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creating process "C:\Users\Toothache\Downloads\iwbtgbeta(fs).exe"... CreateProcess failed, error 740: The requested operation requires elevation. done creating process, got handle 0x0, PID = 0. SYMBOL PATH: .;C:\Users\Toothache\Downloads\hourglass-r51\hourglass-r51;C:\Windows;C:\Windows\System32;C:\Windows\Symbols\dll attempting injection... Failed to inject DLL "C:\Users\Toothache\Downloads\hourglass-r51\hourglass-r51\wintasee.dll" into process id 0x0 IAT: Failed to get appropriate process access rights for process id: 0, system error code: 0
I hope you can make sense of this.
Joined: 7/10/2007
Posts: 280
seems like this would just be fixed by right clicking and choosing 'Run as Administrator' if you have those rights.
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Location: Great Britain
i chose to capture audio and video but it seems not to have captured audio (r57)
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Nope, I've tried that, Tristal, didn't make any difference.
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Can someone explain how the glitched run instantly skips the tetris room and the room after it? I thought I saw the nicovideo description of the glitched run saying something like "this breaks the usual TAS rules by using some debug features" but I'm not sure what it's referring to or if that's just a result of poor machine translation.
Toothache wrote:
Nope, I've tried that, Tristal, didn't make any difference.
Maybe that means you didn't really run Hourglass with admin privileges, since it wouldn't make sense for Windows to return ERROR_ELEVATION_REQUIRED to an already-elevated process. Note that the thing that failed wasn't even the DLL injection or anything unusual, it was simply a standard "run the game exe" call. Have you also tried checking the box to run as admin in the compatibility properties of hourglass.exe? What about XP compatibility mode? Does it help to move Hourglass and IWBTG out of your downloads folder and onto your desktop? I had a chance to try Hourglass on a machine with Windows 7 x64, and it had no such issues with starting games (no elevation was required). I wonder why the same version of Windows would decide that launching a game requires admin privileges on some computers but not on others?... Is there anything unusual about your system that you can think of? And does it fail in the same way if you try to run a different game such as Cave Story, or is it specific to IWBTG? EDIT: I think Toothache was having problems due to having avast! installed, which loads itself into every program and conflicts with the function hooking Hourglass needs to do. I rewrote some of the hooking code to work even if avast! is installed, so this should be fixed in r65 and higher.
antd wrote:
i chose to capture audio and video but it seems not to have captured audio (r57)
You didn't set multithreading to "disabled" or turn off "use software mixing", did you? If that isn't it... what OS are you on? There are some known sound issues with Vista and Windows 7 due to some games choosing to use a completely different sound engine if they detect that they're on those OSes, but I wasn't aware that this was one of those games. I guess not everybody is having this problem due to all the videos with sound out there (and I'm sure it works for me).
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Hm, I never thought to run Hourglass itself in admin mode, just the IWBTG game. I tried it and it gave me a 'The game crashed' error. I consider this progress!
upthorn
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nitsuja wrote:
Can someone explain how the glitched run instantly skips the tetris room and the room after it? I thought I saw the nicovideo description of the glitched run saying something like "this breaks the usual TAS rules by using some debug features" but I'm not sure what it's referring to or if that's just a result of poor machine translation.
When I showed Kayin the video, he said that this is a bug where, if you hit "restart" while a room is loading, the player teleports to wherever Kayin left him in the editor.
How fleeting are all human passions compared with the massive continuity of ducks.
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http://www.youtube.com/watch?v=9n_S3WH7JRw Figured I would make an encode of Kurikinton's WIP. Enjoy!
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Toothache wrote:
Kurikinton's WIP
That's a full run!
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Yes, but it is still a work in progress, since he's not submitting it and it can be improved. Still, it is impressive for a first draft.
ALAKTORN
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Derakon wrote:
Gotta say, that big "GAME OVER" over most of the screens is really killing the entertainment for me. :|
same here, also skipping a lot of hard parts in the game, while amusing, feels cheap for a TAS of a game that makes difficulty its "selling" point… but yeah, categories to the rescue
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Location: Germany
[X] agree
How should I know what I think before I read what I post?
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Posts: 2687
Derakon wrote:
Gotta say, that big "GAME OVER" over most of the screens is really killing the entertainment for me. :|
I guess it would be possible to make it go away much earlier by sacrificing a few frames to do an extra save/load when passing by a save box. But it already doesn't bother me, since less than 15% of the run has it onscreen, and it usually doesn't cover up anything important during the time it's there. I did find the less-glitched run more entertaining, though, partly because of getting to see things like the Tetris room or Bowser/Wart/Wily that would otherwise get skipped.
