Any% probably consists of whatever you think you need to pick up without wasting a lot of time.
100% completion, consists of all recipes, badges, star pieces, letters and the side quests.
Those are my definitions.
Well, I don't think a 100% TAS of this will be done any time in the near future, so it's a good thing someone on SDA is working on it, already up to 25 Segments.
This game is still considered by me to be the best in the series.
The Thousand Year Door is awesome too, though.
I'm sure everyone here knows my opinion of Super Paper Mario for Wii.
But in case you don't...IT SUCKS! It doesn't deserve a TAS. Because it'll basically just be 5 hours of the same crap over and over again.
Rant over. xD
I dunno. After watching the 100% Progress of the Paper Mario run on the SDA Forum, I think a 100% TAS would be more than entertaining enough to get published.
Hell, the progress being made on the run on the SDA Forum is keeping me well entertained. The runner has some interesting strategies.
The 100% Run on the SDA Forums only has a few segments left.
I'm really looking forward to it.
I also look forward to seeing published Any% and 100% TASes in the future. :3
Well, the SDA 100% run isn't done yet. And snark doesn't appear to still be working on this game (I checked nicovideo), which is too bad since snark was doing really well on the TAS and thinking up better strategies than the SDA run.
Anyway, here's a glitch compilation video from YouTube. Maybe the second glitch could be used to glitch into Pleasant Path without visiting Shooting Star Summit? Just an idea.
This sounds like it may cause you to skip the Lucky Star; the item that allows action commands. Having no action commands is going to cause some serious difficulty... unless the game bugs out and lets you use them anyway...
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats.
Yay, favoritism.
Oh, you're right. I forgot about that. And I guess it would be wasting time to go up to Shooting Star Summit after Chapter 1 is completed, if the game even allows that.
I'm not sure if the 100% run for SDA is being approved, or if it's being turned down.
I hope it gets approved, cause I watched all of the segments on Youtube. It's pretty well done aside from some minor mistakes.
Right now it looks like he has to re-encode every segment.
I'm not sure if the 100% run for SDA is being approved, or if it's being turned down.
I hope it gets approved, cause I watched all of the segments on Youtube. It's pretty well done aside from some minor mistakes.
Right now it looks like he has to re-encode every segment.
On this, the speedrunner don't want to re-encode every segments because of HDD capacity and a lot of other reason and anyway, he's currently working on a improvement with a couple of new strat we are using, on this, I'm currently planning a single segment of this(any%, not 100%) and I have a couple of question I would like to ask if it doesn't bother someone to check this out for me please. Is the jump animation the same speed as the hammer animation (with and without action command)and if it happen to be different, by how many frames is it and do someone know the exact % of close call effect work. Thanks in advance!!!
Got bored last night and tried to find some useful memory addresses in Paper Mario. What I hope to do is find out that makes the wizard Merlee tick. I want to find out when and why she appears to use her magic. I think if we can abuse her double attack power, boss fights will be over in 1-2 turns.
I tried some memory watching in the MHS program and found a few addresses:
009FAFC4 - # of Coins
009FAD23 - Star Points
00A3CD78 - Star Points in Reserve (the star point icons that appear after defeating 1 enemy in the lower right corner)
00B894CC - the same as above, but this number doesn't reset until another battle starts (idk why, may be a temporary buffer)
00C40590 & 00C40C90 - these two address alternate values when A&B are pressed, or when Mario's sprite changes direction (could be used for RNG)
That's really all I've found. I can't find the addresses for HP, FP, or a speed value. Maybe someone more knowledgeable can help me. And again, the reason I want to do this is to find out how we can abuse 2x damage.
Joined: 8/18/2011
Posts: 15
Location: Vancouver, BC
Hey I have been playing paper mario since I was a little boy and I have the passion to tas this game no matter how frustrating it is. The thing is I have limited information of mupen 64 so it would be nice if someone who wants to see this run get finished and is willing to help me with mupen 64 I would give you shared credit for the run of course.
