Posts for MUGG


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http://dehacked.2y.net/microstorage.php/info/228057536/new-WL2%20-%20any%25%20WIP.vbm I improved the 3rd level and went on. This is the latest WIP. 5246 frames saved from the published movie.
  • Level 4: I couldn't finish this level sooner. All the goals lead to a glitched version of level 4 (and goals of that level lead to the same). The only clean goal was in a glitch room that was also in a glitch room, and the door that led to this glitch room was 20 screen lengths away. I'm not really sure if I remembered this correctly and I don't have a movie file anymore either. I doubt investigating this will help...
  • Level 5: I took a shortcut, skipping most of the level.
  • Level 6: I couldn't take a shortcut in this level and using an OoB goal leads to a cutscene rather than the credits. Normal doors (which actually work) are very rare in the OoB area so I didn't really bother searching... Maybe this can need some more searching.
This could be a good time to convert the movie to VBA-24 compatible. But personally, I would prefer converting it at a later point when VBA-24 becomes offical.
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How come bsnes wasn't mentioned?
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Good improvement, jlun2. I improved it further but I can't post a new vbm at the moment... (well, it doesn't matter until we get to the final boss). jlun2: Could you try to find a 'valid' exit for level 4? (defeat the giant spear man -stage) Valid exit meaning it brings us to the next stage (not to a glitched version of level 4). I've been trying around a lot but I can't find a non-glitched exit. The only one I found requires going into 2 oob glitch-rooms which takes way too long.. I'm gonna try going OoB in other rooms in lvl 4 tomorrow. klmz: Fortunately, WL2 is very hex-edit friendly. It will only desync at bosses and mini-bosses. I suggest we finish this movie in VBA 23 and update it later on. Or we update it when we get to the boss.
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This game was produced by Infrogrames. They also produced The Smurfs for NES and GB hence the similarities in gameplay and music. They also produced Asterix for GB, but from what I heard the GB catridge is a rarity. I watched a bit into the run and will watch the rest tomorrow.
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My idea would have been to show frame winnings of the new movie in green text color and frame losses in red color. Moving subtitles and actually writing this whole script itself is really hard and I haven't come around to trying to do it yet, but I'd really like to see a simplified script that everybody can use. What I'd like to see is some more cosmetic effects as seen in the nicovideo comparison videos.
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I don't think the reset glitch will be useful since you have to go OoB for it and then sit through one more intro sequence... Also, isn't it 19 frames to be exactly? Also, please note: Klmz said WL2 has increased lag between the rooms (~10 additional lag frames) in the upcoming VBA-24. Maybe it is possible to skip these extra frames when using the reset glitch, but I still doubt it saves any time. It may save time in a 100% run, but then again we would use a lot of OoB glitches in the 100% run which skips some loading times. Your goal door makes it impossible to continue to level 4. Try it for yourself. I made a mistake in my previous post. You can't glitch up from below the goal door passage in the last room of level 3, so we're forced to re-enter the room (to become flat Wario). This strategy is 235 frames slower than what you would have had. Maybe we can find a valid goal door in the OoB area where you went. Otherwise we're going to use this movie: http://dehacked.2y.net/microstorage.php/info/979134362/WL2-3rd%20level%20NEW.vbm edit: I couldn't find any valid goals. I only found 2 goals which glitched up the graphics and didn't allow me to go on to level 4. So I'm going on with level 4 with the above movie now. edit: I found a nearby door in level 4. However, it brings me to a glitched version of the same level. And entering a goal in that level brings me to another glitched version of level 4. This is bad because we can't reach the last boss like this, and ending the last stage through a goal door - as you know - brings us to a glitched cutscene leading to "go to the cellar - defeat the giant spear man" stage. http://dehacked.2y.net/microstorage.php/info/743175901/WL2-3rd%20level%20NEW.vbm So I need to look for a valid goal in level 4. Maybe it is possible to use the goal I took in level 4 and then take another goal in level 5 (which is glitched version of level 4) to go to the real level 6. It needs to be tested. Please tell me if you want to try to improve my current work or try to find other goals that I may have missed.
