Posts for MUGG


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As was already said, I think you should avoid re-uploading any TASes. Also, max bitrate (free account) seems to be at ~625kbps instead of 600. I used to encode my videos at that bitrate. Note that you can't use line breaks in video descriptions with a free account. I would name videos like this: メタルスラッグ4 (Metal Slug 4) in 04:05.02 by x2poet
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I am not sure about the weird glitch in The Smurfs. It might be some object count limit (the dropped presents weren't removed from the game).
Yes. WRAM addresses D9E0~DAAF get used up when picking up many present boxes. If you go to the other side of the room, they unspawn and you can pick up more presents.
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Glitches/Tricks from the GB version working in the SMS version: Red means it doesn't work. Yellow means it works with restrictions. Green means it works. Act 1 Warp Glitch Left&Right Glitch Survive timer by touching bonus room exit - Timer doesn't reset, so you die. You can't touch caged Smurfs. Works on some level finish triggers as it does in the GB version. Mute Audio glitch Act 4 - Wrap around by using a vine - Seems like there's an invisible ceiling Hit snake repeatedly on head Act 5 - Hedgehog inside wall - Apparently it doesn't work Act 5 - Walk on ceiling Act 6 - Bonus room skip Act 6 - Star item in first bonus room Act 6 - Bee spawning in unreachable place Act 6 - Fall into void while exiting third bonus room - Your HP resets to 3 and you don't lose a life Act 7 - Inside of spikes - There's no cave. Act 8 - Ride on floor - Doesn't work due to level layout Act 8 - Ride on ceiling - Doesn't work due to level layout Act 9 - Level layout exploits Act 9 - Sprite glitch Present box sprite glitch - ? Kick present box away after falling into void - ? Act 11- Kill hedgehogs - You take damage when jumping on hedgehogs
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Jungon wrote:
There is a version of this game on Sega Master System,.. I'm not saying it should be used, but, .. it should be considered, ... right? xP
See what I wrote about it here. Even if I was interested in TASing that version, Dega is such an inferior and crappy emulator, I can't even make a testrun with it... However, I still wanted to try and see if some glitches work on that port.
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I can race Mario sunshine, SSBM (Adventure, classic or allstar), Mario kart DD, Mario land 2, GB Smurfs, Kirby's Dream land.
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glitch collection 2 oddities soundtrack collection map-loading bug in Act 9 These are just random videos about interesting stuff. Regarding a new TAS, these are the possible improvements: - Act 1: Warp bug - 1st boss: Manipulate the snake to appear from the middle left. Pausing the game can manipulate luck, as can killing (or not killing) certain enemies. - Act 9: Grab the final spring board and place it on top of the ledge and jump from it, instead of jumping on the ledge and then on the springboard - see the video I posted. I'm not gonna work on an improvement until at least somewhere in 2012.
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The only use I found is to reach area 2 early, but you have to go back to the lab after releasing the boos. Going to the second boss early sounds amazing, I'd like to see a video of that. However, in both of these cases, you still have to go through the lower door in the Foyer which you need the first big key for. No skipping is possible in this game. However, I thought if you get in the fridge (in the 1.5 Floor glitch video) and then from there on get out of bounds again somehow, you can fall to a lower floor and things get more interesting.
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Well, wait a day or two, duh....
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Generally 1.51 is prefered, but 1.43 works better for a small number of games.
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I think TASes should be allowed to start from a completed save in this game. Having a complete save affects the TAS in that there are secret characters to battle against. Also, I don't see what's negative about using a complete save anyway... Maybe if you do an "all event matches" TAS, you could start from cleared SRAM, but then again I think it's the best to have single videos for each event match (also because you have to manipulate Peach in event 50 to grab a stitchface which can only be manipulated by waiting in battle prior to that event as far as I know, or the event with the giant Yoshi that takes quite some luck to pull the fastest time off).
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Well, the only desync issue I'm aware of is the "backshifting input" problem. You know it occurs when you press A to jump for one frame, then load a state and Mario still jumps. It exists in rev6218 or older ~ v3.0; I don't know why 3.0 is said to be less desync proof, I haven't used it very much yet. Just fix that bug and the world should be better, I think. E: The issue I'm talking about occurs very often in Mario sunshine, rarely in SSBM, rarely in Mario Party 5 (not at all for me so far). It also occurs when using less deterministic settings.
