Posts for MUGG


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I wouldn't want to use any switch or power-up cards. I mean, it's not even possible to use in a TAS movie is it?
The Japanese names are garbled because that's just what the game reads from their untranslated titles. You'd have to hack the level card itself to change it, essentially making it a ROM hack.
I already know the level names are glitched because of untranslated titles. My aim would be to clean this up somehow. Maybe we can use the Japanese version to allow using English & Japanese writing (if possible). Also, it would be a good thing to play _all_ the levels instead of skipping the classic levels, so maybe we need to find some kind of workaround for this (i.e. a ROM hack). I'm not experienced with all this, so any help is welcome. About the B-dash level: I think we're fine either way. It is so rare and wasn't released like every other level so I think it's okay to leave it out. If we can find a dump of it, however, we can add it to the other levels. But I'm not really in favor of using a fan-edition of this level... Also, I'd like to play the e-levels in any order I want. I guess it is possible to adjust the level order beforehand, right? Basicly, I would start out in a certain level, get leaf, play through some levels, then change to fire for the levels with Bowser or Boom Boom battles. Well, don't expect me to actually make a TAS yet. I'm only interested and still need to finish playing the e-levels.
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I threw this together today. http://dehacked.2y.net/microstorage.php/info/1633217639/dbaa%20tas.vbm It's only a small WIP, but I'm not really sure if I'm going to continue on this.. I noticed that you can climb walls by walljumping and L+R rushing towards the wall alternatedly. Maybe this will be useful somewhere...
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The US version uses different voices (and I dislike those)... So I think a new run should stick to the Japanese version. I might be interested to make a new run since I have a few ideas for improvements...
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Hey, I'm interested in making a TAS of those e-reader levels. This is the .sav: http://www.box.net/shared/h03pc4tvpg I wish that the garbled text could be removed or the original Japanese names be properly translated into romaji writing. Also, the 0 (00003) coins should be reset to 0 (00000). Can I use VBA's hex editor to edit things or do I have to do it with the .sav file? It will be a while before I'm going to start a TAS, since I need to play through the levels first. Thanks for helping.
Post subject: Donkey Kong Country Returns
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Post subject: Stuart Little 2
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Ok, I'm not really sure about this one... I made a WIP a long time ago but somehow lost it. I just wanted to tell the world there's a glitch where you can enter a wall by running towards it and turning around before bumping into it. The wall starts ejecting you to the top and it allows for a few tricks and skips. So yeah.
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2.Super Mario Sunshine [...] the T.A.S. of the game is actually about played in the same time as the regular speedrun .
The SDA speedrun is segmented and takes 1:52:35, and at SDA timing starts when you gain control over the character, so it's more like ~1:59:35, while the any% TAS is 1:28:49.
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Hey, I've been toying around with some of the new glitches.
I thought that glitch where he finished the fortress insanely early with the hammer suit might save some time. I think it might actually be worth getting the HB suit
Detour for Hammer suit = 760 frames Boom Boom fight start ~ screen transition = 730 frames In other words, the detour takes longer than the fight even takes, so this won't save any time. Maybe you can acquire Hammer suit in a level though ... I'm not sure. Apparently, there is no suitable spot to get Hammer suit. :/ SMB3 (U) (PRG0) pipe glitch in 7-1 http://www.youtube.com/watch?v=4jkvBIx17ow You can do some fancy stuff with this, but I'm already at the limit of possibilities... If you make the screen move downward in the glitched area, it will somehow shift half a screenlength downward and stay like that, making Mario invisible... it's hard to move around like this, but even taking wall glitches into account we're stuck (can't go deeper in the glitched area). I tested with other ROMs too. The only untested ones now are SMB3 (J) (PRG1) and Super Mario All-stars + Mario World. Quick death (minor and useless bug) http://www.youtube.com/watch?v=4u_ODmOfveY ----- I was testing the pipeglitch in 7-6 on (U) (RPG0). But there were no favorable results... Maybe I will test on the other versions, if no-one else does.
