Posts for MUGG


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Because of confusion and misunderstanding that has happened in the Wind Waker barrier skip Bounty situation, I would like to advise bounty setters to provide 1 (or more) means by which they can be contacted. For example:
  • Twitter link
  • TASvideos forum name / profile link)
  • email address
Users that set bounties by posting in this topic automatically provided their forum name/profile link. I will try to add those to the page soon.
Editor, Experienced Forum User, Published Author, Expert player (2315)
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While TASing, I paid attention only to the left screen, I then noticed the right screen didn't match up. The desync happens when playing back the movie file I linked. I used the latest Bizhawk build (whichever it was, about 2 hours ago) When I proceeded from before the desync for another hour, it didn't desync again. Here is the new video: https://www.youtube.com/watch?v=lqEVQ1LxSAs
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I'm trying to make a test TAS with 2 player Tennis in GBHawk. I noticed when loading a state, it does not immediately update the screen. Is there a way to turn that option on, or is it a bug, ...? EDIT: I have encountered a desync while TASing (I spent like 10 mins) http://tasvideos.org/userfiles/info/52509926919438589 https://www.youtube.com/watch?v=FDmNfv_oBZ0 EDIT: Spent an hour or so, without desyncs. I will up it on my main channel.
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Finally I have done a long overdue update to the bounty page. Sorry for being slow. For barrier skip in Wind Waker / Wind Waker HD: (This is to answer Bloopiero's concern and to give clarity on the barrier skip bounties) The ZSR forums have gone and with it everyone's bounty posts, with no way to retrieve them (I had no luck in WayBackMachine). There is the summary post but for me - I don't know about everyone else - it is too unclear, there is no way to know who said exactly what, which version was meant, etc. In unclear situations, I think the source post should be the deciding factor. So - as far as my perspective goes - the bounties are "invalid" and need to be reinstated by everyone, either post on a proper, accessible site (e.g. Twitter, Youtube, another forum) and notify me so I can link to your source post where you state your bounty; or post here and state your bounty here. The information on the top of the bounty page applies - TASvideos as a site does not operate the bounties, the users do (on a "frown upon if you don't pay" basis). I was recently messaged to pay my bounty (since barrier skip was discovered on Wind Waker HD), this was when I first took note of ZSR being gone and I have clarified to them that my bounty is for the GC version only. This is why I have reinstated my bounty, see my previous post. It is currently the only active bounty for finding barrier skip on GC. That being said, the only bounty addressing the HD version was by demolition14 (if it works for the HD version only, which is the case - the trick used does not work in the GC version) for an amount of $1000. I assume they chose this amount in jest, one of my previous posts mentions that this user posted a Kappa at the end. There is nothing more I can do. If you think I did a mistake or a wrong choice, or if you find a better solution (e.g. a copy of the original ZSR bounty thread), please feel free to reply to this post. Added LionKing94's bounty on "Snowball Fight" Added mrprmiller's bounty on "Quest for Glory 3, 4 and 5" Also added 1 and 2 to the finished bounties. Added EZGames69's bounty on "Barbie Game Girl" (<-- What does "Figuring out" mean? Reproduce the bug, explain it, provide a movie file, ...?) Changed andypanther's bounty on "Ocarina of Time" Did I forget anyone or anything?
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Here are my active bounties (That's right, I extended the due date of the barrier skip bounty, but please note that it only counts for the Gamecube version): $50 on barrier skip in Zelda The Wind Waker (Gamecube) (Update: Claimed by dragonbane0) Has to be verified (to work on Dolphin without the use of cheats and hacks) Has to save time when done in a TAS or speedrun Due 1st January 2020 $25 on Check Point Glitch in Super Mario Land (GameBoy) Must provide a movie file of doing the glitch Must save time when done in a TAS or speedrun Due forever I will update the page with the recent posts when I get around to it...
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@creaothceann, I have entered 59.286 and 60 in the field, and I tried to encode the MP4 after applying changefps(60), but it does not fix the problem. The MKV does not look right, neither the 20 minute version nor the 11 minute fixed version. Portions of the video are missing or portions are played out of order. The MKV seems corrupted. What should I do?
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creaothceann wrote:
You could try specifying the framerate in MKVToolNix
How do I do this?
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It would be interesting to me if something like this existed for GBA with sub-frame hard-resets. Mario & Luigi Superstar Saga uses a "add everything % 256" checksum, so creating glitched savegames by copying or deleting and then resetting at the right time looks to be a possibility.
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It is super laggy (22 FPS). Master Karateka works. The game lets you fight 1 on 1 on a stage that resembles the first stage in solo play. The loser gets kicked in the balls in good old Karateka fashion, lol... Tennis lets you play 1 on 1. Maybe very interesting for TASing some tight matches. Volley Fire lets you play 1 on 1. You can choose how much health each player has and what stage to play on (7 available stages). ---- In this very brief 20 minute testing, I ran into a fatal crash with the multi-disk bundler window (maybe a malformed .xml file?), and with Volley Fire I had the 2-player mode disengage randomly (maybe as a result of loading a state at a bad time). Player 1 was on the "choose health and stage" screen and Player 2 somehow reset itself and was on the title screen again.
