Posts for MUGG


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I stumbled into some problems when TASing Kirby Super Star Ultra. I'd like to use resets in my movie, but the savegame seems to act weird. Basicly, once the completion percentage in the game updates, it keeps the new completion percentage regardless of subsequent loading of an old savestate (with the old completion percentage). I'm playing back my movie to a point where a reset would result in a completion percentage of 6%. I'm making a savestate here. Now I'm playing back to the point where a reset would result in 9%. I'm loading my savestate and a reset results in 9% now! SRAM apparently isn't included in savestates, so all the savegame-related stuff is up to what happens to the .dsv. The .dsv doesn't update its savegame when I'm loading any savestate. After I realised this problem, I stumbled right into another one: I deleted my .dsv, and now it isn't created anymore after restarting desmume, loading the rom and playing back the movie. Because of this, resets now result in "corrupted" and "initialising savegame" messages. These errors prevent me from TASing the game. In order to solve the problem with savegames, SRAM should be included in savestates.
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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My unfinished movies (Desmume 0.9.4, (J) ROM): Helper to Hero Bugzzy Helper to Hero Jet Revenge of the King Feel free to use/finish them. I'm going to make a 100% movie.
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The URL works for me. Maybe it was down temporarily... If a new 100% run was to be made it would consist 80% of the regular run (or at least, the old regular run which doesn't use the pipe glitch).
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[TAS]タッチ!カービィ レインボートライアル 1-1 8.83 http://dic.nicovideo.jp/v/sm11309776
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Using the intro sequence ingame code can result in a lower completion time. http://ism.harisen.jp/sml2demo.mp4 However, since it's an input sequence (cheat code) we're talking about here, I don't think its use should be justified for a future TAS.
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I'm no Metroid fan at all but this run reminded me of something that I'd like to see being done on TASvideos oneday. I made a topic about this but it didn't get much of a respone. http://tasvideos.org/forum/viewtopic.php?t=8792 The idea is to put TASes that couldn't be published due to arbitrary goals or due to completing only one mode of many within a game (like in Kirby Super Star) on pages related to one game. It would be very healthy for the site's space (since no actual publications would be made for those additional runs) and it would be healthy for organisation. Instead of publishing 4 or 5 runs for a game, just have one page for that game include all the related runs.
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I'm assuming that the above movie shows hitting wario beneath the chair. I tried this but I erroneously discarded it because I didn't get hurt, which is required for the next part of the battle. MUGG's post got me thinking that I could just walk straight into Wario if I wanted to.
Oh...right. Couldn't you get hit beforehand the Wario battle?
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Well, I was really looking forward to this. Really great run and I'm glad that I could help.
Unfortunately, I found that completing the secret exit in macro zone does not count as a level completion, and you need to have a level completion in order to exit a level prematurely, which is required for the pipe glitch. This meant that the route logically came back to MUGG’s original plan.
Ah, I completely forgot about that but yeah, Macro Zone 1 can't be used for pipe-glitching...
For some reason, Soulrivers thought that the glitch that made bosses disappear off screen quicker was exclusive to the J version
Yeah, Soulrivers asked me for information when he did his run and I provided him ISM's TAS. And somehow we both ended up believing this trick was Japanese-exlusive. I really liked your retro-style pixel trick in Wario's castle. :) Here is a possible improvement: http://dehacked.2y.net/microstorage.php/info/934170463/Super%20Mario%20Land%202%20-%206%20Golden%20Coins%20%28UE%29%20%28V1.0%29%20%5B!%5D%20-%20Kopie.vbm This saves 21 frames over your first Wario battle.
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^ True. Bad games might make for a good run if certain glitches are discovered.
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mklip2001 wrote:
Nice run! After the first few levels, the play gets interesting. I also like the music. The game started to get a little repetitive near the end, though, so I don't know whether a 100% run would be a good idea. In any case, it seems like an any% run belongs on the site. Out of curiosity, you mention a potential improvement by alternating diagonal and horizontal movement. If this actually worked, how much time do you expect it would save? (i.e. is this enough time to merit a delayed submission?)
I think it would save about 10~100 frames? Not sure, but changing the direction always seemed a bit weird to me. I don't want to TAS this game again. A 100% run would best be described as "best score" run so you have to blow at all the objects that give you points and play through all the rooms. However, "best score" might involve some shortcutting, then going back (because you get the score for a room after you finish it and the shortcut or wrong way might turn out faster than the intended way).
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Get ffdshow, install it. When recording an AVI file, ffdshow should be in the list. Configure it: MPEG4-codec, mode: 100% quality or H.264 (not the lossless one if you upload your video to Youtube), mode: quantizer 1. Hope that helped.
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               ..................
...............: STANDARD CODES ::...............
:                                               :\
:   [a] Alternate        [p] Pirate             :\
:   [b] Bad Dump         [t] Trained            :\
:   [f] Fixed            [T-] OldTranslation    :\
:                        [T+] NewerTranslation  :\
:   [h] Hack             (-) Unknown Year       :\
:   [o] Overdump         [!] Verified Good Dump :\
:  (M#) Multilanguage (# of Languages)          :\
: (###) Checksum       (??k) ROM Size           :\
:  ZZZ_ Unclassified   (Unl) Unlicensed		:\
:...............................................:\
 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
             .......................