Joined: 8/18/2011
Posts: 15
Location: Vancouver, BC
SoulCal wrote:
Got bored last night and tried to find some useful memory addresses in Paper Mario. What I hope to do is find out that makes the wizard Merlee tick. I want to find out when and why she appears to use her magic. I think if we can abuse her double attack power, boss fights will be over in 1-2 turns.
I tried some memory watching in the MHS program and found a few addresses:
009FAFC4 - # of Coins
009FAD23 - Star Points
00A3CD78 - Star Points in Reserve (the star point icons that appear after defeating 1 enemy in the lower right corner)
00B894CC - the same as above, but this number doesn't reset until another battle starts (idk why, may be a temporary buffer)
00C40590 & 00C40C90 - these two address alternate values when A&B are pressed, or when Mario's sprite changes direction (could be used for RNG)
That's really all I've found. I can't find the addresses for HP, FP, or a speed value. Maybe someone more knowledgeable can help me. And again, the reason I want to do this is to find out how we can abuse 2x damage.
I've been looking into Merlee I think she could really help finish boss fights fast. I am also wondering if anyone knows about whether or not the extremely long cutscene with twink and kammy koopa can be skipped in the final bowser fight by defeating him before he activates his star rod? Then with some good badges and merlee and a tas powerbounce as well as watts attack bonus I could shave off a lot of time on bowser
I'm not sure Merlee can kick in on a Bowser fight. Let's see what happens if it can't.
Bowser will always use the Star Rod on the second turn, so you would have 2 turns to deal 99 damage. Power Bounce will automatically stop somewhere between 3 and 6 hits against Bowser, no matter how well you keep up the action command.
If you equip Power Plus (6), Power Plus (12), P-Up, D-Down (14), All or Nothing (18), Mega Rush (19), and Close Call (20), then go into the Bowser fight with exactly 1 HP:
Watt 1: Charge (Mario +1 power for 4 turns)
Mario 1: Power Bounce 10+9+8+7+6+5 (45 damage)
Bowser 1: Trigger a miss with the Close Call badge so you don't die
Mario 2: Power Bounce 10+9+8+7+6+5 (45 damage)
Watt 2: Electro Dash (5 damage)
Bowser 2: Star Rod with 4 HP left
...nope, that's not going to work. Can Sushie hit for 9 with TAS rapid fire? If so, you could make that work, but you'd have to add Quick Change (24 BP).
Joined: 8/18/2011
Posts: 15
Location: Vancouver, BC
Mr. Pwnage wrote:
I'm not sure Merlee can kick in on a Bowser fight. Let's see what happens if it can't.
Bowser will always use the Star Rod on the second turn, so you would have 2 turns to deal 99 damage. Power Bounce will automatically stop somewhere between 3 and 6 hits against Bowser, no matter how well you keep up the action command.
If you equip Power Plus (6), Power Plus (12), P-Up, D-Down (14), All or Nothing (18), Mega Rush (19), and Close Call (20), then go into the Bowser fight with exactly 1 HP:
Watt 1: Charge (Mario +1 power for 4 turns)
Mario 1: Power Bounce 10+9+8+7+6+5 (45 damage)
Bowser 1: Trigger a miss with the Close Call badge so you don't die
Mario 2: Power Bounce 10+9+8+7+6+5 (45 damage)
Watt 2: Electro Dash (5 damage)
Bowser 2: Star Rod with 4 HP left
...nope, that's not going to work. Can Sushie hit for 9 with TAS rapid fire? If so, you could make that work, but you'd have to add Quick Change (24 BP).
I wouldn't be able to get the 2nd power plus badge because that takes 25 star pieces which is too much for a TAS but I could get all the other badges relatively quickly and get power rush from princess peaches castle which raises my attack by 2 when I'm under 5 hp (works in peril). This way I can do 51 damage with a perfect power bounce after watt charges me up and hopefully skip possibly the longest cutscene in the game. Thanks for the scenario though. I might have made a mistake so please call me out so I can perhaps change my strategy. Power rush takes 1 bp so I would need just 15 bp for the the final boss which is 4 levels of bp ranked up. I should hopefully have enough fp to go for a long time without using fp items.