 beavers. 24. deposit 1st beaver. followers will now be tombstone. 25. release in order, every npc in farm until 1 left. Screen should glitch mid way 26. Go to magic door, warp back to oasis to heal 27. Tournament for pirate key; OHKO everyone 28. Go to sea world. Buy 1 journal page for saving from the village 29. Leave village. Go to water, fight 12 NPCs (in groups of 3, make sure each is within 20 encounter steps away) 30. You should now have limbo key. Go to Limbo 31. Go to bridge in front of castle. Save using journal. 32. 1 frame before 1st lag of saving, reset. NPC should be gone 33. Final boss. Edit 4: http://tasvideos.org/userfiles/info/72122126885481104 ID is in C6FE. The glitched NPC id is 110. C73E is where keys are at. Getting XP with ID 110 increases C73E. C73F is where key ID is stored. 6 is Limbo. Thus 0x600 (00 06) XP, or 1536 is needed to get Limbo key. That's why the run defeats 12 npcs in pirate world.
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Good luck! In my experience with the prequel, OoB routes are mostly TAS-only (this game also has OoB), so you're likely forced to change much of the route (using the OoB visualization script). Just like the previous game, much of it is unexplored, so you probably will find something new.
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CasualPokePlayer wrote:
This TAS has been console verified. https://youtu.be/plEEzyQyaMw
Oh thanks so much for this! I was worried it might end up not working due to the bug at the very end, post credits that made it look like the currently published TAS. Also sorry for the still incomplete submission text; I have a busy work schedule lately.
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Patashu wrote:
. I don't know what specific ruleset the RTA equivalent to the category uses to avoid devolving into one-god-glitch but it managed to remain exremely cool ( https://www.youtube.com/watch?v=3myc23dd1_Q ) so maybe there's hope for TASes too?
Is there even a way to make such a ruleset without eventually somehow rebreaking the game back to the current CEA? As in, a new category is made, then due to new improvements we end up with 2 very glitchy TASes that look nothing like what was the original intent for the category.
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Mario Kart Wii polls for inputs multiple times per frame. By having (gamecube) controller 1 pressing half of the inputs, and controller 2 pressing the exact negative of those inputs, the game cancels out the inputs and reads only half the size on all following frames (until power off), so by inputting all possible inputs on 2 controllers on the next frame (which will fill up double the amount of space - so 4 controllers), you can use the third controller to read past the 4 controllers’ memory region and into “garbage” data. After the input region of memory are the event and save regions. Because an event is already occurring (power on -> menu screen), changing these values will only affect the screen itself until the event that’s running is already over, as long as the value is changed by the time the event is over. What I do is run an event in the background, unlocking each individual aspect that goes towards having 100% of the game unlocked, which writes to the save region after the event memory, meanwhile on certain frames that I need to actually input A. I do so on the rewritten double scaled input table, so it turns out I have to actually hold 64 input units right on the C stick of controller 1. The unlock events only occur for one frame so by doing one event every frame I can unlock all required things before the power on -> menu screen event finishes. I finally finish by proving that everything is unlocked by creating the new license and returning to the main menu screen with B (which involves pressing 64 input units left on the control stick of controller 1 due to the doubled input range).
Is this a real bug, or you just made it up, and the entire reason this even occurs is the gecko code?
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feos wrote:
Is map glitch not a game end glitch? The current labeling makes it look like it isn't...
Well, the 1st run uses the map glitch too to go to the final area and beat the boss. Not sure if it should be a separate category now given there's a warpless run now though. Do I change it to Map Glitch too? I'm also unsure if the use of any non-GEG map bug would be fine for some type of "all bosses" run of some sort. Edit: The previous run (not the 1st run however) also jumps to VRAM, so it's also technically ACE. so: Run 1: No ACE, warps to final boss using map bug because the map is interconnected Run 2: ACE, jumps to VRAM via map bug to get glitched NPC IDs; impossible due to STOP opcode. Run 3: ACE, jumps to VRAM via map bug to get glitched NPC IDs; impossible due to STOP opcode. Run 4: ACE, jumps to WRAM via map bug to get glitched NPC IDs; this run.
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brunovalads wrote:
Hell yes and I made a temporary encode for the masses https://youtu.be/JirDSYZKJgI
Thanks! Nice preview pic too!
feos wrote:
Is this meant to properly obsolete [2225] GBC Keitai Denjuu Telefang: Speed Version "warp glitch" by jlun2, MisterChess in 07:12.50?
Yes. That movie is impossible due to freezing at opcode 10 10.
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It's rather unfortunate that the previous run was due to an emulation error; the fast high score was fun for me. Still, nice to see someone else caring about this game.
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Experienced Forum User, Published Author, Skilled player (1710)
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Sorry to bump this, but are there addresses outside the lua scrpt posted for this game? D8BF - HP D8C1 - 2nd monster HP D8C3 - 3rd monster HP but I'm having trouble finding the addresses for the NPCs. Edit: HP D8C7 D8C9 D8CB Max HP D8D7 D8D9 D8DB ?? Also, is there a longer writeup of the current route? It's rather hard to follow. If the debug menu is triggered, going to battle with debug set to "Auto" gives you very powerful monsters Warping to the last area using debug allows you to fight the final boss. If 0xCBF1 is set to 0xF (or bit 1: 0000 0010), the ending gets triggered as soon as you reach the top of the tree. C920 is game script: I can trigger the ending & update the island by setting it tp 5F, then C5DC to 1. This won't set boss flag however. I can also trigger the boss remotely: C91A - needs to be changed?? C91B - needs to be changed?? C91F - ??? needs to be 1?? C920 - C922 - ID? C923 - "action" (eg. 3 triggers battle if exists, or closes dialogue) Changing it to right before the "THE END" screen pops up won't let you save normally, so 5F prob be the best bet for GEG. From discord, by casualpokefan:
i found 2 rng bytes at cd03-cd04, with yet again another LCGRNG, with the formula seed = ((seed * 5) + 11) mod 65536
CB50-CBA0 are npcs The addresses below are story flags?