Posts for MUGG


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I would be glad if you could post a brief tutorial on how to use memory search. I couldn't figure it out myself...
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Feeling like dumping some info... Before I went on with the mine carts minigame, I investigated the route a little more, and now concluded that I collected a sufficient amount of mushrooms already - in other words, my list on what mushrooms I get is slightly flawed. Theory: Arrive in fungitown, give luigi lucky badge, buy mario a mushbadge, sell everything except mushrooms. (The testrun has the following discrepancies from this: it collects 2 more syrups and doesn't sell the pea badge, E: it sells the bros rock - the TAS isn't going to collect it.) I have now 1170 coins, and buy 58 mushrooms. My item list (mushrooms I was planning to obtain) doesn't cover a few mushrooms I'm going to collect either way = 5mush;1supermush. My WIP already got 14 mushrooms . I need 74;1 (74 mushrooms, 1 supermushroom), which is 2 mushrooms short of having 6,0 mushbadge bonus. I'm getting those 2 mushrooms from hermie. Fighting hermie with 5,0 or 6,0 is equally fast, and 6,0 works the best for the remaining bosses. 58;0 (purchased anyway) + 5;1 (have it anyway) + 14;0 (WIP) - 3;0 (5;1 mushrooms I already collected in the WIP) = 74;1 So it turns out I already have exactly the 74;1 mushrooms I need. 5;1 ===> 3;0 from stardust battles (testrun) 1;0 + some items from university ~~> don't collect, find replacement for other items? or collect anyway. 0;1 from university ~~> collect 1;0 from chucklehuck woods ~~> don't collect ---> I'm going to not collect any more mushrooms (except the 1 supermushroom in university) until I arrive in Fungitown. Due to this little oversight I lost about 0.5~1.5 seconds, since I collected slow-to-get mushrooms over quicker-to-get mushrooms. E: Turns out the testrun I made collected the Bros Rock and it was among the items that were sold in Fungitown. I'm not going to get the Bros Rock in the TAS. Furthermore, I believed that Lucky Bros Badge boosted Luigi's Hige stat but that's not the case (it had originally boosted for an unknown reason: game remembers your current stats even if you edit them in memory watch, sets them back to normal upon selecting a badge). --> this means: Luigi needs to upgrade Hige in level-ups, as originally intended (only originally; later I decided Luigi should upgrade Pow since Lucky Bros supposedly served him enough Hige (36)). I do not know if less Pow will change later boss fights, Luigi is pretty weak anyway (Mario's Chopper Bros is dominating). But chances are high some boss fights will have 1 more round than intended, wasting some seconds... >_> --> New mushroom plan: 54;0 purchased (Luigi 36 Hige, upgrades Hige every level-up Cackletta(Uni) onwards) + 5;1 (collected anyway) + 14;0 (WIP) - 3;0 (5;1 mushrooms already collected in WIP) = 70;1 --> need 4 more mushrooms, so original plan was not flawed after all. But my boss battle plans may be flawed due to Luigi having less Pow, probably I'll have to do a second testrun when I arrive at Cackletta (university) ------------- Latest WIP: link Mario & Luigi RPG (J) (!); vba-24-m
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fun fact: Pressing left and right on top of the train, where wind is blowing, will cause the game to freeze.
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I've been thinking about this for a while... If I were to do a "fullgame" run, what category or rules should I stick to? * glitchless any%/100% banned glitches: pause glitch, pipe glitch, tree zone 3r OoB, carry items into other levels, enemy spawn glitch, turtle zone 2 wall glitch, other glitches... grey area: pixel trick, corner boosting <-- those are more like exploits rather than glitches, so probably they are allowed. Discuss! * pipe-glitchless no-A2D5 any%/100% allowed glitches: all the aforementioned glitches except for pipe glitch (= 1.1 ROM). going through the game using glitches as seen in andymacs 21 minute run but going out of bounds and breaking A2D5 is banned, the normal ending must be achieved. * pipe glitched no-A2D5 any%/100% allowed glitches: all the aforementioned glitches with no exceptions. This is what we already have: andymac's 21 minute run. Breaking A2D5 is banned, the normal ending must be achieved. -> no real point doing pipe glitched no-a2d5 any% since andymac already did it, albeit with the old pixel trick. * playaround/glitchfest? ta-daa! There are some parts in this video that take too much time (tree zone 3r, hippo level), and the pause glitch has been discovered since, among other things... I'm only thinking about it, not planning anything at all.
