Hi guys.
I was going to do a TAS of the whole game, mainly because there wasn't one on the main site, but after looking breifly through this topic, I felt I would struggle to make a decent job (mainly because I have almost no tasing experience).
So I thought that I could perhaps do short TAS's of Time Trial runs instead. I was also wondering if anybody could provide a complete savegame so that I could get round to it immediately? :/
As I recall, a Japanese runner properly TASed it. It's just not available here; you'll have to go to Nicovideo.
yep... here: http://www.nicovideo.jp/watch/sm11834658
http://girlyyy.com/
The El Viento TAS is the only decent thing I submitted here.
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I might, but not for 2 weeks, finals.
Anyway, I've been thinking, as was seen with the mid air jump glitch I discovered, I think a large sequence break might be possible. You could grab the green key, and you might be able to do the glitch again in order to jump and reach the green chest in OoTW. That's a fairly mid-late game treasure, granting the upgraded swimming. My theory is that getting the treasure might cause the game to skip ahead to the state it would be at when the treasure is supposed to be picked up, cutting a large amount of time off the run.
The question is, testing it.
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As of April 6th, 2012:
After a long absence, here we go again?
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Wow, this is awesome! I always had the feeling this game had the potential to be broken like that, and the effects of collecting a powerup out of order are quite amusing...
Just watched half of the 1st video and wow. Impressive jumps and neat glitch on the pink rock level. Maybe this has already been shown in this thread, but still it's neat.
Hello actually I am speedrunner of Wario Land games and WL1 and WL3 are my main games in speedruns. Ok a few months ago me and becored(another WL3 speedrunner) we discovered OoB in WL3 in W1 and is possible get this OoB in another stages but this game have a potencial for glitched any% as Super Mario Land 2 manipulating the values or something. The problem with this OoB is it has different effects depending on the emulator i dont know why.
This is a example in W1 for get green chest early:
https://www.youtube.com/watch?v=CBE8SRU8Oec
apparently in W1 when you enter in this OoB you can enter to many glitched rooms.
Edit: and also ask them if is possible manipulate the values in the OoB for get the ending in this game or something.
I played around with this a bit and it does indeed act different on certain emulators and the actual console. The best I can understand this glitch from memory watching is that Wario's Y coordinate is underflowing since this sector is at the very top of the level map. My tests:
VBA - Works as demonstrated in the video. Wrapping the screen around can make different glitch rooms available.
Gambatte - After leaving the top of the screen, Wario warps back down to where he was hit and bounces in place for a bit. After recovery, he spazzes out and can move around very erratically, even through walls. Can't seem to do much of anything useful here. Works like VBA after trying it again...okay
Console (GBC) - Works like in the video up until Wario starts falling back down. Wario continues to fall down just outside the right side of the room and never clips through the wall aside from a small cavity near the bottom. He keeps falling and eventually lands on a floor where a glitch room can be entered (this same glitch room can also be seen in VBA by falling straight down without clipping through the wall). The glitch room has an enemy and a couple music coins, but not a lot of space to move around.
I'm pretty inexperienced at this and am not sure what determines the warp locations and the structure of the glitch rooms. No emulator I've tried has been accurate to the console though.
I tried it on a GBA, same result as the GBC.
I also just tried it on the BGB emulator and got different results from everything else. I wonder what's making this vary so much...
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This isn't necessarily a problem with cycle-accuracy but some edge-case nothing else trigger and is therefor not handled exactly the way it shall be.
Just because they are the best doesn't mean that they are flawless.
I remember test this glitch in real run but apparently the effect of this OoB is RNG of some way sometimes you not through the wall and sometimes yes as I show in the video I think that is because few chests are collected before of execute this glitch that's my theory but I'm not entirely sure about that.
jlun2 wrote:
I'm not sure if it's related, but this problem plagued the TAS of Wario land 2 regarding OoB behavior as well. :/
These OoB in WL3 are very similar than in WL2 and in both is possible get glitched rooms as in super mario land 2 and how to run them is also very similar for this reason I think is possible get game end glitch in any of these games wario games.
I remember test this glitch in real run but apparently the effect of this OoB is RNG of some way sometimes you not through the wall and sometimes yes as I show in the video I think that is because few chests are collected before of execute this glitch that's my theory but I'm not entirely sure about that.
I've been trying to figure out the OoB behavior the past few days and had some success. The level data is stored in the switchable RAM banks ("Cart RAM" in Gambatte), specifically in the 2nd and 3rd banks (there is assembly code to deal with the 4th bank but I don't think any levels are large enough?). Halfway through the 3rd bank the intended level data ends. The data after this is all 0xFF - I just don't know if this is actually written by the game or just Gambatte's default value for uninitialized RAM (could explain emulator/console differences?), or something else completely. This section of the memory is what Wario is falling through after he passes the bottom of this room. 0xFF actually corresponds to a door in this tileset, which would explain why the warp to glitch rooms is possible once he lands.
One problem I have is that the cart that I'm using in my GBC has time attack unlocked, and I've been testing on emulator from fresh save files. This could make a difference, no idea. I really don't want to erase the save on my cart so if you or another runner have a save file left from an All Chests or 100% run I could have, that would be greatly appreciated and would narrow down the possibilities here.
I've also been working on a Lua script that allows navigation of glitch rooms through an overlay since the actual tiles don't help. It displays solid blocks, breakable blocks, doors, etc. It should make the routing of paths through glitch rooms much easier and may lead to new discoveries as well. I just want to add a couple more things and I'll upload.