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Please try to retrieve the smv as soon as possible. Download "recuva", run it and see if you can find it. I haven't gotten this to work after 2 hours of trying. It would be a shame if we can't get an smv showing the glitch on snes9x, as a proof and for investigation purposes. So yeah, try as soon as possible.
Post subject: Mario Tennis: Power Tour
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Felt like writing up a list about known VBA emulation problems. GB Hyper Loderunner Graphical error when starting a stage. --> Fixed in VBA 24 (debug) GB Volley Fire Graphical error when playing the game. --> Fixed in VBA 24 (debug) GB Alleyway Graphical error in sidescrolling stages. --> Fixed in VBA 24 (debug) GB Dirty Racing White screen when playing. --> Fixed in VBA 24 (debug) GB The Smurfs Doesn't emulate the Act 1 warp glitch. --> Fixed in VBA 23 GB Tetris Holding Start to go to the next screens. --> Fixed in VBA 23 SGB Konami GB Collection 1 (J) Game crashes when starting a game. SGB/GBC Wario Land 2 Wrong emulation of the Out-of-bounds glitch. --> Fixed in VBA 24 (debug) GBA Mario & Luigi Superstar Saga Emulation lag, sprite-flickering, inaccurate Peach guiding. With the Japanese version, Mario & Luigi RPG, VBA tends to make graphical errors that can be fixed by restarting VBA. GBA Classic NES Series: Super Mario Bros. Game doesn't load. GBA Monster House Game flickers and freezes randomly. GBA Super Mario Advance 4 - Super Mario Bros. 3 VBA21: Corrupted savegame message, shows a checklist of things and whether they're ok. VBA23: Corrupted savegame message, game cannot be loaded. Also, VBA tends to have graphical errors every once in a while which can only be fixed by restarting VBA.
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I can't edit the first post anymore...
This post has been edited by a moderator, you cannot edit it anymore.
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gia wrote:
MUGG wrote:
According to gia, Yellow, Blue and Red are all the same (they use the same route in the save-corruption category) with small exceptions. Yellow has one extra tile on the map, and Red has the shortest name for the rival (making Red the 'best' version of the three). However, Red and Blue seem to lag more so that makes Yellow the 'best' version.
No :), I said they are different games, that can be completed with the same-ish strategy. Also I didn't say yellow was the best version, just the one I did the tas with, (I like the pretty colors). Hmm, unless I didn't type that and you are correct in the end, but that's what I recall. [...]
gia's GBC Pokémon Yellow in 02:06.28 submission comments wrote:
Yes, the three games can be finished with this exact same route. Yellow is the slowest for the simple fact that it has ONE extra tile on its map which means you have to walk one extra step. Red and Blue lack this step. Out of the two, Red is the fastest because its first name choice for the protagonist is Red which has one less letter than Blue for Pokemon Blue. The name gets printed three times, for a total of 3 frames advantage for the red version.
Not that it matters now... I'm more eager to hear when will the new Yellow run be finished/submitted?
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When is it ready? When testing on the debug build I got from you, the emulation speed would drop down considerably, to even less than 1 FPS, when using the Out Of Bounds glitch in Wario Land 2. When I recorded this test movie, I experienced this horrible lag, but it's not there during playback. http://dehacked.2y.net/microstorage.php/info/1964900405/WL2%20debugvba24%20test.vbm
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I'm fine with the old pixel trick in the new runs. But the new pixel trick just sucks to look at. We want entertaining movies, not dull-looking and annoying ones... There is so much you can do gameplay wise in SML2, so it's stupid to be restricted to bunny hopping. Honestly, I will vote meh or no on a movie that uses the new pixel trick in a full game run.
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I found a new glitch. Maybe someday someone will do the same to SML2 what finalfighter did to Mega Man.