Joined: 8/31/2011
Posts: 11
Just wanted to say fantastic work with all the IWBTG WIPs. Back when I played the game, when it was reasonably new, I remember being able to do a glitch on the last phase of the first form of the final boss. If you got his bullets to bounce in a certain way, they would do twice the damage. It was something like angled slightly up to hit the back wall, and then into him. It was really reproducible... and a common event for just playing the boss normally. I'm certain it would be faster if it hasn't been fixed. I'm sure other people would have come across this...?
nesrocks
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Wow... This is the type of game I wanna be the guy watching a TAS of, not the guy trying to finish it. Thanks for the video.
Joined: 9/5/2011
Posts: 5
Hi. I'm a long-time SDA member who's never really been interested in TASVideos up until now because I'm a PC gamer who's never owned a console and doesn't play ROMs much, so I didn't know the games that you guys were running before. I have a feeling HourGlass is going to change that. I just made an account here purely because of this run. Anyway: Firstly: Kurikinton, that was an awesome run. Really enjoyed watching. Secondly: I have a couple of questions, if you don't mind answering them. * Firstly, how does that falling platform glitch work? I've never seen it before and can't figure out what input you're giving or why it warps you upwards. * Secondly, how do you do that warp from the metroid area orb to the KKK orb? That's not a restart warp, right? * Thirdly, why does The Guy die when you only destroy one eye of his final form? * Fourthly, was the path you took in the room on the upper path with the rising and falling clouds a mistake? A video earlier in the thread appeared to show that the route you chose is actually slower than the intended route. * Fifthly, when planning the run, did you test all possible restart warps? I'm just wondering if you've missed any useful ones. Edit: *snip* (I wrote a huge load of crap here, but lots of it was wrong. I totally misunderstood how restart warps work. Now I understand them fully and will post about them again soon.) Given all these confusing points, some comments or commentary on the run would be nice. :) Thirdly: I have one suggestion for improving the run: * In the Breakout room, you can save quite a bit of time. When the ball is level with your paddle, if you move the paddle sideways into the ball, you can get the ball to temporarily clip inside the paddle, basically letting you 'drag' the ball along with you. Since your running speed is faster than the ball's natural movement speed, this gets it to the right hand side of the screen faster. This should let you save over a second, I would think.
Joined: 9/5/2011
Posts: 5
Major cleansing edit: My understanding of restart warps was previously very, very dodgy, and I in fact knew much less than I thought I knew. I now understand them. I'm going to do some testing and then make a mega-post about restart warps.
Joined: 9/5/2011
Posts: 5
Okay, so I've done my homework on restart warping and am ready to give a writeup for those who are interested, and to save anyone else replicating the same work. Firstly, the basics. The entire I Wanna Be The Guy game world is split into 9 Sections. Exactly one section is loaded into memory at any given time. Stuff like bullets and enemies can travel between screens within a Section, but when you go through a transition to another Section, everything in the section you were in gets wiped from memory and the Section you're entering gets reset to its starting condition. The 9 Sections are: Beginning (contains Mike Tyson) Megaman (contains KKK and Mother Brain) Ghouls and Goblins (contains Mecha Birdo) Center (contains Dracula) Kirby Kraidgief (contains Kraidgief) Minecart (contains Dragon Devil) Entrance of the Guy Final Tower of the Guy (contains The Guy) Locations within each section are described by x and y co-ordinates. In the co-ordinate system used, each screen is 800 across and 600 high. In the IWBTG save editor, I Wanna Be The Fix, you can modify a save so that The Kid is placed at any co-ordinates, in any Section besides Kraidgief, when you load it. (Kraidgief isn't available in IWBTF because it's intended for fixing legitimate broken saves, but there are no save points in Kraidgief). The following is a list of all the transitions between Sections: Beginning to Kirby - dropping down into the Tetris room Beginning to Megaman - going right from the room with the blue tunnel Beginning to Ghouls and Goblins - going right from the room with Giant Link Megaman to Center - going right from the spiky room after the KKK fight Megaman to Center - the teleport you jump into at the end of the Metroid zone Ghouls and Goblins to Center - the teleport that happens after you defeat Birdo (the Birdo orb is actually located in the Center Section, not in GnG) Ghouls and Goblins to Beginning - returning to the Link room from GnG. This is the only two-way Section transition in the game Kirby to Kraidgief - dropping into the Kraidgief fight. (The whole Kraidgief section is just the scrolling screen you fight Kraidgief on) Kraidgief to Megaman - the teleport that happens after you grab the Kraidgief orb Center to Beginning - the two teleporters at the end of Center that say 'Return to Beginning' on them Center to Minecart - the teleporter to the Minecart area Minecart to Entrance of the Guy - happens after defeating Dragon Devil Entrance of the Guy to Final Tower of the Guy - going right from the Incinerator of the Guy Beginning to Megaman - KKK teleporter in room of Divine Transportation Beginning to Megaman - Mother Brain teleporter Beginning to Megaman - Kraidgief teleporter Beginning to Center - Dracula teleporter Beginning to Center - Mecha Birdo teleporter Now that the basic structure of the games areas is covered, let's explain restart