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E1dan wrote:
MUGG wrote:
But completing the game visiting only the first level is still a pretty cool thing, right?
done http://www.youtube.com/watch?v=YAiuGusrjsk
Mind explaining what's going on here? (especially the first part)
There is a pause glitch that occurs when the game lags a lot and you pause, which causes memory to be messed up, so often it will freeze, reset, or - interestingly - just generate a solid or breakable block right above Mario (I don't know why). In the beginning of this video, I get the fireflower and have two shells nearby so I can create lag sufficiently in order to use the pause glitch. I use it to generate blocks so I can go out of bounds. Refer to this image to understand what the garbage area consists of. There may be errors in this image, I made it a long time ago, but the main idea should be visible: You go all the way down to the block that represents 0xA2D5 (SRAM) and break it, which causes the game to run the credits next time you enter a level. I pause the game a few times while still inside the first two rows of garbage. This is to let the game change memory values in places that Mario is about to enter, so the way becomes "solid" and Mario doesn't drop out of the "pipe". Near the end I break the block that represents the autoscrolling flag ( 0xA2C8), in order to kill myself. This is because I can't exit the level without completing it first, and this appeared to be the fastest way of killing myself.
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But completing the game visiting only the first level is still a pretty cool thing, right?
done http://www.youtube.com/watch?v=YAiuGusrjsk
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Finished watching all the episodes, looking forward to the next one. I'm a little disappointed at the lack of an actual plot. Hm, nothing much to say.
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DrPepperMD wrote:
Has anyone ever done a tool-assisted run of Super Mario Bros. that is played for maximum score? That's an idea that has really intrigued me lately.
I know for a fact there was a warpless maximum points run (without dying or shell trick). I can't find it anymore...
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Warp wrote:
Btw, is the flagpole glitch not possible without the B button?
I think it's possible on the PAL version.
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This is a really good run. I'm glad I could contribute to its completion. I only wish you had done something fancy-looking during waiting times in 4-3. Standing around doing nothing takes away entertainment for me. I voted yes.
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There are comparison videos on nicovideo. 1) 23:54.75 -> 23:51.04(rejected) Account | Free 2) 23:51.04(rejected) -> 23:48.51 Account | Free
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I made the VBM while checking for desyncs after making each block appear. If there was an inaccuracy like a solid block being breakable now, I kept the new outcome. If no block appeared when playing back, I had to redo it. The resulting movie is stable and will always play back the same way. VBM is here: http://dehacked.2y.net/microstorage.php/info/1549501348/sml2pauseBug3vba24m.vbm ROM: Super Mario Land 2 (EU) (!) (v1.0).gb
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VBA24-m svn391 was used. See this video to get a better grasp of how the glitch works. For example, while recording, a solid block may be generated, but it would be a breakable block when playing back - or nothing may happen at all.
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So.. instead of a very quick 15 second finish, I thought maybe the pause glitch could be used in a different way. See here. http://dehacked.2y.net/microstorage.php/info/54288588/sml2NewRoute.vbm I only need to test if I can reach A2D5 from there on out. One crazy idea would be to extend the pipe, but unfortunately as I already said in a previous post, blocks can only be generated directly above Mario. This idea works as small Mario, but there aren't enough objects/enemies to create any lag since I can't shoot any fire balls as small Mario, obviously. EDIT: I forget I still have to quit the stage after crushing a2d5... So maybe this route will end up slower. EDIT2: This strategy is actually slower since I didn't take into account that getting Fire flower or a third shell is too slow. But completing the game visiting only the first level is still a pretty cool thing, right? Glitched background graphics http://www.youtube.com/watch?v=5xcET7f6syM http://dehacked.2y.net/microstorage.php/info/1066455919/sml2GlitchedBGgraphics.vbm
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pause glitch testing At least this glitch can do other stuff besides creating/destroying blocks right above Mario. But this is the only outstanding effect of the glitch that I got after 2 hours of testing. Also, it doesn't appear to be possible to crush blocks beneath Mario, only ones directly above him.
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Using the pause glitch in SML2 will sometimes cause movies to desync in VBA24m. Same thing as with Earthbound's text glitch in snes9x 1.51.
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Dropped by to say I'm enjoying this show, despite what I had said some weeks ago on IRC. At Episode 11 right now.
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I think it's because Paper Mario 2 (and Luigi's Mansion, too) appear to be 30 FPS games. Dolphin doesn't adjust the frame rate accordingly.
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Actually, I agree that the non-English version should be used when the savings amount to many minutes as is the case here. I think I've never enjoyed reading a dialogue in a TAS.
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The barrier in Hyrule. Skipping it would mean you can save 2 or 3 hours in a TAS.
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ALAKTORN wrote:
^can’t you save those 2 frames now that you know about them?
I didn't get it to sync. I'm sure I can get it to sync with more testing etc. but I'm not in the mood for it, and I'd like to gather more improvements before doing another TAS.
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Can one take damage in Btt/Rttf/Trophy stage in Classic Mode and still obtain the No damage clear bonus?
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if you manage to break a record on this site or establish a new one of a worthwhile game, you will have no trouble finding someone willing to encode it for you.
Again, you really should focus on optimizing your run first, unless you've managed to already obsolete the current MMX run, which would be amazing.
Does Rucion even want to TAS? It looks to me that he's just planning on making playthrough videos (Let's Plays)...