Posts for BioSpark

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Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
MUGG wrote:
Does anyone know opcodes responsible for writes to SRAM?
It probably uses a DMA transfer (which I believe can prevent read breakpoints from triggering). https://problemkaputt.de/gbatek.htm#gbadmatransfers
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Fusion finally has a sequence break! https://www.youtube.com/watch?v=lnpelN7X11Q
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Fortranm wrote:
A question suddenly came to my mind. Does memory corruption affect the other two save files?
I'm not sure if there are any rooms wide enough that let you reach the other two save files in memory.
Fortranm wrote:
Would returning to the title screen make the game reload external memory?
No, but you still have to die to do it.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Thanks, I'll look through your script and the forum you linked.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Hey MUGG (or anyone), do you have any RAM/ROM maps or similar resources? I'm considering making an editor and having this kind of info could save me some effort.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
I'm working on an improvement that's up to Zazabi. It'll probably be a long time before I finish it, though.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Ford wrote:
So, is the long wind-up time, the bonk time, and the fact that it lands you on the far right of the room why you chose to just use a regular dash with space jump over a shine spark ball for the final dash at 31:53?
Correct, a ballspark is slower.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
So, Fusion almost had a sequence break. If you have an event value that is higher than the event for the Omega Metroid dying, you can enter the destroyed docking bay. From here, you can trigger the Omega Metroid to spawn, but it'll just keep swiping you and you'll become softlocked. However, if you exit the room (before triggering the fight) and reenter it, you'll hear the Omega Metroid dying (even though it's not there) and the ship will arrive, allowing you to beat the game. With the out of bounds memory corruption (as seen in my latest videos), you can set some values to 0, but there are also a few you can set to 0x80. The event for Omega dying is 0x6C. So theoretically, if you can corrupt your saved event value to 0x80, you can beat the game early. The corruption works on 2-byte values, so the value we'd want to corrupt is a combination of the event value and the number of abilities obtained (ranges from 0 to 16 or so). More specifically, the value would look like 0xYYZZ, where YY is the event value and ZZ is the number of abilities. Unfortunately, only a small fraction of the possible 2-byte numbers get changed to values greater than 0x8000. In this case, none of the possible event/ability combinations worked. You can see the list of values and how they change here: http://pastebin.com/YK8jXFb9 Pretty lame that it just came down to luck. Fusion just doesn't want to be broken.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Invariel wrote:
Except that your cutsceneless encode of this game doesn't remove item collection, plays half (instead of none) of the item fanfare, and while it does remove door transitions, it doesn't remove elevator transitions. If I were a non-TASVideos member watching this encode on TVC, I'd be very confused as to why this video is associated with the site, because it doesn't seem to meet the site's publication standards.
He used a lua script that doesn't record non-gameplay (based on a RAM address). The publication for my Fusion 100% TAS includes a link to a video that uses a similar script: https://www.youtube.com/watch?v=bRqel3zOBIo It's always going to be a bit weird watching a video that cuts chunks out of it. Even if someone manually cut out different parts, you'd never please everyone in terms of what they want cut out or left in.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Heidman wrote:
I was just fishing for some low% ideas. I did not know the developers made it mandatory. (For now)
If you're interested, you can get a lower percent by using memory corruption: https://www.youtube.com/watch?v=SwEdt18JL-w
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
franpa wrote:
How is this accomplished?
It's because Samus does a straight jump if there's a ceiling above her. In this case, the ceiling is barely over Samus, so she gets pushed to the side when she jumps.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Made a vid showing all the early power bombs. I'm sure ZX will find a new one within 24 hours. Link to video
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Sorry for the huge bump, but I didn't notice this post until now.
Anty-Lemon wrote:
While pauses are used throughout the run to manipulate the RNG, they are not used in various other places where it would save one in-game frame (the second room, for instance).
Pauses can never save in-game time in this manner. Depending on the parity, you'll either lose 0-1 frames or 1-2 frames.
Anty-Lemon wrote:
Imho this is also another good reason not to aim for in-game time in the future, even though I'd love to see an 0:54
The next 0% and 100% runs must aim for real time anyway, since there's a memory corruption glitch that allows for a very low in-game time. Both runs will be over a minute faster because of new tricks (and new route changes for 100%).
