Posts for jlun2

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Joined: 9/17/2009
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Hey, I'm sorry for this newb question, but how do you change the font color? I tried using:
gui.text(0, 10, 'Flash obtained','RED')
and instead of the white text changing to red, it's the black shadow that changes to red: Edit: Nevermind, I'm stupid. That was the arguement for background. >.<
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Thanks for reminding me. I went and checked a list of fics that I was going to come back to reading since they initially weren't completed, and now 55 of them are cancelled and 93 have not been updated in 2 or more years. :| Also 3 of them from my list seems to have been deleted by the author(s).
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I'm not sure how to proceed. I think I obtained everything, but somehow, I'm still missing 3%. Does anyone know what I may be missing? I tried actually filling the map, but cheats or not it doesn't seem to affect the counter. Same with manually getting all blueprints. Edit: I'm fairly positive 100% is intended to be possible, since the beginning screen changes base on percentage: 0%: 75%: 100%
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sorry, took a while since I couldn't reuse the savestate. On mgba, the game simply screeches, and then the game itself crashes while the emulator doesn't http://tasvideos.org/userfiles/info/26494148216496683
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
http://tasvideos.org/userfiles/info/26493755624124269 Playing back this movie on BizHawk 1.11.3 consistently crashes for me. Rom used was "Monster House (USA) (En,Fr).gba" and the core was VBA-Next
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Language: lua

memory.usememorydomain("EWRAM") gui.DrawNew("native") client.setwindowsize(2) --Sets size so that everything fits client.SetGameExtraPadding(0, 0, 0, 20) local peppermints = 0x3DE9 --6%+ total local bottles = 0x3E11 --3% total local brassHeart = 0x3E13 --6% total local events = 0x3EA2 --17% total local candyBox = 0x4730 --1% total local keyItems = 0x4731 --11% total local toys = 0x4732 --12% total local toys2 = 0x4733 -- 10% total local waterguns = 0x4734 --16% total local gear = 0x4735 --12% total + 3% at gear+1 local characters = {'DJ','Chowder','Jenny'} local water = {0x37D0,0x37D2,0x37D4} --Water supply local water2 = {0x3DF6,0x3DF8,0x3DFA} --Water capacity; only updates when gun is upgrade via chest --Checks the bit of 'mem' at position 'pos' and returns 'value' if it's 1 function addFlags(mem,pos,value) if bit.check(mem,pos) then return value else return 0 end end function percent() local percent = 0 --Checks if the player has the peppermints percent = memory.read_s8(peppermints) + percent --Check if the player has all 3 bottles (1% each) percent = addFlags(memory.read_s8(bottles),0,1) + percent --All Bottles are 1% percent = addFlags(memory.read_s8(bottles),1,2) + percent --But getting the 2nd bottle makes the value for the above 0 --Check if the player has a brass heart (2% each) percent = memory.read_s8(brassHeart) * 2 + percent --Check if the player has the Candy box (1%) percent = addFlags(memory.read_s8(candyBox),1,1) + percent --Checks if the player has the following: Fuse (3%), Dynamite (3%), Elevator Gear (3%), Walkie-Talkie (1%), Flashlight (1%) percent = addFlags(memory.read_s8(keyItems),3,1) + percent --Flashlight percent = addFlags(memory.read_s8(keyItems),4,1) + percent --Walkie-Talkie percent = addFlags(memory.read_s8(keyItems),5,3) + percent --Elevator Gear percent = addFlags(memory.read_s8(keyItems),6,3) + percent --Dynamite percent = addFlags(memory.read_s8(keyItems),7,3) + percent --Fuse --Checks if the player has the following: Rover's bone (2%), RC Car (2%), Chicken doll (2%), Boomerang (2%), Chowder's basketball (2%), Skull's action figure (2%) percent = addFlags(memory.read_s8(toys),2,2) + percent --Skull's action figure percent = addFlags(memory.read_s8(toys),3,2) + percent --Chowder's basketball percent = addFlags(memory.read_s8(toys),4,2) + percent --Boomerang percent = addFlags(memory.read_s8(toys),5,2) + percent --Chicken doll percent = addFlags(memory.read_s8(toys),6,2) + percent --RC Car percent = addFlags(memory.read_s8(toys),7,2) + percent --Rover's bone --Checks if the player has the following: Watergun ugrade (DJ 1, 1%), ?? (1%), Wendy the Dancing Walrus doll (1%), Jenny's wagon (2%), Tricycle (2%), Penguin doll (2%), Bone's kite (2%) percent = addFlags(memory.read_s8(toys2),0,2) + percent --Bone's kite percent = addFlags(memory.read_s8(toys2),1,2) + percent --Penguin doll percent = addFlags(memory.read_s8(toys2),2,2) + percent --Tricycle percent = addFlags(memory.read_s8(toys2),3,2) + percent --Jenny's wagon percent = addFlags(memory.read_s8(toys2),4,1) + percent --Wendy the Dancing Walrus doll percent = addFlags(memory.read_s8(toys2),5,0) + percent --Doombringer unlocked; placeholder for this script percent = addFlags(memory.read_s8(toys2),7,1) + percent --Watergun upgrade for DJ --Checks if the player has the following: Watergun ugrade (Jenny 1, 2%), Watergun ugrade (Jenny 2, 2%), Watergun ugrade (Jenny 3, 2%), Watergun upgrade (Chowder 1, 2%), Watergun upgrade (Chowder 2, 2%), Watergun upgrade (Chowder 3, 2%), Watergun ugrade (DJ 2, 2%), Watergun ugrade (DJ 3, 2%) percent = addFlags(memory.read_s8(waterguns),0,2) + percent --Watergun upgrade for DJ percent = addFlags(memory.read_s8(waterguns),1,2) + percent --Watergun upgrade for DJ percent = addFlags(memory.read_s8(waterguns),2,2) + percent --Watergun upgrade for Chowder percent = addFlags(memory.read_s8(waterguns),3,2) + percent --Watergun upgrade for Chowder percent = addFlags(memory.read_s8(waterguns),4,2) + percent --Watergun upgrade for Chowder percent = addFlags(memory.read_s8(waterguns),5,2) + percent --Watergun upgrade for Jenny percent = addFlags(memory.read_s8(waterguns),6,2) + percent --Watergun upgrade for Jenny percent = addFlags(memory.read_s8(waterguns),7,2) + percent --Watergun upgrade for Jenny --Checks if the player has the following: Trash can (1%), Slingshot upgrade (3%), Slingshot (1%), Cold Syrup (1%), Water balloon upgrade (3%), Water balloon (1%), Brass Key (1%) percent = addFlags(memory.read_s8(gear),0,1) + percent --Camera percent = addFlags(memory.read_s8(gear),1,1) + percent --Brass Key percent = addFlags(memory.read_s8(gear),2,1) + percent --Water balloon percent = addFlags(memory.read_s8(gear),3,3) + percent --Water balloon upgrade percent = addFlags(memory.read_s8(gear),4,1) + percent --Cold Syrup percent = addFlags(memory.read_s8(gear),5,1) + percent --Slingshot percent = addFlags(memory.read_s8(gear),6,3) + percent --Slingshot upgrade percent = addFlags(memory.read_s8(gear),7,1) + percent --Trash Can percent = addFlags(memory.read_s8(gear+1),0,3) + percent --Camera upgrade --Checks the story events done if memory.read_s8(events) > 14 then percent = percent + 1 end if memory.read_s8(events) > 18 then percent = percent + 1 end if memory.read_s8(events) > 24 then percent = percent + 1 end if memory.read_s8(events) > 30 then percent = percent + 2 end if memory.read_s8(events) > 32 