warping. Apparently, in the editor Kayin used to create the sections for IWBTG, he had to put The Kid somewhere in each section. When you press 'r' in a game before making your first save, the game teleports you to the spot in the current section where Kayin left The Kid in the editor. However, for some reason, normally when you go through a transition into a new section, the game first loads the screen that The Kid is on in the editor, and then teleports the kid to another location. In other words, pressing 'r' in most sections will teleport you to somewhere completely different to where you normally start the section. This is understandable in sections like Center with lots of entrances, but for some reason you even end up at a slightly different location when doing this in areas with a single entrance, like Kraidgief. No idea why. Here's a list of the places that pressing 'r' takes you to in each Section: Beginning - takes you to the spot where you start the game Megaman - takes you to a spot roughly halfway between where you spawn if you enter Megaman from Beginning, and where you spawn if you enter Megaman from Kraidgief Ghouls and Goblins - puts you where you spawn when entering Ghouls and Goblins Center - puts you right at the entrance to the room with Dracula in Kirby - puts you in front of the spike wall that chases you Kraidgief - puts you halfway further down the screen than where you spawn when you enter Kraidgief Minecart - puts you at the start of Minecart, where you spawn when you enter Entrance of the Guy - puts you at the start point for Entrance of the Guy Final Tower of the Guy - puts you right at the entrance to the final room However, there's another kind of restart warping besides the type I described above. Remember how I said that the script when going through a Section transition first places you at the location you get to when you press 'r' in that section, and then teleports you to the correct co-ordinates you should be at after going through the transition. Well, with most Section transitions, if you press 'r' on the same frame that you trigger the transition, you'll stop the game from moving you into the new Section, but the co-ordinate-based teleport will still happen. In other words, you get teleported to the same co-ordinates in your current Section as you would normally have started the next Section at. Unfortunately, most of these teleports put you uselessly Out Of Bounds, trap you inside walls, or get you killed. But since I've bothered testing them all, I'm going to list where r-warping while going through each transition puts you. Beginning to Kirby (Tetris) - kills you on a spike in the same room Beginning to Megaman - I couldn't get this warp to work* Beginning to Ghouls and Goblins - puts you above spikes in the room below the Game Over room; you can't escape death Megaman to Center (KKK) - I couldn't get this warp to work* Megaman to Center (Metroid) - I couldn't get this warp to work* Ghouls and Goblins to Center - I couldn't get this warp to work* Ghouls and Goblins to Beginning - puts you OoB somewhere black; there's no way back inbounds Kirby to Kraidgief - traps you inside the 'blocks remaining' section of the Tetris room (or an identical copy of the Tetris room, I'm not sure) Kraidgief to Megaman - traps you inside the wall at the left hand side of Kraidgief Center to Beginning - traps you inside a wall somewhere Center to Minecart - puts you above the screen where you fight Dracula Minecart to Entrance of the Guy - I couldn't get this warp to work* Entrance of the Guy to Final Tower of the Guy - I couldn't get this warp to work* KKK teleporter - puts you in the screen of sky directly below Mike Tyson Mother Brain teleporter - puts in a black void out of bounds somewhere Kraidgief teleporter - puts you in the Game Over room Dracula teleporter - gets you stuck in a wall in the room the right of the starting room Mecha Birdo teleporter - gets you stuck in a wall in the room of Divine Transportation * I don't know whether the warps I failed to pull off are actually impossible, or whether I screwed them up somehow. Someone may want to investigate further. Anyway, clearly none of the warps you can do when going through transitions are helpful. The only one that looks even faintly useful is the one with the Dracula teleporter - it allows an alternate route in which you'd beat Tyson, warp back to the starting room, then go to the teleporter and warp into the sky below Tyson. As it happens, though, this is significantly longer than progressing the normal way. Let's return to the ordinary restart warps though - the ones that happen when you press 'r' at any time OTHER than the frame a Section transition starts. Kurikinton uses two of these: the Kirby one (to skip the Tetris room and the room after that), and the Center one (to warp to Dracula after the Megaman section). Unused restart warps that scream out as being potentially useful are the one to skip the tower section of final tower of the guy, and a second use of the warp to Dracula in Center, to skip going through the bit of Center that he does after Mecha Birdo. However, neither of these actually helps; to use the Tower warp, which saves 40 seconds, he would need to not make any saves up until that point in the game, which means giving up all his save point abuse - which saves, at a guess, well over a minute. As for fighting Dracula a second time instead of going through Center, it WOULD be faster, except that when you pick up the Dracula orb for a second time, the game doesn't actually teleport you to the fan room. You're just left trapped in the Dracula fight room. After all this research, there's exactly ONE useful warp I think Kurikinton missed, which is the warp in Megaman. Doing that immediately after entering Megaman from Kraidgief is faster than jumping out of the little tube you start in and saves a few frames, I think. I haven't actually timed it, though.
