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Here's the latest lua script. * Shows position, speed and lag. * If a savestate is loaded using F1 ~ F10, the lagcount is cleared ** Problem: If you hold F1~F10, lag that occurs after the loadstate isn't counted so be careful. ** Problem: The lagcount is 1 frame late due to a gui.register problem I encountered. I made it so that you know you're in a lagframe, though ("*****" appears on a lagframe). feos: This, and the previous scripts should look just fine in 2.1.5...
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I came across a little graphical lua bug. When I draw a transparent box, using gui.drawbox and gui.opacity, stuff rendered from the game is displaced. Also, it doesn't seem to be able to read words and dwords.
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I found a suitable spot for the stone glitch in 2-3. http://dehacked.2y.net/microstorage.php/info/1483601241/kirbyWater2-3.fm2 Due to the nature of the glitch, it will send you to the credits 80% of the time, or it won't at all. I didn't go to the credits in that fm2 but maybe if I meet certain conditions I can go there.. I hope. EDIT: Resetting the game, and having different amount of enemies on the screen seems to influence the outcome. I went to the credits from 5-2, however, that was from a dirty test. You can do the stone glitch in the same room though. I think I might get a TAS started later. EDIT: I wrote a lua script. See my next post. .
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a = avisource("vid.avi") b = a.pointresize(a.width * x, a.height * x) return b
Post subject: Re: #3406: pirohiko & mugg's SNES EarthBound "glitched" in 20:04.97
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Dada wrote:
Since I haven't played Earthbound myself, could someone tell me how exactly the music is glitched in the earlier version? I'm guessing that it loads the wrong instruments? I might rip it to MP3 since it sounds really interesting.
at about 12 minutes? It just randomly happened :) Feel free to rip it, I actually thought about doing that myself. I encountered many such glitched themes during my countless hours of testing.. This is the original theme as it's supposed to sound.
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the credits sequence was apparently only a visual thing (...) So...it's therefore debatable whether use of this glitch is truly "completing the game" or not. :p
The published Super Mario Land 2 "glitched" TAS has a similar ending, except it's worse since the BGM that plays on the credits is the current level's BGM instead of the actual ending theme. And that TAS obsoleted the proper 21 minute run! An upcoming SMW TAS will have a similar ending too, though they seem to want to put it in a separate category for some reason.. Therefore I think, the next Kirby's Adventure TAS should use the 6-1 glitch and obsolete JXQ's run. But again, what ends up happening to that future run isn't up to me but to the judges. ---------- I finished looking through the various topics on SDA, and this topic here but there's nothing new (like new glitches or bizarre things happening, like the wall clip that someone encountered in Kirby's Dreamland 2 about a year ago...). And I'm pretty much done testing and glitch hunting, so... That tornado wall clip is pretty weird, I can't see how the ability made the player end up inside the wall. He said he played on an online emulator (virtuaNES or something), so maybe that's an emulator bug. The site he played on offered multiple emulator choices, and the emulator I tried didn't let me clip into the wall... bleh. And that tile-changing thing I encountered some years ago, well I could never reproduce it. It's just too bad, but probably I should ignore it for now. So I could start a run now if I wanted, but 25 minutes filled with lag management and luck manipulation isn't cool.. Maybe I'm not interested yet.
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Well, that's what I already said. And if it gets accepted should be up to the audience.
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Incredible run! who would have thought this can go below the 10 minute mark some years ago? I'm just awaiting the glitched run now! obvious yes vote. comparison video: account ~ http://www.nicovideo.jp/watch/sm16522268 free ~ http://nicoplayer.blog60.fc2.com/?id=sm16522268&w=640&h=480
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Yes, there's too much stuff going on at once. Try shooting only 1 fireball at a time, or stomp on the enemies. In your second video, breaking the blocks caused the lag. Here are lag glitches that occur in 4-2 on the Famicom version: www.youtube.com/watch?v=KZjNy8lV2RA www.youtube.com/watch?v=ZkN78bpunL0
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You can do this stone glitch in 6-2 too. Go to the place below the Bonkers fight and slide through the bomb block. You'll be standing inside the water but it lets you dash and slide as if you were outside the water... I think these places in 6-1 and 6-2 are the only ones in the game to use the glitch on. I really wish I could clip into a wall somehow, in order to access water from below. You need to be inside the wall only by 1 pixel in order to clip through it. Or have that little map-tile changing glitch happen that I had randomly happen a long time ago in stage 3-3 first room (it replaced a solid tile with air or water, idk). I could never reproduce it, and it happened such a long time ago I'm not even sure anymore if it's real.. Please be on the lookout for such useful glitches in this game, everyone!
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Here's another update. http://dehacked.2y.net/microstorage.php/info/972867561/Mother2Glitched72298.smv pirohiko is crazy, shaving off another minute and a half...
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What did the room look like? Was there a door you could go through? How did you get to the room anyway, through the stone glitch?
Of course the stone glitch, yes. I was falling quite a bit of a distance, with some enemies. Then there was a row of breakable blocks. I know for sure it's a regular room somewhere in the game. What's more important is we know the game can glitch warp you to places and run the credits - at least I hope it can soon be verified to work on the NES. I'm trying more stuff now..
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It seems the glitch sometimes isn't as reliable as I thought, so going to the credits becomes a very rare thing (for console players). I don't think the glitch has been proven useless after only 10 tries. http://dehacked.2y.net/microstorage.php/info/431039723/6-1sram.fm2 Is that what you were trying to make? Starts from reset, frame = 0 SRAM: first file, 6-1 completed (as JXQ's run up to that point). Other files are 0%. I got the game to run a glitched "world 1 intro" sequence (with Sword Kirby and a sword enemy), then I was in a random room in some level I don't know what world it's from.