then percent = percent + 1 end if memory.read_s8(events) > 37 then percent = percent + 2 end if memory.read_s8(events) > 41 then percent = percent + 1 end if memory.read_s8(events) > 45 then percent = percent + 1 end if memory.read_s8(events) > 50 then percent = percent + 2 end if memory.read_s8(events) > 54 then percent = percent + 3 end if memory.read_s8(events) > 57 then percent = percent + 1 end if memory.read_s8(events) > 62 then percent = percent + 1 end gui.text(0, client.screenheight()-42, 'Percent: '..percent) end function miscflags() local y = client.screenheight()-10 gui.text(0, y-18, 'Flags: ') --Checks if the player has obtained the Camera flash at least once if bit.check(memory.read_s8(candyBox),7) then gui.drawRectangle(0, y, 4, 10, 'WHITE', 'WHITE') end --Checks if the player has obtained candy at least once if bit.check(memory.read_s8(candyBox),2) then gui.drawRectangle(5, y, 4, 10, 'RED', 'RED') end --Checks if the player has obtained soda at least once if bit.check(memory.read_s8(candyBox),3) then gui.drawRectangle(10, y, 4, 10, 'GREEN', 'GREEN') end --Checks if the player has obtained marbles at least once if bit.check(memory.read_s8(candyBox),6) then gui.drawRectangle(15, y, 4, 10, 'BLUE', 'BLUE') end --Checks if the player has obtained water at least once if bit.check(memory.read_s8(keyItems),0) then gui.drawRectangle(20, y, 4, 10, 'AQUA', 'AQUA') end --Checks if the player has obtained water bottle at least once if bit.check(memory.read_s8(gear+1),1) then gui.drawRectangle(25, y, 4, 10, 'DARKCYAN', 'DARKCYAN') end --Checks if the player has unlocked the Toys tab if bit.check(memory.read_s8(keyItems),2) then gui.drawRectangle(30, y, 4, 10, 'DARKKHAKI', 'DARKKHAKI') end end function displaypos() local x = (memory.read_u32_le(0xF9D8)+30720)/65536.0 --Adds 30720 for actual X local y = (memory.read_u32_le(0xF9DC)+20480)/65536.0 --Adds 20480 for actual Y gui.text(0, 60, 'X: '..string.format('%.5f',x) ..' Y: '..string.format('%.5f',y)) local char = memory.read_s8(0x3DE8) if char < 3 then -- just in case local supply = memory.read_s16_le(water[char+1]) --Char uses 0,1,2 but lua arrays are 1,2,3 local capacity = memory.read_s16_le(water2[char+1]) gui.text(0, 75, characters[char+1]..'('..supply..'/'..capacity..')') end end while true do percent() miscflags() displaypos() emu.frameadvance() end
Not complete, but posting just in case. Changes: 1. Added more known values 2. Add a quick way to check if the dialogue for obtaining certain consumables has been shown 3. Changed the consumables to a rectangle flag to save space. 4. Added checking if a toy/water bottle has been obtained as well along with positions 5. Added water, characters, more comments, and rearranged the location of displays
Experienced Forum User, Published Author, Skilled player (1709)
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I'm tempted to say go out with the 2003 plan, but then with these major discoveries killing the endgame from 2015 turns to 2003/4, chances are someone or group will find an even better route. 0_o
Experienced Forum User, Published Author, Skilled player (1709)
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I finally saw the WIP. It seems it requires a bunch of revisiting past areas a bit, but I'm not sure how it affects the entire run. Has the entire route been planned out yet (including the rabbits)? Also, is there anyway to predict more places that might be a heaven/hell portal? Currently the WIP only uses 1 at the very beginning to go under the moat, and even then I don't recall any explanation on why that particular spot works.
