Posts for Krimmydoodle

Experienced Forum User
Joined: 4/19/2012
Posts: 4
I changed from VirtualBox to VMWare and it solved the problem instantly, so yeah getting the game to run was a problem with the Virtualization software.
Experienced Forum User
Joined: 4/19/2012
Posts: 4
As people have suggested in this thread, I'm trying to set up a Windows XP virtual machine for use with Hourglass. However, I haven't even tried Hourglass inside that virtual machine yet because I can't get games to run on their own (MegaMari and other Japanese doujin games). No matter what I do I can't get Microsoft Update to work, so I don't know what I could be missing from the general update pool. I've tried a directx update with no success. I'm looking for other ideas of things that you can kind of expect a standard PC game to require that I need to enable or install. Error messages when I try to open MegaMari: http://puu.sh/62HAL.png http://puu.sh/62Hzx.png
Experienced Forum User
Joined: 4/19/2012
Posts: 4
I don't know where to post this, but a new development has been found in MegaMari that would improve the TAS. Hopefully, should anyone decide to step up and make that improvement, they'll look back at this thread and find it here. After collecting one weapon, you can use a glitch to add Marisa's Broom and Alice's Doll to your inventory. The Doll would probably do nothing for the run, but this means that you can have the Broom for stages 2-4, before it would normally be unlocked. The steps to do this are: -Have 80 to 108 energy in the weapon's meter (max energy is 112, and 4 energy is 1 visible tick on the display) -Collect a large weapon energy item -When the weapon reaches max energy, pause (I believe this to be a frame perfect input) ---If you can see the weapon's energy through a memory viewer, it should become 116 -Switch to either Marisa or Alice's default weapon, then unpause After doing this, you will have the Broom and the Doll. If Eirin has been defeated, you will lose her weapon, though it is safe to perform the glitch before defeating Eirin and earn her weapon as normal. I have been asked if this works with a small weapon energy item, but I do not believe there is enough energy in it to activate the glitch, and I have never gotten it to work. Feel free to prove me wrong. There's also a variation on the same glitch, which is much less important, but may have uses in weapon energy management. After refilling the weapon and pausing, instead of switching to a default weapon to activate the inventory glitch, you can switch to a different weapon, and any remaining weapon energy in the item will be added to the other weapon. I have to give thanks to pointblanket, who accidentally stumbled upon this glitch during his first playthrough. His original discovery of the glitch can be found here: http://www.twitch.tv/pointblanket/c/1873232 And thanks to Jadian who immediately understood and replicated the glitch upon seeing the above video. ---------------------------------------------------------------------------------------- The above is all that's really important, but for people who are curious about additional details, I'll take a moment down here to look at why this happens.
weapon flags: unused Reimu Remilia Youmu  . 00 FF 01 FF .
weapon flags: Reisen Cirno Sakuya  Yuyuko . FF FF FF FF .
weapon flags: Eirin  Broom Doll    unused . FF FF FF 00 .
                                          . 70 00 00 00 . weapon energy: Reimu
                                          . 70 00 00 00 . weapon energy: Remilia
This is a sample of the game's memory. For boss weapons, 00 gives the weapon to Marisa, 01 gives the weapon to Alice, and all values 02 through FF give the weapon to neither character. For the Broom and Doll, all values 00 through 7F will give the item, and all values 80 through FF will not give the item. In this example, I have the Alice Remilia weapon, so let's work with that. I use up a bit of Remilia's weapon, collect a big weapon drop, and pause the game on the frame that the weapon is done refilling. If paused at the correct time, the line of memory that holds Remilia's weapon energy will be 74 00 00 00. But wait, 70 00 00 00 is the maximum! If you unpause with Remilia's weapon still equipped, the game will check Remilia's weapon energy, decide Remilia's energy doesn't need to be refilled, then set Remilia's energy to 70 00 00 00 to account for the overflow. However, if you change to the buster, then unpause, the game will check the buster's weapon energy, decide the buster's energy doesn't need to be refilled, then set the buster's energy to 70 00 00 00. Now let's look back at that memory block.
weapon flags: unused Reimu Remilia Youmu  . 00 FF 01 FF .
weapon flags: Reisen Cirno Sakuya Yuyuko  . FF FF FF FF .
weapon flags: Eirin Broom Doll unused     . 70 00 00 00 . weapon energy: Marisa Buster/Alice Laser???
                                          . 70 00 00 00 . weapon energy: Reimu
                                          . 74 00 00 00 . weapon energy: Remilia
After this happens, the weapon flags for Eirin, Broom, and Doll have been overwritten. 70 is not a valid value for Eirin, so the weapon will not exist. 00 is valid for Broom and Doll so those two items will exist. I chose to use Remilia's weapon as the example, but this will work after overflowing any weapon. You can even activate the glitch with the Doll to delete Eirin's weapon, though why you'd want to do that is beyond me.
Experienced Forum User
Joined: 4/19/2012
Posts: 4
If I may make a suggestion, I would like to point out that the final battle with Iris is significantly sub-optimal. For reference, the boss fight took 13 cycles. If I execute well with decent luck, I can knock her out in 9 cycles in real-time, and there's probably a better strategy for TAS than the one I use in real-time. While I did get a laugh out of simply standing there and waiting for the boss fight to be over, I would rather see some actual TAS execution rather than simply standing still (as any human could do) to close out the run. I don't know if this was intended to "contain speed/entertainment tradeoffs", but in the interest of seeing a run with a more serious ending, I'd like to talk about some final boss strategies. There's two things that need to be exploited to maximize speed against the final boss. One is that Iris can be hit twice per cycle. Note that during the 8th cycle, Iris does actually get hit twice. The reason this happens is because Lilli has to hit Iris, then return to Spiritia before she can initiate another attack. Because Iris spawned so close to the player during that particular cycle, Iris had to cross very little distance and landed two hits based on pure luck. I believe if a TAS stayed as close as possible to Iris when Lilli returns, you can defeat Iris in 8 rounds with only the Lilli weapon (I don't think you can hit Iris twice with Lilli on the first round, which is why I say 8 rounds instead of 7). The other thing to exploit is the power of charged Luste Atem. With 25 bars of weapon energy, you can use this 5 times, and each hit deals 4 or 5 damage (I have yet to understand what causes it to hit for 5 damage, but I've seen it happen). In comparison, Lilli deals 2 damage. The strategy I propose is to attempt each round to hit Iris with a charged Luste Atem, then immediately switch to Lilli and hit her with that before she disappears. This should defeat Iris in merely 5 cycles (maybe even 4 if you can hit her with both weapons during the first cycle and get charged Luste Atem to hit for 5 every time, but I don't know if that's possible). I liked other boss strategies I saw throughout the run, so you seem to have done your research, and I wouldn't be surprised if you already know all this. I just think that if the other boss fights were well-executed, why should the final boss receieve any less treatment? Assuming you can luck-manipulate Iris to appear within buster range for each cycle, you could even do the above strategy with charged Luste Atem and charged buster shot, eliminating the 15 seconds it takes to get Lilli in the first place, but this is the first submission of the game to the site and I might be unreasonable in asking for the entire second half of the game to be replayed to cut out 15 seconds of falling in a hole. I just want to put it here for future TASers to read that I think Lilli is completely unnecessary.