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That my fm2 didn't work was to be expected since it doesn't start from power-up and you probably had a different savegame. The glitch is very sensitive.. JXQ's run can't be converted into a working fm2, and I don't know if nesbot would be able to sync a movie all the way till 6-1, let alone if the glitch even works as expected on the NES. So I'm not sure if I want to spend time on making a playthrough fm2 to 6-1. How many times did you try the glitch now, on NES?
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In stage 4-6 I tested around by editing the level map. It's confirmed that the "glitch tile" in 6-1 is indeed only a water tile. All we have to do is have Stone Kirby transform into stone while flying into a body of water from below, like I suggested. There's no such place in the game where you can enter water from below, though. Flying into a body of water from the side seems to work too. I had a glitch happen a few years ago, in one of the earlier levels where a tile on the level map just changed, probably due to too much stuff going on. But I could never reproduce it... So the ideal idea for a TAS is to have such a lag glitch produce a water tile and use the credits glitch on it! EDIT: I've gotten this glitch to work a few times without pausing.
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No. You can glitch warp to places and start events (like bringing up the text about the magic cake and then the subsequent warp to Dalaam, or the zombies going into the tent-sequence as seen in this TAS). But there's no such glitch warp that leads to anything after Giygas' defeat, at least not to my knowledge. It has always been my hope and desire to go to the credits quickly, without having to use the debug menu since that is like questionable or cheated play in some people's eyes. At least I know the check area glitch can be used to go to Winters (or at least Threed), so Onett and Twoson are skipped entirely, however, you'd be a few levels behind (that means, weaker in upcoming battles).
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A pink screen and screen freeze is pretty good! That resembles what I'm getting on FCEUX. Just keep trying with rapid pausing, maybe you can get it to work eventually. Maybe feeding your NES a run is worth trying, but it might not work due to little inaccuracies in emulation. I wouldn't deem the glitch useless if Nesbot failed.
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Be careful when trying on the real console. The author of the original video stated it can destroy your save files (and your game, but I doubt that). Since you can do that glitch only very late in the game, I do not know if a separate category is the right way to go, but that's not up to me... We should try to see if using other abilities on that spot glitch up the game too. Or if earlier places like this exist in the game. Maybe the only condition to be met is to have stone Kirby transform into stone while flying into a body of water from below..
Post subject: Kirby's Adventure "glitched" ?
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I stumbled across this video again today. The player reached the credits by performing a glitch in stage 6-1. I'm pretty sure he used either Nestopia or Nintendulator. Some years ago I though it was caused by bad emulation because I only managed to make FCEU freeze, and there was nothing more to it. Today I tried on FCEUX and got to the credits by pausing the game at the same frame it "freezes". I think it can be reproduced very reliably. I'm not sure if it works on a real console, but if it does wouldn't it classify for a TAS? ---------- fm2 Youtube
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I would like to have this dialogue appear, anywhere except in Ness' house. This is the last dialogue of Ness' mother before the credits start. I want to see if the game can be tricked into playing the credits after that dialogue appears.
   C7562F 0x07582F
   @Okay![DELAY 14]  Now you can finally share your incredible experiences with me...[PAUSE][LINE]@You did so well![PAUSE][CLOSEALLWIN][...][END]
http://starmen.net/mother2/gameinfo/script/script.txt These are the only text pointer related addresses I have:
Earthbound (U) pointer1: 7E97B8 pointer2: 7E97B9 window #: 7E8958 Might be of use: http://datacrystal.romhacking.net/wiki/EarthBound:RAM_map
but I can't use them to change people's dialogues. I tried using Game Genie Code EE64-54A1, which makes text scroll endlessly, but I wasn't successful at getting the dialogue above, yet. I appreciate any help!
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There are 9 different endings in GBC Survival Kids, a game where you are stuck on an island and try to get off. In some endings you die, the published run for this game merely gets off the island. The "best" ending however is marriage with another stranded kid you have to find while playing the game.
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Text pointer addresses in Earthbound seem very unreliable to me, so I would need help testing it... Earthbound (U) pointer1: 7E97B8 pointer2: 7E97B9 window #: 7E8958 Might be of use: http://datacrystal.romhacking.net/wiki/EarthBound:RAM_map Also, the check area glitch is a game-breaking bug that can mess up the game pretty badly; it can be more damaging / is more powerful than the walk through walls bug.
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@ Radiant: It's fine because we're not entering a cheat code or input code, but we're glitching to the debug menu. This is the glitched category and here's the regular category. Of course it would be a great thing not having to use the debug menu, but I highly doubt we can directly go to the staff roll... Maybe if we can make Ness' mother's ending text appear, we could manipulate the game into starting the ending right away, I'm not sure.
"...share all your incredible experiences with me...
You did so well!
[credits start]"
@ everyone This raises some questions about the two Earthbound categories. As I see it, the glitched category was made because of the debug menu (which was a questionable way of completing the game). But would the "check area" glitch, which makes glitched text appear, still be allowed in the regular category? It could be used to warp to places quickly, and there wouldn't be any debug menu at all. Of course it would take some fun away from the regular run, but why allow the "walk through walls glitch" and not the "check area glitch"? I don't have any problems with the categories, as I'm not going to make any more Earthbound runs soon, I was just saying...
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The movie file was replaced. Now Ness doesn't need to walk all the way back to his house anymore :D