Experienced Forum User, Published Author, Skilled player (1709)
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I tried starting the latest version of BizHawk (1.11.3). I looked at event log and it gave these errors:
Faulting application name: EmuHawk.exe, version: 1.11.3.9690, time stamp: 0x561ee155 Faulting module name: KERNELBASE.dll, version: 10.0.10240.16384, time stamp: 0x559f3b2a Exception code: 0xe0434352 Fault offset: 0x000b3e28 Faulting process id: 0x1b6c Faulting application start time: 0x01d10f9a61faab49 Faulting application path: C:\Users\User\Downloads\BizHawk-1.11.3\EmuHawk.exe Faulting module path: C:\WINDOWS\SYSTEM32\KERNELBASE.dll Report Id: 67cf99bf-2c7c-40b0-a93a-57d5f9f8c58b Faulting package full name: Faulting package-relative application ID:
and this
Application: EmuHawk.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: SlimDX.Direct3D9.Direct3DX9NotFoundException Stack: at SlimDX.Direct3D9.Direct3D..ctor() at BizHawk.Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9..ctor() at BizHawk.Client.EmuHawk.Program.SubMain(System.String[]) at BizHawk.Client.EmuHawk.Program.Main(System.String[])
finally:
Fault bucket 128933750054, type 5 Event Name: CLR20r3 Response: Not available Cab Id: 0 Problem signature: P1: EmuHawk.exe P2: 1.11.3.9690 P3: 561ee155 P4: SlimDX P5: 4.0.13.43 P6: 55d65e3d P7: 1b4d P8: 3f P9: 13HUEYQBXPALWPBODR4W5GA2LC52TWLN P10: Attached files: C:\Users\User\AppData\Local\Temp\WERABB8.tmp.WERInternalMetadata.xml These files may be available here: C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_EmuHawk.exe_cd3bb7b7bb5a78ed9babec29aa5175d3ff13b980_227e98ad_0513ae09 Analysis symbol: Rechecking for solution: 0 Report Id: b1236a1d-3ced-4e08-9917-7415f667b008 Report Status: 0 Hashed bucket: 68b424cfb5f9fe3b40ac5eb09b118131
What does this mean?
Experienced Forum User, Published Author, Skilled player (1709)
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Ok, here's some tricks discovered so far: 1. Walk through obstacles By pressing start right before entering a doorway, the game doesn't load any objects and you can walk pretty much anywhere. To load back the door objects simply move far away from that location then move back. The main problem with this is that the camera gets stuck, and some rooms can't be reloaded. Stairs and empty holes in the ground still work even at this state. 2. Delaying cutscenes Same as above, but need to pause over and over. Also cutscenes and force walk have higher priority than moving through doorways, so if you delayed one of the two, then move to some door, you'll also trigger the walk through obstacles glitch. 3. Skipping the "get water/candy/camera flash" cutscene By grabbing it before another cutscene plays, this will skip the first time dialogue for picking it up. 4. Dealing more damage from throwing objects Normally, the vases/buckets/jars are destroyed as soon as it lands on an enemy. At specific distances, this does not happen, and it instead goes through the enemy, dealing damage more than once. This also works with more than 1 npc, and a very well aimed shot can kill multiple foes with 1 object at the very beginning. After chapter 3 however all npcs have far more health, but this glitch is still useful for dealing damage quickly to more than 1 opponent. 5. Disabling the ability to save By skipping the dialogue inside the first washroom, every subsequent save room cannot be used to save. 6. Get stuck in Mrs. Nebbercracker's room Use the camera glitch to get to this boss early, then activate a past event and come back. The room will now lock up, but the boss fight won't start since the boss is still dead. 7. Get stuck in Mrs. Nebbercracker v2's room By raising the water back up before the 2nd fight, you lock yourself from being able to reenter the water pump room AND the fight won't start. This requires a reset to fix, or immediately walking back to the pump room as soon as the dialogue ends (else the blocking prevents progress). 