.............: STANDARD CODE NOTES ::............
:                                               :\
: [a] This is simply an alternate version of a  :\
:     ROM. Many games have been re-released to  :\
:     fix bugs or even to eliminate Game Genie  :\
:     codes (Yes, Nintendo hates that device).  :\
:             -------------------               :\
: [b] A bad dump often occurs with an older     :\
:     game or a faulty dumper (bad connection). :\
:     Another common source of [b] ROMs is a    :\
:     corrupted upload to a release FTP.        :\
:             -------------------               :\
: [f] A fixed game has been altered in some way :\
:     so that it will run better on a copier    :\
:     or emulator.                              :\
:             -------------------               :\
: [h] Something in this ROM is not quite as it  :\
:     should be. Often a hacked ROM simply has  :\
:     a changed header or has been enabled to   :\
:     run in different regions. Other times it  :\
:     could be a release group intro, or just   :\
:     some kind of cheating or funny hack.      :\
:             -------------------               :\
: [o] An overdumped ROM image has more data     :\
:     than is actually in the cart. The extra   :\
:     information means nothing and is removed  :\
:     from the true image.                      :\
:             -------------------               :\
: [t] A trainer is special code which executes  :\
:     before the game is begun. It allows you   :\
:     to access cheats from a menu.             :\
:             -------------------               :\
: [!] Verified good dump. Thank God for these!  :\
:...............................................:\
 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Editor, Experienced Forum User, Published Author, Expert player (2315)
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My old keyboard accepted simultaneous pressing of A, W and S which are next to each other while my new keyboard only accepts A, W and D. (See image) Are there keyboards which accept more or even all possible key presses?
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KDL3 has already been done: TAS in 01:10:24 (1): Account | Free (2): Account | Free There are some possible improvements and WaddleDX started a new WIP using sliding at some places, but he seems to have stopped progress for now.
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I think it should be allowed to collect swords if it is faster to do so but it should be forbidden to use them.
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I TASed 1900 frames now and came up with this: http://dehacked.2y.net/microstorage.php/info/461254588/mugg-gbmotocross-tasv3%20%28fastest%2C%20all%29.vbm The game shows the time after each course in minutes:seconds:milliseconds so this makes it look especially attracting for a fastest time run. But the planning is so hard to do just for course 1 (and I realized I would need to redo all of my movie because a nitroboost would save more time in the place I am at now. I don't know how much time each nitroboost saves and it is absurdly hard to calculate). Planning the other courses will turn out to be even harder, I think so I won't continue this movie anymore which I worked on for hours (for just 20 seconds of gameplay). It would be more efficient and wise to not care about the fastest time and make it a playaround or run which trades time for entertainment. EDIT: Also, what about using the vs. Computer mode? It seems to be exactly the same as solo.
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So I wanted to give it a try, but this page suggested that there is a GBC and SGB mode. It took me some time to find the proper ROMs and enable the proper setting in VBA. Now I need to figure out which version to take. Personally, I'm always in favor of the monochrome GB mode but I guess I should go with SGB. E: It turns out SGB is slightly slower compared to the GB version, so I will use the GB version. Motocross Maniacs (U) [!].gb The original version of the game. Konami GB Collection Vol.3 (E) [C][!].gbc (The game is renamed to "Bikers") Same as the original version, but with colors. Unfortunately it runs at half the speed compared to other versions, so I think this shouldn't be used. Konami Collection 2 (J) [S].gb Same as the original version and with SGB border. The colors are slightly brighter.
Post subject: Re: What's up with the Earthbound movies?
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Just some things: -> The glitchless run can probably be improved by more than 5 minutes and not just 2 frames. -> Pirohiko is working on a new glitched run and uses new time-saving techniques (abusing RNG, subpixel optimization, etc.) so this new run will be of high quality. This means that a new glitchless run will be pretty hard to make if one wants to keep this level of quality and it isn't very worthwhile (there is already a run there, just some minutes slower than possible, so what?).
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I made a small TAS for fun: http://www.youtube.com/watch?v=K3TbboLTzB0 But GameMasterMind81 on Youtube owns a faster record. Well, I was just going for some cool-looking stunts and used a glitch for demonstration. A run that aims for fastest time would be cool to see for the 8 courses on the C level and I might try it, but it seems very hard to plan everything.
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It is indeed possible to manipulate which minigames to appear (I'm not sure if you can manipulate the set or each game). So it may be possible to exchange the more boring minigames for more exciting ones. I don't plan to redo the run, however. Ryuto's run is faster due to the faster intro screen on the Japanese version (and probably some other factors like different minigames or other different Japanese-exclusive behavior).
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<Tompala> Hi Dr. Mugg <Comicalflop> hi MUGGilicious <MUGG> Why are you guys making fun of my name.. <MUGG> =P <Comicalflop> because it's so funny <Tompala> I'm always changing people's nicks <Comicalflop> watch him make a mockery of my name <Tompala> Mugg means "cup" in Swedish. <Tompala> And can also mean "toilet" <Comicalflop> Mug means a coffee cup in american-speak <PhilCote> Hi, Muggs Money.
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Because I started the WIP on 0.9.4+ I don't want to restart the movie everytime a new version is released. The game is emulated well enough (only issue is a small graphical bug during screen transitions, but that can be ignored and doesn't affect gameplay).