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With parasol glitch in GBA Kirby & The Amazing Mirror, Kirby moves at 128 pixel / frame.
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Revenge of Metaknight (Uploaded by Tsubo) 10:44.27 Account | Account2 | Free
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A few hours? There are some possible improvements: - 1st room: Flick Kirby across slopes rather than against them, to minimize the amount of times you have to flick him. - 2nd room: I didn't use the star to climb some of the floors here, because I wasn't aware the star has to be on the screen for some frames before Kirby can touch it. Probably it's quicker to use the star at every instance here. - Luck manipulation: Kirby's animations when appearing on the screen in the first room, or when going through doors or the final door differ in length, so you should manipulate the shortest one every time (you can manipulate it by touching the screen to make the star appear). You can also manipulate appearance of certain kinds of fruit like this, for example for the room after crashing into the bird. - When Kirby gets attached to an enemy, touch the enemy repeatedly to kill it quicker (though I'm not sure how that works or how much time each touch saves - the rainbow bubble still took a long time even with touching). I used this input sequence: touch,touch,no touch, no touch, repeat. - As you may have noticed when watching my video, Kirby can apparently be flicked again even though he didn't hit the ground for a long time. Sometimes he can be flicked again after he touches the star... I don't know how this works, I just tried it randomly. It needs some investigation. - Compare how I flick Kirby in the very first room, and in the room with the final door. Kirby seems to cover a longer distance if flicked slightly more diagonal. After I climbed the ledge, I started flicking the Kirbys much more diagonally, because it seemed faster, but in retrospect it looks to be much slower. I don't want to TAS this because it's hard to optimize and requires some planning with the amount of Kirbys. I did do TASes that required heavy planning in the past, but I'm just not interested for the time being.
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So, from the information I gathered, you are about half a second short of making this run go below the 10 minute mark. Nice!
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Yes. I didn't see a single desync during TASing, aside from this one:
And the DTM started desyncing ever since this happened...
I think I'm eventually gonna try to hex-edit the DTM. It desyncs before even entering the level, so I hope I can make it enter the level and play through it properly. I just hope there isn't lagframes, RNG or subpixel stuff interfering with this plan. Still, this will be my last TAS with 3.0-159(ss) for a long time for obvious reasons. EDIT: I got my DTM to sync through the first half of the level. I kept trying to play it back, and it desyncs in different ways all the time. Before entering the level, Mario would either bump into a wall, be stuck at a railing, or move elsewhere he isn't supposed to go. So I think this version of dolphin on the one hand fixes the old loadstate desync, but on the other hand is now rather unstable. Also it crashes more frequently compared to r7719. EDIT: I managed to make this dtm sync all the way through. I'm really glad! I just wanted to add, it might be the memory card causing this trouble with the desyncs. I did not make backups of this memcard, because usually my TASes sync despite using the same memcard file all the time.
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I TASed a whole level in Mario Sunshine with 3.0-159(savestates), then I wanted to dump the avi and wav, so I checked "dump frames" and "dump audio" and unchecked "render to main window". I was in the middle of copying my dtm to my backup folder where I save all my dtms, when dolphin crashed. And it kept crashing from there on out, even after rebooting. It could load SSBM (but crashed before it even played the intro), but never loaded sunshine anymore. So I redownloaded 3.0-159(ss) from the above-posted link and pasted it into a redownloaded 3.0 folder, and adjusted the settings accordingly. However, it wasn't able to load savestate from the broken 3.0-159(ss) dolphin. And the DTM started desyncing ever since this happened... This is 4 hours gone to waste. So please be cautious when using this version of dolphin. exceptioninfo.txt:
Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     Dolphin!0x0170A395 : ?

Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     Dolphin!0x0163A395 : ?

Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     ntdll!0x770F2D37 : RtlFreeHeap

Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     0x066B0000 : ?

Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     0x63834C6E : ?

Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     0x63834C6E : ?
Deleting */User/ShaderCache made mario sunshine working again. But it couldn't load the savestates made with it... DTM http://www.file-upload.net/download-3846056/sunshineNoki6EPIC.dtm.html Super Mario Sunshine (japanese version) dolphin 3.0-159[savestates] 32bit, you can find a download a few posts above Enable Dualcore = OFF Enable Idle Skipping = OFF CPU Emulator Engine = JIT Recompiler Lock Threads to Cores = OFF Force Console as NTSC-J = OFF DSP Emulator Engine = DSP LLE recompiler Enable DTK Music = ON DSP LLE on Thread = OFF Enable Audio Throttle = OFF Memory Card = 100% complete savegame, http://db.gamefaqs.com/console/gamecube/save/super_mario_sunshine_jp.gci Maybe someone can get it to sync, I would be really glad if it worked...
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MUGG wrote:
Threed tent cutscene Warp to Twoson Photo cutscene Tunnel ghost...
I took the Threed tent smv and did some testing with it. I saved the game in Threed for testing purposes, and when I arrived at the tent glitch spot, it gave me the debug menu first try! But it's all slow and poor testrun quality. Deathwarping isn't an option as I saved the game in Threed... http://dehacked.2y.net/microstorage.php/info/1063116766/earthbound_tas2%20%28NewRoute%29%20-%20Kopie.smv ~ finishes the game in 32 minutes Best thing would be to get the debug menu without having to save the game in Threed, so I could deathwarp right to Ness' house. I do not feel like pouring much more of my time into this, however. The debug menu I got in the smv above was pure luck - I was not successful in the hours of testing after I found it. EDIT: Finally after 1 year of trying, I have a 25 minute run! It's a little unfortunate the route didn't work out in our favor (I had to save the game in Threed, so deathwarping brings us to Threed instead of Ness' house, so I lose about 2 minutes). But an improvement is an improvement, and it can only get better from here. I'm going to polish the run and submit is soon.
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Spikestuff wrote:
you full on attack the game for the music writing that it is different and worse listen to both together at the same time it is the exact same the is no differences on game sound between SNES and GBA.
Either you broke your GBA Speakers or your just tone death between the exact same music you would need to provide a reasonable backup showing that the GBA versions music is much worse.
I can hear audio differences between VBA24m and snes9x1.51. I cross checked with BSNES and its music sounds slightly better than 1.51. Still, on the whole, SNES' music seems to sound best, while VBA24m's and original GBA's sound has a slight noise and seems less qualitative. http://www.youtube.com/watch?v=J7nVvXbqNbw
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Rolanmen1 wrote:
In the other hand, i would totally support a 100% run of this game. (For those who don't know, 100% = All Courses and All Yoshi Coins)
MUGG in #3340: Masterjun's GBA Super Mario Advance 2: Super Mario World in 10:13.0 wrote:
PikachuMan wrote:
What about a TAS in getting all 96 exits and all the Dragon Coins?
ISM made such a run, see here.
As seen in that run, you can pass through slopes in the GBA version also.
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PikachuMan wrote:
What about a TAS in getting all 96 exits and all the Dragon Coins?
ISM made such a run, see here.
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I'm also among the people who brush their teeth before having breakfast, mostly because I'm having said breakfast during recess in school as that's the time I'm getting hungry.
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VBA19~23 have an emulation glitch with this game: They lag if too much stuff happens on the screen. By quickly checking I noticed you lost 20 frames in Yoshi's Island 2, 21 frames in Yoshi's Island 3, ~80 frames in Yoshi's Island 4, 10 frames in the Boo Battle, 7 frames in Star World 4, 27 frames in Bowser's Castle due to this emulation glitch. Quick comparison between VBA23 and VBA24m shows: VBA24m starts the game with ~2 more lagframes, and seems to have 1~3 less lag frames at most screen transitions or room transitions. --> So you lost about 200 frames. VBA-24m fixes this glitch (note: VBA24m, not VBA24-alpha).
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SMVs get messed up for me too ever since I'm on Win7, VBMs work fine though. SMVs used to be fine in XP.
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There are some MADs on nicovideo, pretty cool. Here's just the two I watched. http://nicovideo.jp/watch/sm15706762 http://nicovideo.jp/watch/sm15782554
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Does 3.0 have advantages over r7719 in your case? Continue in spite of any emulation glitches or wait half a year, it's your decision. But waiting and redoing isn't going to get the run done anytime soon.. Also a piece of advice: Did you even make sure your game can be completed from start to finish, without any emulation crash bugs that prevent you from going on?
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CoolKirby wrote:
These are the test builds (.exe) linked to on that page. You can unpack them into your main Dolphin 3.0 folder and run them: Windows x86: http://www.mediafire.com/?4ay526a0o5tlroh Windows x64: http://www.mediafire.com/?m0ht9k5cqd4r6yc
I didn't compare with earlier revisions, but it seems that a few bugs were introduced since r7719. SSBM's How To Play video audio-desyncs, SSBM's intro movie caused annoying audio crackling, Mario sunshine's intro movie froze the game halfway through it, and the water in the file selection isn't accurate at all; the M-graffiti (to enter the levels) is bordered inside a black box. The desync bug didn't occur in my initial testings, I'm gonna try making a TAS in sunshine in a few days.
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Anyone care to provide a download link for this one?
Post subject: Kirby's Return to Dreamland
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I avoided Epic Yarn (not to mention I haven't touched my Wii for 2 years, not playing anything right now...) since it felt like a filler in the series, from what I saw Kirby couldn't even inhale enemies and the gameplay looked far too simple and not promising at all, to me. Now prepare for this true Kirby Wii game! It's so colorful and looks beautiful, much like Amazing Mirror (GBA) with many innovative game elements packed in. Watch this if you haven't yet. I, for one, am really looking forward to this one game.
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Warp in #3315: Mars608's NES Super Mario Bros "warpless+walkathon" in 25:30.05 wrote:
Btw, is the flagpole glitch not possible without the B button?
NTSC: (Super Mario Bros. (W) [!].nes, auto-adjusting) You can flagpole glitch with Mario running towards the castle and the flag not coming down, by moving inside the flagpole block (as seen in the non-walkathon TASes) You can flagpole glitch with Mario running at the flagpole block (time-to-score conversion starts immediately), by bouncing off a bullet bill or shell while moving inside the flagpole block, or by glitching into the ground and jumping at the flagpole block. You can also use vine warping to make Mario wrap around the screen and run at the stairs. Without pressing B, you can only do the bounce-off-enemy, vine-glitch and glitch into ground methods. PAL: (Super Mario Bros. (E) (REV0) [!p].nes) Why is there an (E) ROM when there's already the auto-adjusting ROM anyway? Unlike in the NTSC version, you can make Mario run at the flagpole block without the need to bounce off an enemy or glitching into the ground. Without pressing B, you can do the normal flagpole glitch (with Mario running towards the castle with the flag not coming down), and the aforementioned methods (vine, glitch-into-ground, bounce-off-enemy). PAL flagpole glitches: http://www.youtube.com/watch?v=rhSYvvViMEw PAL running flagpole glitch fm2 http://dehacked.2y.net/microstorage.php/info/1795058220/run.fm2 PAL walking flagpole glitch fm2 http://dehacked.2y.net/microstorage.php/info/380219999/walk.fm2