Joined: 12/28/2010
Posts: 3
Location: Japan
I'm sorry. I'm not good at English, I write use the Google Translate, so,,, If I make mistakes in my English,please pardon me. 日本語と英語を理解できる方がいれば間違いの訂正をお願いします。 もし、あなたが日本語を理解するのであれば、日本語で書いてください。
ExplodingCabbage wrote:
Firstly: Kurikinton, that was an awesome run. Really enjoyed watching.
Thank you!
ExplodingCabbage wrote:
* Firstly, how does that falling platform glitch work? I've never seen it before and can't figure out what input you're giving or why it warps you upwards.
重なった状態の落ちるリフトが地面にふれたときにキッドがリフトに触れているとワープする。 仕組みはまだ分かりません。
ExplodingCabbage wrote:
* Secondly, how do you do that warp from the metroid area orb to the KKK orb? That's not a restart warp, right? .
これはリスタートワープではありません。上記のバグです。
ExplodingCabbage wrote:
* Thirdly, why does The Guy die when you only destroy one eye of his final form?
最終形態になる前に左目を倒すことで最終形態時に反対側に移動する時間を省いた。 リスタートワープの解説はとても参考になりました。 ありがとうございます。 私は今新しいムービーを作成中です。 ドラキュラ戦終了まで約6秒の更新に成功しました。
upthorn
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Kurikinton wrote:
I'm sorry. I'm not good at English, I write use the Google Translate, so,,, If I make mistakes in my English,please pardon me. 日本語と英語を理解できる方がいれば間違いの訂正をお願いします。 もし、あなたが日本語を理解するのであれば、日本語で書いてください。
ちょっとだけ日本語が分かります。辞書使って英語に訳そうとします。質問を日本語に訳さなくてすみませんが、僕には日本語に訳すのがずっと難しいです。
Kurikinton wrote:
ExplodingCabbage wrote:
* Firstly, how does that falling platform glitch work? I've never seen it before and can't figure out what input you're giving or why it warps you upwards.
重なった状態の落ちるリフトが地面にふれたときにキッドがリフトに触れているとワープする。 仕組みはまだ分かりません。
If the kid is in contact with two overlapping platforms when they touch the ground, he will warp. I still don't understand the rules.
Kurikinton wrote:
ExplodingCabbage wrote:
* Secondly, how do you do that warp from the metroid area orb to the KKK orb? That's not a restart warp, right? .
これはリスタートワープではありません。上記のバグです。
This isn't a restart warp. It's the aforementioned bug. (Presumably the overlapping platform warp.)
Kurikinton wrote:
ExplodingCabbage wrote:
* Thirdly, why does The Guy die when you only destroy one eye of his final form?
最終形態になる前に左目を倒すことで最終形態時に反対側に移動する時間を省いた。
I optimize the movement time getting to the right side of the final form by defeating the left eye before he becomes the final form.
Kurikinton wrote:
リスタートワープの解説はとても参考になりました。 ありがとうございます。
Your explanation of the restart warp is quite the reference guide. Thank you.
Kurikinton wrote:
私は今新しいムービーを作成中です。 ドラキュラ戦終了まで約6秒の更新に成功しました。
I have a new movie in progress now. I've succeeded in saving about 6 seconds by the end of the dracula fight.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Masterjun do you need any help with the ungliched
sack_bot
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a
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Personman
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Posts: 465
An episodic sequel, I Wanna Be The Guy: Gaiden, has been released. However, I've had no luck getting it to run in Hourglass. I'm on Windows 7, and I've tried many combinations of disabling threads and sound and changing the dll loading settings. Has anyone managed to get this game to run?
A warb degombs the brangy. Your gitch zanks and leils the warb.
Joined: 5/22/2009
Posts: 26
Quick question (since I won't have time to test this myself): If you time a section transition to the same instant a bullet hits a save point, would the save point coordinates be transferred into the new section? If that's the case, there will be more warps available, by pressing 'r' after the transition, and you probably could fine-tune the warp coordinates a bit.
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Wait this still wasn't submitted? Really? EDIT: Anyone still has Kurikinton's WIP? The link is dead. I wanted to map the game.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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http://www.mediafire.com/?5qu8b017shvd11b Still had the wtf file. Remember that this was done in hourglass v51.