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It would be nice if you didn't write "I'll show WIPs later" all the time :P http://dehacked.2y.net/microstorage.php/info/97337611/WL2-AndyD%2Cjlun2%2Cmugg%20NEW%20WIP3.vbm I tried going out of bounds in the next level (only in the first room and in another room for now). If we go out of bounds in the first room, we have to walk rightwards for a while, until Wario falls in a heaven of coins and ends up in an OoB version of the final room. The final room can also be reached from another room (see the map I made). It is difficult to reach the goal door in the last room. We can "walljump-wallclip" up from below, but only from the small coin passage there is, so we probably need to go upwards on the left side of the final room. Then we go into the coin passage as crouching Wario and glitch into the goal door passage, or we leave and re-enter the room so it loads properly and we can use Flat Wario. http://img441.imageshack.us/img441/8725/95309307.png I hope it's understandable. There are 3 routes in purple color that can be considered. I still have to test going OoB in the second and third room to see if the OoB area is different there.
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【個別TAS】 SFC版レミングス 更新詰め合わせPart3大百科投コメ (のきぼるけ~の) Link to video
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Try reloading the page. Otherwise try updating your Adobe Flash Player. MrGrunz: I understand your situation, but I want to express I'm getting sick of all the hate towards the author of this TAS. The TAS being "shit" or an "abomination", or the author being a "shitty jap who doesn't know how to speedrun the game". This hasn't primarily been expressed by you, but by someone else, still I want to say I'm getting sick of it and don't want to read it here. Thanks for understanding. Please use the run as a reference or a sample run instead of frowning upon it.
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If we can't find anything useful in the OoB area, other than goal doors, maybe we should try to find nearby goal doors in each level and see if reaching them is faster than reaching the real goal. In level 1, Wario is left sleeping so we enter the secret levels. In level 2, the earliest point we can go out of bounds without getting stuck is in the third room but there's no goal nearby (I searched for a long time), so I think this level can be left alone. How about level 3? I will look into this, but feel free to post about your investigations too. Also, I and maybe jlun2 so far only searched in the OoB area randomly without really understanding much how the OoB area works (what it consists of, how it is loaded etc). I have consulted andymac about this game but haven't heard from him about the OoB area. I only know the game uses WRAM (?) to keep track of what rooms consist of. It's not at all like SML2 where every memory address can be reached (theoretically). In WL2, new content is loaded from somewhere (the ROM?) but we don't know how OoB works exactly... edit: This finishes the 2nd level 510 frames sooner by entering the OoB area in the 4th room. Maybe a few more frames can be saved in this level... http://dehacked.2y.net/microstorage.php/info/920831235/WL2-AndyD%2Cjlun2%2Cmugg%20NEW%20WIP2.vbm About this level 2 oob: I noticed that the section around the goal door in the OoB area (in the 4th room) can be reached in the 3rd room but it's very far away. You need to travel several screen lengths... Also, going out of bounds in the 3rd level, 1st room, I end up in the last room of that level (non-glitched, just platforms and walls...). I can go through the door that leads to the previous room and then go back to the last room so it properly loads. Maybe this information helps.
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Maybe you can find some information here. If you were intending to run Super Metroid, keep in mind that it's a very over-TASed game, it is being played on a very high quality level (saving every frame possible). And it has a lot of categories already. So probably it would be a good idea to run a lesser known game which doesn't have a published run. See here. However, it is said that you can learn from watching and investigating a published run. Also keep in mind that not every game qualifies for a good TAS. It's recommended you post on the forums about your TASing activities and in case you need help with something. TASing requires patience so you shouldn't aim to complete a 20 minute TAS in only 2 days. Try to put some effort into your movie and make it be interesting to watch. ...
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What I'm using for editing movies is Maximus' TAS editor. http://tasvideos.org/forum/viewtopic.php?t=4448&highlight= For games that have random lag or a lot of randomness it will be hard/impossible to splice movies together. Also, the frame numbering in the TAS editor isn't equal to the emulator's frame numbering (I didn't check thoroughly, but frame 134 in VBA could be frame 133 in the TAS editor). So you should do something on the same frame (press A on the frame you want the two movies to be spliced together) and use that frame for reference. Of course, if you provide the two movies and the game name, maybe I or someone else can do it for you. But chances are you were running Super Metroid and I wouldn't think this game is hexedit-friendly...