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Alyosha wrote:
@MUGG: can you try those games you mentioned and see if they are working for you in linked play?
I cannot figure out where the download link is on this page https://ci.appveyor.com/project/zeromus/bizhawk-udexo
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I don't know AvsPmod, so I used ffms2.dll with ffvideosource() to open. Let me know if it suffices or if you need me to use AvsPmod. This is what was output by info(): The framerate is 59.286 when opening the .AVS (with which the MP4 is made), but after the conversion to MKV it somehow changes to 32 FPS.
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I have encoded a .MP4 with x264 of 11:07 length and tried to mux it in MKVToolNix (v28.something) with a WAV of same length, like I did with hundreds of files before. For some odd reason, the resulting MKV would have a length of 20:16 and shows up in a "not right" way in MPC, VLC and on Youtube. I upgraded to the latest MKVToolNix version (v30) and tried to change parameter in the Encode.bat but the result has always been the same. How to fix this?
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Does it mean we will be able to have 2-player Volley Fire and Tennis? Because those didn't work before.
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There are three possibilities: LSNES (which I don't find quite user friendly personally), Bizhawk (which some people seem to have trouble getting it to run, but has a wide variety of features) and VBA-rr (which is deprecated and not quite as real-console-accurate, not good for making new TASes with). If you have the 64 bit version of Windows 7 (or newer), you can get Bizhawk 2.3. http://tasvideos.org/Bizhawk/ReleaseHistory.html Run the prereq installer before opening Bizhawk. You will need to obtain a BIOS/firmware and place it in Bizhawk's Firmware directory in order to start up GB games. (Can't help you with this part) Config your input and hotkeys, load your game and see how it goes
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Slope clip, found by swordsmankirby Link to video There is a similar trick in Squeak Squad, found by waddledxsp
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
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Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
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Location: Germany
Link to video (it's fitting for celebrating new year!)
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Great TAS! I didn't think you could save so much time over AnotherGamer. Will there be a comparison video?
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@karashiiro Your use of words "skip exploit" and "I could avoid the tasing roadblock I'm having" has me thinking that you know of a glitch in the game to change a door's destination. But I think you are really talking about manually changing the door's destination (via memory editing or hacking). Is this correct?
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@karashiiro, I will investigate. When I'm in the first tutorial room (803), and the door leading to room 804, the IWRAM and EWRAM memory does not contain instances of "804" at all. So it must be a pointer to ROM or something. That said, active doors are stored in IWRAM along with trigger/hitbox data. My lua will show doors as red rectangles. Try looking for Hex: 44 43 in IWRAM. If you change it to 44 44, the door will damage Kirby and fly away. If you change it to 33 43, the door will fly down offscreen. What did you mean by "skip exploit"?
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My research on flags and room IDs is complete. I added all flags to my lua, boosting the flags table from 45 to a whopping 451 entries. Katam Lua v0.4
- Added many more flags, including all which are required for 100%!
Notes:
  • The game sets flags for when a room was visited and if any of the doors are gone through (indicated by blue flashing light above a door). Only the "visit flags" are required for 100%. These visit flags are included in the lua. The "go through door flags" are not included.
  • The game saves progress on flags etc. when you visit a new room or when flags are written to (by opening chest, hitting a switch, etc.). When using the lua to edit flags, you need to go through a door or open a chest etc. in order for the game to save your changes.
  • There are flags for both "opening chests" and for "owning its contents". Only the former is required for 100%. Both types of flags are included in the lua.
  • The tutorial chest is required for 100%, so please ignore my previous statement that said otherwise. Not that you can skip it anyway.
  • These are not required for 100%:
    • Having visited the main hub room (801)
    • Having visited tutorial rooms (803, 804, 805)
    • Having visited world goal rooms (980, 981, 982)
    • Having visited the ability room (970)
    • Having visited the beta test room (969)
    • Having visited the arena rooms (950, 951, 955, 956, 957)
    • Owning the ability room, color sprays, music sheets, sound player, world map, area maps, extra health from heart pieces. You will receive all of these things anyway, though, when completing the required switches or chests.
  • The game does not set the "visit flag" for the very first tutorial room, unless you die and respawn in it.
  • $0203AD2D is some sort of flags/status address. When you beat the final boss and the final cutscene (with the Kirbys on a white screen waving at the player) finishes, the latter gets set to 0x27, which means 4 bits are set. All 4 bits are required for the Master Sword to appear and for 100%. The address exactly prior to it, $0203AD2C is also some sort of flags/status address. At least one or some bits need to be set for the Master Sword to appear, but it is not required for 100% I think. The required bits are set automatically at some point in a playthrough.
  • After the final cutscene, after $0203AD2D is set to 0x27, I saw that $0203AD2C is set to something for one frame, and then to something else the next frame. You can cause a "flags bug" by soft-resetting before it assumes its final value. But there don't seem to be any apparent noticeable effects from having $0203AD2C bugged in this way.
  • Here is a map that shows each room's in-game ID (in yellow on black). It's interesting to see which parts of the game the devs seemed to have worked on before others, and which rooms where added later or squeezed in.