8. Create tons of objects Using the camera glitch while splitting up with the team with Jenny or DJ, then while alone, activating a cutscene will cause the "missing" 2 other party members to mass spawn. 9. Opening chests while using an item 1. Get in front of a chest 2. Press START 3. Press B 4. Hold R After opening the chest, the character will be able to move. Now any actions will be delayed until the message box is gone. For some reason, it seems items can be used regardless if you still had it or if you had ammo. You can also spray water, but it'll only appear after the dialogue ends. This can lead to crashing. Since the screen's frozen as well, the camera bug somewhat applies, except monsters exists. Note: Does not work on all chests (first chest in game for example). 10. Going OoB via switch room During one of the 3 switch rooms, use the camera glitch to make one of the doors disappear, then walk through. You can now move through walls, and after far enough, press Start and get rid of the menu to have the camera back on you. Oh, and since the new game+ content doesn't apply to the percentage, I think I'll do the 100% at a new file. Edit: So...it seems 100% isn't as simple as get all items then complete x. Since 3 super peppermints (worth 1% each) are dropped by Mrs. Nebbercracker fights, I tried visiting her after changing the value of 0x3EA2 to be at the end. The boss fight won't start. It seems to trigger it the value has to be 30, 50, and whatever the last one is. The carpet boss luckily doesn't have this problem since the value isn't affected by it's defeat, and simply making it higher than 38+ should be able to skip it to grab Jenny's gun upgrade north of that room. The 2nd Nebbercracker would be more annoying, since the closest trigger to it (value 49) is near the beginning of the chapter. TODO: Note down the locations of every single chocolate bar/soda, since the game gives 1% as soon as you get either one for the first time, so knowing the closest ones will be helpful.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
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http://tasvideos.org/Addresses-40.html Addresses for the latest version of BizHawk should instead use the last 4 digits for the address and set memory region to EWRAM. Example "37D4" instead of 020037D4. Also, I was always curious about the completion percentage, so I went and investigated a bit. The following range from 0x3EA5 to 0x3ED3 turns out all to be the map flags for displaying visited areas on your map. For some reason, even editing them all to 0xFF doesn't affect the percent counter, despite all maps now show. Makes me wonder if something else is responsible for the percent counter. Also, the save file from VBA can be used on BizHawk. :) Edit: Changing 0x3EA2 or 0x3EA3 to 0xFF gives me 18% completion along with warping me to chapter 10 (last one). Also blindly making everything to 0xFF gave 0X3030 - Freezing this allows me to turbo through dialogue. 0x37DA - Floor 0x3DB8 - Flashlight On/Off 0x3DE4 - Frames passed 0x3DE5 - Seconds passed 0x3DE6 - Minutes passed 0x3DE7 - Hours passed 0x3DE8 - Which character I'm using 0x3DE9 - Peppermint candy obtained (1% each, not a binary, 6 total) 0x3DF6 - Water gun capacity 0x3E02 - DJ useable 0x3E03 - Chowder useable 0x3E04 - Jenny useable 0x3E05 - Water balloon capacity 0x3E06 - Water balloons 0x3E07 - Medicine capacity 0x3E08 - Medicine 0x3E09 - Marble capacity 0x3E0A - Marbles 0x3E0B - Camera flash capacity 0x3E0C - Camera flashes 0x3E11 - In order: ??, Bottle 1 Filled, Bottle 2 Filled, Bottle 3 Filled, ?? (0%), Bottle 1 (1%), Bottle 2 (1%), Bottle 3 (1%) 0x3E12 - Current item equipped 0x3E13 - Brass heart part (2% each, 6% total, not a binary) 0x3E14 - Key count 0x3E15 - Music volume 0x3E16 - Sound volume 0x3E17 - Language (Eng/Fr) 0x3E9E - Damage taken by DJ 0x3E9F - Damage taken by Chowder 0x3EA0 - Damage taken by Jenny 0x3EA2 - Event counter (not a binary) 0x3EA3 - ?? Raises percent 0x3EA4 - Hard Mode 0x3EA5 to 0x3ED3 - Visited areas 0x3EE8 is level music and jingle. 