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vs Fox: You shouldn't abuse the fact that CPUs don't tech or DI badly. Do a knee like in your previous video. vs Pika,Kirby: Everything ok until you spiked Kirby. I wouldn't like CF to wait, finish with double Dair right away. Or even if you wait, don't knee because I don't want to see CF use his recovery jump - that part didn't look so impressive... Btt: Was amusing, but I think you should do the WR strat. vs DK: I didn't like the falcon punch. Just do a knee or upair (or dair spike?). vs Yoshi: Is good. Trophies: Good. vs Ylink: Good. vs Jigglypuff team: Don't pause. I don't know, but I didn't like this falcon punch either. RTTF: I think you should go for fastest time here as well. vs Metal dr.mario: Was ok, maybe would like to see more comboing here but I'm not sure. In short: You should do Btt and RTTF for fastest time, you shouldn't do falcon punches that hit because the CPU was jumping into it stupidly, you shouldn't pause ever. For the record, I really liked the other attempts that have been made at Classic mode. If more TASes like these were to be submitted to this site in the future, how should they be handled? Someone in this thread suggested to have lists implemented, it's similar to my idea that I've been representing in the past a couple times already. Implement a page for each game and list the publications for it, rather than having one page for each movie. So in the case of SSBM, you could have many publications (or many links in one big list, linking to HRC and Btt and other TASes). In my opinion, it really should be done like this, rather than having any "is this Classic Mode Fox TAS more entertaining than the Adventure Mode Falco TAS" discussions... Just show them alongside.
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Lemmings TAS WIP part 2 (snc76976) Link to video
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ROM or emulator? I think all versions (both)... Here's something else: If I let the VBA21 window open (doesn't matter if a game is running or not) and do something else for an hour or two, then decide to load a game or continue emulating, emulation speed is as if fastforwarded. I can't slow it down. I don't know if it happens with VBA23 or 24.
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I'm using avisynth to correct the audio. It desyncs due to frames taking longer than 0.016 seconds, when the game loads something.
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With a Bullet Bill or shell, you can enter the block and touch the flagpole and still be ejected to the left so the end is immediately triggered. http://img811.imageshack.us/img811/1913/shellglitch.gif The same effect occurs in my 4:56 TAS because the PAL version was used and the game runs slightly faster compared to the NTSC version. Apart from this information, I can't really help. You have to deal with subpixels and button combinations (when entering the block) etc.
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andypanther wrote:
I always thought some games should have IL-Lists. SSBM would be a good candidate for things like BtT or event matches. Watching every charakter beat his BtT-Stage in a single movie would become boring very quickly, but with ILs you could only watch the ones you're interested in. And it would definitly be better than searching for every single record seperately on the internet.
Check out the list on the previous page.
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Noob Irdoh wrote:
Canar wrote:
ElectroSpecter wrote:
Why would you ever, ever do this? o.O
What part of "Gotta catch 'em all" is giving you the difficulty?
I think his point is that you shouldn't try to catch Mewtwo with a regular pokéball, especially if he has full energy. You should attack him a few times and use a Great Ball or an Ultra Ball. Or a Master Ball, if you want to catch him with full energy. Of course, if you were dumb like me, and you use the Master Ball to catch a Pidgey (seriously what was I thinking), then yeah, you need to find some other way to catch Mewtwo and the legendary birds.
Back in the day, my sister managed to catch Mewtwo after freezing him at full energy with a normal Pokeball.
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- Might & Magic 8 - Age of Empires - Earthworm Jim 2 (there are PS, SNES, genesis and other ports similar to the PC version) - Live Wire! (there is a PS version) - Lemmings (though the version I'm refering to has most levels already in the SNES version) ~ I might add more later ~
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Be careful if you are using VisualBoyAdvance 23 or older (maybe it is only existent in 22 and older, I'm not sure). There is a huge bug with it. If you are loading a savestate while playing back a movie file, and that savestate is not from your movie, it will tell you but it will switch to recording mode and resume recording from the current frame, destroying your movie. Make backups of your movie and take care!
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Collecting the 25 extra diamonds from blue ghosts and mice isn't really any harder. Actually it would be pretty annoying to TAS an 'all money' run, and I'm not sure if it'd look as good as some here anticipate...
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ALAKTORN wrote:
MUGG wrote:
SDA's definition of 100% is to catch all the 50 Boos and to earn an A Ranking. The maximum money that can be acquired in the normal Mansion is said to be 142,390,000G in this guide on GameFAQs. 192,390,000G for the Hidden Mansion.
that guide is wrong max money is 142,390,000G everywhere except for PAL hidden mansion, which maxes at 186,440,000G
Yes, I was mistaken. There is more money only in the PAL Hidden mansion. But why 184,440,000G? The guide I linked to states that there are 25 more diamonds in PAL Hidden Mansion, and therefore there is 50,000,000G more money. Also I'm finished looking into the 1.5 floor glitch. We can reach area 2 early, as I said. But if you catch the dancing pair portrait ghosts, and then release the Boos and go back to the Lab, you are forced to go get the key from the first boss to open the gate. If you get the key after releasing the Boos, the 'portraification' will be pretty much like normal, it will say you have collected 4 ghosts (rather than the usual 3) and that's it. If I don't release the Boos, I'm not sure where to go since there's no more rooms to visit. By the way, this is the current any% record by Survive: http://www.youtube.com/watch?v=79zJSpFRhCA&feature=related
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This is a Pacman game for DOS that I played 10 years ago. It was part of a collection CD and today I coincidentally found out its name again, so I played it and watched some videos. I think it's very TASable due to being very fast-paced and due to having rather interesting levels. Videos: http://www.youtube.com/watch?v=V1j8cXWFfAo Part1 http://www.youtube.com/watch?v=77ot05JGlfI Part2