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As I already said, I wouldn't like to see the new pixel trick in the 100% run. And I don't think it should be using the pipe glitch to skip levels, nor the bell glitch (nor any other pause&quit glitch). The 100% run should show all the levels in their entirety. A new any% isn't allowed to use the pipe glitch anymore. >_> Maybe I'll work on any% and 100% routes sometime, though any% got pointless because all its levels will be in 100%. "All golden coins" as a category: Are you allowed to use the pipe glitch and grab every coin, then break 0xA2D5 to trigger the credits quickly? Maybe there is a way to get those coins in the garbage area? Maybe there will be other problems, too. The 100% run should be an "all exits" run. The savegame already states the number of the completed levels and excluding Wario's castle, it's 31 (or 32?).
I'm not sure if all levels and all exits would be substantially different, or even different at all (is there any level with multiple exits, where one of the exits doesn't unlock anything?).
You can't reach secret levels without using secret exits in other levels... I found that using a secret exit in Tree zone 3 (bee hive) by pipe glitching will send you to Tree Zone 2's secret level, but it takes too long to set up probably. "All levels" should be all levels, so secret levels should be included, otherwise you have a semi-100% run...
As for which category to go for, I'd suggest all levels; there aren't that many secret levels, after all. I'd be inclined to allow all glitches but the pipe glitch (as the glitch that sets it apart from a large-skip game), together with any other glitch that allows Mario to go beyond the bounds of the level as a whole (going through a wall should be fair game, if there's a glitch that does that)
This reminds me that the category name "pipe glitch" should be renamed to something like "out of bounds glitch" or "glitched", because the pipe glitch is not the only out of bounds glitch after all. You could use the sprite-loading bug or bee hive oob glitch, those wouldn't be using the pipe glitch at all but wouldn't be different from the current run. Those other oob glitches can only be considered in the glitched category though - they won't be of any use in a full run. ---------------------------------------------------------------- EDIT: I have been complaining way too much lately, but this will be my final post on the category and obsoletion matter. History of SML2 runs: ISM's run --- no major glitches Soulriver's first run --- no major glitches Soulriver's second run --- pause & quit glitch to skip some of moon zone 2 andymac's any% run --- pixel trick; pause & quit glitch was used in a downward pipe to allow the pipe glitch The pipe glitch is the 1st out of 3 known ways to enter the out of bounds area. It was used to finish some levels quickly, by touching "level exit" tiles in the first two rows of garbage. andymac's, MUGG's glitched run --- new pixel trick; pause & death was used with a downward pipe to allow the pipe glitch This time around, the pipe glitch was used to enter the out of bounds area in order to reach a certain address, 0xA2D5. Breaking this address causes the next level that is entered to load the staff credits. The 2nd out of bounds glitch works like this: Have an object loading enemy (rock throwing ant, bat-summoning chibi dracula) stand slightly offscreen. They will cause more and more objects to load until the enemy slots are all used up. If all the objects are spawned now, you can cause Mario to zip downwards quickly, reaching the out of bounds area. In conjunction with the bubble glitch (sub form of pause & quit) or in moon zone 1, you can make Mario zip downwards quickly because the game's goes nuts. You can also reach the out of bounds area without a bubble by adjusting the screen cam so that Mario is almost on top of the screen, then have Mario jump on a bunch of enemies that were loaded at once (bats in pumpkin zone 1) and he will go offscreen. The 3rd out of bounds glitch works like this: Enter the bee hive level in tree zone. Have a bee enemy come down to the first room to the very beginning, and jump on it to reach the otherwise unreachable upper part of the left side of the room. From this point on, it's possible to reach the out of bounds area. ----- Now the new glitched run was set to obsolete the any% run, for the reason that both used the pipe glitch and reaching the credits was a better implementation of the pipe glitch. However, there are negative aspects: - We have yet to prove the legitimacy of the glitch route on a real gameboy - The staff credits BGM is wrong. Some have expressed that the ending is like a "bad ending" due to the BGM being dull. - The obsoletion itself removes the any% standard category completely. A glitchless any% would be pointless because all its levels would be in a 100% run anyway. For these reasons, I dislike the obsoletion of the previous any% run. About the category name "pipe glitch": I think the name should be changed since the pipe glitch is 1) only a sub form of pause & quit glitch and 2) it doesn't take all the possible OoB glitches into account. - The "pipe glitch" is only a sub form of the "pause & quit glitch". So maybe it would be a good idea to name the category "pause & quit glitch". Other categories will not be allowed to use that glitch. - Or it could be "Ouf of bounds glitch" since it involves going out the bounds of the level. The difference in this category name is that a pipeglitch less category can still use the bell glitch (sub form of pause & quit glitch) in moon zone 2 to save time. - The category name could also be "glitched" since it beats the game in only 2 minutes wheras the old any% run plays through the whole game. - Maybe the category name could for the glitched run could be "memory manipulation". The last two of these would support the separation of the previous any% and the new glitched run.