0x4730 - In order: Flash dialogue (0%), Marbles dialogue (0%), ??? (0%), Soda dialogue (0%), Candy dialogue (0%), Candy box unlocked (1%); ??? (0%, always cleared on load) 0x4731 - In order: Fuse (3%), Dynamite (3%), Elevator Gear (3%), Walkie-Talkie (1%), Flashlight (1%), Toys tab (0%), ?? (0%), Water dropplet dialogue (0%) 0x4732 - In order: Rover's bone (2%), RC Car (2%), Chicken doll (2%), Boomerang (2%), Chowder's basketball (2%), Skull's action figure (2%), ??? (0%), Ruby key (0%) 0x4733 - In order: Watergun ugrade (DJ 1, 1%), Watergun upgrade (DJ Doombringer, 0%), ?? (0%), Wendy the Dancing Walrus doll (1%), Jenny's wagon (2%), Tricycle (2%), Penguin doll (2%), Bone's kite (2%), 0x4734 - In order: Watergun ugrade (Jenny 1, 2%), Watergun ugrade (Jenny 2, 2%), Watergun ugrade (Jenny 3, 2%), Watergun upgrade (Chowder 1, 2%), Watergun upgrade (Chowder 2, 2%), Watergun upgrade (Chowder 3, 2%), Watergun ugrade (DJ 2, 2%), Watergun ugrade (DJ 3, 2%) 0x4735 - In order: Trash can (1%), Slingshot upgrade (3%), Slingshot (1%), Cold Syrup (1%), Water balloon upgrade (3%), Water balloon (1%), Brass Key (1%), Camera (1%) 0x4736 - In order: Blueprints (F1, F2, F3, F4, Attic, Roof, 0%), Water bottle obtained once (0%), Gold camera upgrade (3%) 0x4737 - Seemingly nothing (0%) In order is from left -> right 0x3E11 is somewhat glitched, so checking off bottle 1 or 2 automatically gives the rest, but the percentage doesn't increase unless you get the others as well The doombringer is lost if the game is saved; saving automatically clears the flag. 0x473F and onward appears to be door/chests/obstacle flags Edit2: Things that don't affect percentage: * Visiting rooms * Opening chests * Getting blueprints * Unlocking doors * Killing the carpet boss * Getting the Doombringer * Getting the Ruby Key I visited 23 rooms and no percent was raised. I did found out that the first time entering the save bathrooms unlocks the ability to save; skipping it makes the rest of the other bathrooms not able to save. Edit3: Percent total 0x3DE9 - 6% 0x3E11 - 3% 0x3E13 - 6% 0x3EA2 - 17% 0x4730 - 1% 0x4731 - 11% 0x4732 - 12% 0x4733 - 10% 0x4734 - 16% 0x4735 - 12% 0x4736 - 3% only 71% :| I believe getting the chocolate and certain other events might raise percent. Only 97%. What the heck am I missing??? Edit4: I was right. 0x3DE9 and 0x3E13, unlike other flags, are treated as an unsigned integer, and the percent is value*1 (or 2 for the brass hearts). Curiously, despite being only a limited amount of each item, the value is not capped other than max integer value, so if a way to either dupe or trick the game into giving me more peppermints/hearts I could technically go over 100%. Finally, it seems 0x3EA2 is an event counter that raises by 1 every time a certain story related objective is completed. I noticed 2 things: 1. You don't have to complete the objectives in order (see any% TAS) 2. Rooms, blueprints and keys don't count for percentage Which means I should be able to skip a number of puzzles and locked doors and still get 100% using the camera glitch. I should also test if the counter can be tricked into reactivating a boss fight. Yes it can, but while the whole room will be locked down, Mrs. Nebbercracker won't respawn, so you'll be stuck. 