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Anty-Lemon wrote:
Eyedoors can be manipulated to open as early as 60 frames after entering the room. That's plenty of time for this clip
I'm not sure what you're trying to say, but there isn't any issue with manipulating the eyedoor. Eyedoors have a timer that starts with 60 to 120 frames. If you're not in range when the timer hits 0, the timer resets to another value between 60-120. The goal is to get in range of the eyedoor right before the timer runs out. Manipulating eyedoors involves waiting before entering the room to get a favorable set of timer values. Here's a script for eyedoors, if anyone's interested: http://pastebin.com/DAGnjAdJ
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
You can't recharge your shinespark while in lava.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
That was actually in my 0% WIP, along with a lot of other small time savers. I was about halfway through the game, and I was about 25 seconds ahead of the old TAS. Of course, these new clips will save more than a minute alone.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
ZX497 wrote:
Yeah it's blocked by red doors, but from what I checked, it should be possible to clip through each and every one of them until you're out of there.
Oh whoops, somehow I thought there were two red doors.
ais523 wrote:
What happens if the game expects you to enter a navigation room next, but you go to the wrong one? Or to kill a boss next, and you kill the wrong boss? (I think the existing tests have been on leaving a sector when the game expects you to kill a boss?)
Every navigation room will tell you the same message. Killing the wrong boss will do nothing, and it will keep respawning until you reach it normally.
Editor, Experienced Forum User, Published Author, Player (95)
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Oh, I didn't realize you could ascend oob without fully morphing. I realized I could get into that tunnel with the speed booster blocks but I assumed there was no way to break them. Also, I'm pretty sure you're stuck if you fall to the bottom of that tall underwater room. There's no way to get back up, and the path to the right is blocked by red doors.
Editor, Experienced Forum User, Published Author, Player (95)
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ZX497 wrote:
Also, the 3->5 shortcut is usable in debug. But only debug, cause the room change makes it impossible to spark against a rising pillar in other versions.
I forgot the sector 5 end doesn't have screw attack blocks. That's a shame though, since that's the only way to get to Nightmare's area early. Edit: Actually there aren't as many early power bombs as I thought. Several of them would leave you softlocked anyway.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
The sector shortcuts aren't helpful. You can get through the screw attack blocks on one side, but you're always blocked on the other.
ais523 wrote:
At some point, it may be fun to create a collection of "navigation rooms entered at times you aren't supposed to be able to enter them", partly to show off how the game reacts, partly to show off how breakable the game would be if it didn't have such a tendency to softlock. (I'm also secretly hoping that one of the combinations will have nonterminated text or something exploitable like that.)
I did this several years ago: https://www.youtube.com/watch?v=XoQgkXjNGaQ https://www.youtube.com/watch?v=q1C-1f2F7Fk https://www.youtube.com/watch?v=pt5oGtR1yzQ The other cases are not interesting. It almost always says "Target eradicated". There's text associated with every single event, so there aren't any text glitches. Also, none of these actually softlock. That would only happen if you clip through blocks you can't break yet and you have no other ways to get back. Edit: Also, there's a ton of early power bombs now. I might make a video in the future that has all of them, but I'd have to find all the new ones first.
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
I think it's safe to say that 100% will have to be rerouted. There's a lot of potential for getting items early or at a different time than usual. I was only looking for clips that apply to 0% but I'm sure there are other ones that apply to 100%.
Editor, Experienced Forum User, Published Author, Player (95)
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It's definitely slower. My 100% TAS spends about 5 seconds in that room, your vid spends about 7. Edit: Got another couple. http://www.youtube.com/watch?v=dSZvqoEs8y4 http://www.youtube.com/watch?v=IEjm09C4Cjs Edit 2: Missed an obvious one. http://www.youtube.com/watch?v=-Ln1a-SX8zQ Edit 3: And another. http://www.youtube.com/watch?v=T2LgkYOuFuw
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Editor, Experienced Forum User, Published Author, Player (95)
Joined: 5/27/2006
Posts: 240
Recovery amounts are only different in easy mode. Hard mode would be virtually identical to normal mode. Only BOX and Mega-X would be slightly different.
Editor, Experienced Forum User, Published Author, Player (95)
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The Japanese and Chinese version would be missing some new time savers. Also, hard mode isn't available from power on.
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