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I just realized the obsoletion did already take place. What happened to the any% category?! I really wish this obsoletion could be reverted, because it's just wrong in my opinion. People around the internet, as I've seen, commented on this movie to contain a 'bad ending' and being a bad speedrun (because it skips everything and has the wrong credits BGM)... And we didn't even verify this glitch route on a real gameboy yet. I strongly recommend we seperate the previous movie and this one. Talking about precedents, Chrono Trigger's obsoletion was a bad decision anyway in my opinion. In Earthbound you could at least see half of the game. It still wouldn't have been bad to use seperate categories in both cases, in my opinion and I'm sure others think the same. I might as well read up on the corresponding submission texts, but maybe someone could explain to me why those obsoletions took place? Why the need to keep categories minimal? What comes to my mind now is what should a new any% run look like. It would need to forgo all the glitches related to pausing & quitting*? __________ * By pausing & quitting at the correct time, you can take one item to another level. This can be used with Mushrooms, Fireflowers, Carrots, Starmans, 1-ups, bubbles, checkpoint bells, goal bells, pipes (either direction; using a downward pipe leads to the famous pipe glitch as we know it). The previous movie used the pipe glitch to skip levels and used a checkpoint bell in moon zone 1 to skip some of moon zone 2. Since apparently the pipe glitch is banned for other categories, what about all the other related glitches? Banning the trick with the bubble would kill the other out of bounds glitch (bubble glitch in conjunction with object-loading glitch). It would probably not be used anyway.
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I see there has been discussion on obsoleting the 21 minute movie with this one. I dislike that idea. As stated in the SML2 topic, I think these three categories are the most appropriate: - any% with the pipe glitch to skip levels (standard run) - 100% glitchless (shows most of the game) - glitched (this movie) This movie doesn't ever visit Wario's castle. Even the staff credits BGM is wrong... To me, it would be a bad decision to have this movie replace the current movie. In the case of Chrono Trigger I think the decision was a bad one because I think save-corruption should always be a different category. However, I'm fine with the Earthbound example - though the old movie shows more of the game's content.
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http://dehacked.2y.net/microstorage.php/info/1400011734/sml2%201.2%20weird%20tile.vbm (version 1.2) I'm not sure whether this tile is located in the first or second half of ROM, but touching it has some strange effects. Could be an emulation error though... Maybe we can manipulate 0xA2D5 without breaking it... :P
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Comparison video 2:28.08 vs. 2:40.95 (starts at 6:10 in the video) account | free
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At the time you have the 26% completed in the emulator, start recording a new movie. Should work just fine. Alternatively, you can use "Record from now" to start recording input at any point you want. Just in case, please note that for movies that are meant to be submitted to TASvideos, "record from now" is generally not allowed and "record from SRAM" only in rare cases. Super Mario World is not such a case.
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Breaking blocks in the ROM area on a real gameboy always resets the game for me. I can't easily test the glitch route since I have 1.1 or 1.2, so no pipe glitch there. My only fear would be the first two rows of garbage, since I tested another out of bounds bug the other day and the two rows differed (in fact, the ROM area did too, but that was to be expected with the version differences). Maybe we can just test the glitch route on Gambatte (more accurate gameboy emulator) or something...