0x3EA2 values - Changing these affect's the story's progression. 0 - New game 1 - Skipped Chapter 1 2 - Beginning intro scene 3 - Locked at 2nd room 4 - Getting the walkie talkie and activating the trap 6 - Reaching the first bathroom 7 - Unlocking the ability to save 9 - Get the blueprints for F1 and Basement 10 - Entering the basement's dark room for the first time 12 - Getting the flashlight and setting off the trap 13 - Breaking the covered up door 14 - Basement and intro to chapter 2 Chapter 2 15 - Reach the first vent only Jenny can enter (1% increase) 16 - Reach the wall only DJ can climb 17 - Reach the wardrobe only Chowder can push 18 - Pick up the brass key 19 - Open the red door at the first floor lobby (1% increase) Chapter 3 20 - Pick up the F3/Attic blueprints 21 - Reach the blocked door at F4 between 2 mirrors 22 - Chowder gets kidnapped 23 - Break the mirror right after getting the slingshot Chapter 4 24 - Reach the attic 25 - Rescue Chowder from the chairs (1% increase) 26 - Chowder rejoins the team 27 - Reach the elevator room 28 - Reunite with DJ and Chowder after getting the key inside the vents 29 - Obtain the Gear on the Roof 30 - Start the fight with Mrs. Nebbercracker 31 - Defeat Mrs. Nebbercracker (2% increase) 32 - Enter the elavator 33 - Enter the Furnace floor (1% increase) Chapter 5 34 - Push the bookcase south after using DJ to clear the blue/purple blocks at F2 35 - Trigger the carpet to drag the blue chest away at F1 36 - Have the carpet open the door to the basement 37 - Start the carpet boss fight 38 - Skipped 39 - Unlock the door at F1 to reunite with DJ and Chowder 40 - Skipped 41 - Obtain the first piece of Brass Heart 42 - Push the giant switch to face elsewhere (1% increase) 43 - Enter the room with the giant switch in F4 44 - Skipped 45 - Obtain the water pump Chapter 6 46 - Use the water pump and drain the water in Basement 3 (1% increase) 47 - Read the note regarding the water pump 48 - Jenny gets flushed away 49 - Reunite with Jenny 50 - Drain the water to Mrs. Nebbercracker v2's room 51 - Defeat Mrs. Nebbercracker v2 (2% increase) 52 - Get the Trash Can 53 - Get the 2nd piece of Brass Heart Chapter 7 54 - Go to Basement 2 55 - Skipped (3% increase) 56 - Get the 3rd Brass Heart piece 57 - Open the furnace door Chapter 8 58 - Reach the entrance of the final boss 59 - Check the final boss door 61 - Skipped Chapter 9 Escape 62 - Destroy the furnace 63 - Escape Edit5: http://i.imgur.com/6UWFidK.png This peppermint on F3 was never mentioned on the GameFaqs guide for some reason. https://youtu.be/tsMTD84fBno?t=89 method to obtain. Can also be camera glitched. https://youtu.be/2j1ukpaVPFU?t=401 This candy is missed as well. https://www.youtube.com/watch?v=YV-fKYVQZHQ gold camera
Experienced Forum User, Published Author, Skilled player (1709)
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Hey, how do you disable individual graphics layers for the GBA like how one can do so on VBA?
Experienced Forum User, Published Author, Skilled player (1709)
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Thanks for finally implementing this! :D I guess a SMB deluxe 100% is finally possible, along other TASes.
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Alyosha wrote:
Overall, it was pretty easy to TAS the level once I could see what I was doing. The camera is quite difficult to work with though, and many of the big shortcuts I thought I could take turned out to be undoable since the camera simply got irreparably broken.
How does the camera affect things? Also a video of a severely broken camera please.
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Congratulations on being the 2nd TAS where the any% is longer than the 100%.