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http://dehacked.2y.net/microstorage.php/info/894358654/WL2%20-OoB.vbm I found another way to go out of bounds. http://dehacked.2y.net/microstorage.php/info/529841785/WL2%20-OoB.vbm Finishing the 1st level by using OoB glitch in the first room (for demonstration). http://dehacked.2y.net/microstorage.php/info/1690693758/oob.vbm Finishing the 2nd (1st secret) level by using OoB glitch in the third room. Previous rooms don't allow one to go out of bounds. It's also hard to find a goal in the OoB area which may render the glitch useless sometimes due to taking too long.
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I finished my test movie: http://www.youtube.com/watch?v=nzlDrjoksFQ This isn't the best track for TASing. In fact, tracks with unavoidable 45° ramps are slowing you down. I think a compromise for this game is to enter a password to the final event, which consists of a solo 3-laps race, a multi 3-lap race and a score-hunting 1-lap race. I will take a look into it. This would also unlock some new tricks and better (faster) bikes. Also, this game apparently was never published for GBA. It can even be downloaded at the author's homepage freely.
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When I start recording a movie, a bug is triggered so that input isn't recognized by the emulator for a prolonged time after loading a state. Also, I can't use savestates in SSBM or Kirby Air Ride due to an emulation-locking issue. Sadly, I'm the only one to report these problems so it would certainly suck to not be able to use Dolphin when it becomes accepted. :P I hope these problems get sorted out in the future.
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I just finished 100%-ing this game. The downsides of this game is its length and that it basicly only has one sound track. A TAS will probably be around 20 minutes. Maybe I will get a test movie done soon.
Post subject: Motocross Challenge
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I looked at GB Motocross again but didn't find the interest to continue it. It's very hard to optimize a "fastest times" run and I don't want to make a playaround movie either. Today I watched some Youtube videos of the other Motocross ports and versions until I stumbled across this one. It looks very beautiful to me, the physics are very interesting and there don't seem to be any items so I won't have any Nitro item planning mess like in the GB version. I really think that if a Motocross TAS, then this GBA version is the way to go! I'm in the middle of playing through the game casually and I think a TAS would be very nice (especially if you use the Boost correctly). What do you think?
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The OoB area can't be reached in the first room as far as I tested.
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Editor, Experienced Forum User, Published Author, Expert player (2316)
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In order to get stuck into a wall, bash-jump towards a wall and move away from the wall for one frame, then towards the wall on the next frame, when close to the wall. Your x-positioning has to be optimal for this. If you can't get it to work, you will need to start jumping towards the wall from a different x-position. For testing purposes, it's good enough to start bashjumping from different pixel-positions: B,AB, , , , , , , , , , , , , , , , , ,<,> (if the wall is to the right of Wario) if it didn't work: Move towards the wall 1 pixel and repeat. You might also want to watch the input of one of the WIPs that were posted.
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Youtubed. I hope you don't mind. This is a really great find! This OoB glitch seems to be similar to SML2 OoB so I'm going to investigate this later. EDIT: This OoB glitch works differently compared to SML2, as WL2 keeps track of things differently (loading room data (?) rather than being able to access every memory address directly). I got into a bonus room after which the game resets itself. I also got the game to reset itself by entering a certain spot. Those opcode errors may appear because the game tries to rewrite ROM, which isn't allowed, but there are also other reasons. I didn't find anything overly interesting yet, but I wish you good luck with your research.
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CoolKirby wrote:
Especially Super Mario Sunshine! Every time I play that game, I imagine what it would look like TASed!
If you haven't already seen it, here. Consider it a test run though.
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Wow, where do I even start? It is great to see this done. This run has me really amazed and left in thoughts. I've been waiting for this run a long time and I watched it in great excitement. This is 10/10 material for me! And I didn't even play the Megaman games. It's rare that I get addicted to games I haven't played (like Kirby Super Star and Earthbound). Now why do I act like an excited child about this run? I don't even know. I'm being very sentimental here. It is great to see a game pushed to its limits like this. I actually almost felt like making a much bigger reply, but I didn't think it would have been an interesting read. Really, Congratulations to the makers!
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OGA reappeared recently but progress on any% is very slow. I think it may be finished somewhere within 2011. I'm not working on 100% anymore though.