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got4n wrote:
Guys, basically, now Dolphin uses static addresses, so you don't have to use pointers anymore, just search via cheat engine and each time you reset dolphin your addresses will stay the same :)
Unless it's a game like Kirby Air Ride, which I swear every course change changes the address for position,speed,etc. I support having a pointer scan like cheat engine for Dolphin because of cases like this.
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^ How hard was that clip? I tried but kept messing up. Also, I briefly tried the sandstorm OoB; it seems while I can load another part of the map by going near the edge and jumping, the loading zone for the oasis doesn't exist when the storm is there. However, I did manage to load the background houses for that oasis, so I'm not sure if those can be interacted with. Btw, I got a suspicion the glitch on the first post can be done on both Bowser's snow fortress and the cable car level since there's an bob-omb and ice bro near a save block, but I'm having trouble confirming it. Last thing I want to ask is would it be possible to clip through the wall at the beginning town for the left area and enter Egnimansion early? I'm not sure how; just posting this for reference.
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ars4326 wrote:
I mean, the tallest person ever recorded in modern history (iirc) is Robert Pershing Wadlow, who was just a hair shy of reaching 9 ft. tall. So when I see articles, in the New York Times of all places, claiming that archaeological finds were once discovered containing multiple skeletons whose height allegedly exceeding 9 and 12 ft. tall, I sit here and ask myself ...well, what happened to them?
Probably because, assuming they exist, their body would've been in pain for the knees along with heart problems. A search gives these quotes for Robert:
Wadlow's size began to take its toll: he required leg braces to walk and had little feeling in his legs and feet. Despite these difficulties, he never used a wheelchair.
Instead of a blessing, extreme height can be a curse. Lanky people have to stoop through doorways and struggle to fit in cars. Taller folks are more prone to certain maladies as well, such as joint and cardiovascular problems.
Also this. It's quite a disadvantage for giants.
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Samtastic wrote:
feos wrote:
I won't be publishing this one as a protest against dropping the use of PSXHawk by someone we know very well.
This 100% update of Oddysee has been delayed for at least a year and I finally fixed the missing ring. It will be very difficult to improve this run in the future and on PSXHawk some of the glitch shortcuts are more messed up such as the one in the Monsaic Lines.
Is that an emulator bug or an actual game bug? :o
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Malleoz wrote:
jlun2 wrote:
Pausing while jumping can allow for a Hyper Jump. If you use an item when the game registers Mario on the ground, Mario will shoot up in the air 60 units high, which is higher than a regular jump.
I got some ideas for this: 1. Can it be used for that spike room in the last chapter? Or will you still be invincible during the "use item" animation? 2. Can you move using this glitch? Or only go straight up? 3. Can this be combined with that double jump to skip 2 Riverside Goombas?
You can't move while the jump occurs, so it's of no use at the moment.
Oh. Can you enter a battle during a hyper jump? If you can, then get into a battle at the top of a hyper jump then jump again to skip 2 goombas.
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I think at this rate it'll be easier to make a script to convert picture files into black white lines that the game can accept than obsolete the current run if pretty much every trick discovered will be called "cheating". :|
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phoenix1291 wrote:
jlun2 wrote:
I almost clicked on the first 2 links out of instinct. Since those links are fake, can a mod please remove them to prevent more victims?
You might have read before...
So are the links on the first post legit or not? The GBAtemp thread doesnt even mention those links.
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I almost clicked on the first 2 links out of instinct. Since those links are fake, can a mod please remove them to prevent more victims?
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Alyosha wrote:
So far I have a digitized version of the level outline and a working lua script to display it on the screen. It still needs some work and is pretty slow but should be fine for TASing. I'll be trying to get a rough draft of the level going in the coming days. Hopefully I'll learn something about how the camera works along the way.
I'm not sure how well known this feature is, but it's possible to use lua to draw outside the game in the black spaces. So that'll help with your display.