Posts for MUGG


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Possibility of skipping warp stars While investigating % flags and room IDs, I saw that the room that Kirby is considered to be in (according to EWRAM $020FE6, 16 bits) changes as soon as Kirby touches a warp star. If it was possible to die while touching the warp star, you could go to the next area sooner. I tried thoroughly but it didn't seem to be possible to touch an enemy and the warp star at the same time. I also tried with Bomb Kirby's self damage, doesn't work. The flag for visiting the room the warp star goes to is still only set when it starts fading it. Flags bug When you unlock all switches, if you soft reset on a certain frame, the "have the all abilities room" flag is not set and therefore the all abilities room is not unlocked and cannot ever be unlocked on that savegame anymore. It is not required to have it for 100%, though. Double Hammer hit twitch vod Dezero showed me a twitch vod of a possible double hammer hit on Dark Mind. https://www.twitch.tv/videos/46416545 It is not fully understood, but the theory is that it happened because the mirror changed properties or hitbox, therefore accepting another hit earlier than normally possible.
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What is a good software to convert from MKV to a format that can play on a DVD? Also what is a good free software to burn the file to DVD, without a watermark?
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I think OP might be thinking of a single elimination bracket. For example, two players that confront each other have to complete a task like "TAS level 1 of Donald Land" and the fastest one advances in the bracket. Sounds somewhat interesting. Or this.
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It's only 2-3 more weeks 1 day until The Promised Neverland anime starts! All manga & anime promotionals (contains spoilers) Anime trailer #1 Anime trailer #2 Episode 1 sneak peek Sub reddit
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I'm never going to work on this game again, that being said: Brunovalads, one little bug I found right off the bat, when everything is enabled and cheats are enabled, the "Cheats allowed" red text does not show. About suggesting features, feel free to add the drag & drop thing from my script if you want. If you need help understanding my script, let me know.
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Does the wall zip from the SNES version work?
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I've been working on a sketch for Carol, Emma and Phil. I have since improved and changed it a lot. version 1 version 2 version 3:
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User named Viperision asked for help on Banana bug, so I compiled this information for them: Banana bug It happens when the banana falls down and lands. When landing, one Kirby has to be inside the banana, and another Kirby has to create a pause (by L-warp, R-call, transformation, etc.) The pause has to commence at exactly the right frame or it won't work. If successful, the Kirby inside the banana will be pushed up every frame until he leaves the banana's area of effect, for the duration of the pause. GIF With Hitboxes
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Colored it this morning~
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This game was very fun to research, but TASing... no fun at all. Congrats to the winner team.
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Our team's lua. Note: You need the font "SF Intermosaic B" to be installed. Otherwise, edit line 203 to a different font. - Tile viewer - Lets you view and drag around enemies/objects (I'm proud I was able to code this) - Various memory values... I think bugs/tricks-wise we did not find anything new. Subpixels, buttons held (etc.) is carried over from level to level. And lag can be reduced by 1-3 frames on loading screens by button presses. BrunoValads might want to post our RAM map and sprites information which mainly he worked on.
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I would prefer fastest credits because I don't think we want a case of 2 minutes of waiting at the end boss until he suicides (= River City Ransom).
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I wonder if all the other teams found that secret warp in level 2...
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http://tasvideos.org/3218M.html I think the fastest completion tag for the 4:41 run should be removed. The only reason it is faster than the newer run is because of less accurate emulation.
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I would like to point out that the Japanese version saves quite a bit of time over English - as the author pointed out - due to faster text and generally less lags. Playing through just Onett alone normally can have about 2-3 minutes of difference between the two versions, from what I remember. That being said, I don't know how much time the new skips save; a time of 54 minutes seems plausible with all things considered. was0x & pirohiko: Are you on English? (They are on English) Do you have a target time?
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Not5id wrote:
I seem to remember a glitch where you could get infinite power shots in single player and it involved doing something specific in a 2 player match prior.. I was a kid when I did it so I forget now but dang I wish I remembered.
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karashiiro wrote:
it just had a black box in the top-left that said "Script".
Yes, you click on it and go from there. I'm happy I could help.
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Oh, I haven't gotten the lua working in BizHawk >_>
It's working for me on 2.2.2, 2.3 and 1.12.0. Here is what I learned after a bit of research (using the lua): When walking on the ground, your speed increases 32 speed every frame with a maximum of 332 speed. When holding a direction through a screen transition, it will be seen as a button hold and you receive 32, 64, 96, ... speed. When the game registers a new button press, you will receive an additional 32 speed so you receive 64, 96, ... speed. This happens if you start holding a direction at the same time or after Kirby can move. Note that there are special rules in place for movement in the air. For example, acceleration works differently and when falling down, inhaling briefly may accelerate you faster.
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MeM Chris ??? wrote:
I know this video is old, but i have another glitch. You know the scene where kylie koopa is fed to Petey Phirana, right? You're supposed to get there with mario and luigi with the new bros ball. I found an exploit in the physics that allows you to get there with the babies. The scene is also funny when you do that. I don't know if it's on virtual console, i did it on a cartridge. It doesn't break the game, it substitutes sprites and sounds for the cutscene.
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c-square helped me out a lot here http://tasvideos.org/forum/viewtopic.php?p=465972#465972 I can't write up a guide, but you might be able to find answers and leads in that topic.
Post subject: Re: Map load times?
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karashiiro wrote:
I'm TASing this to see if I can beat MUGG's established record (first TAS, don't bet on it), and as I was comparing what I have so far against his run I noticed his second area load was always 6 frames faster than mine. Is this an emulation artifact? I can't find any mention of lag reduction on any of the KatAM pages. Unrelated thing I may as well put out there: Not sure what caused this, but when I went back and reoptimized the first room, the rest of the run desynced because my initial speed in the second room was 64 instead of 32 (meaning I hit maximum aerial speed a frame earlier than I should've). It doesn't look like I had any speed or distance carry over from the last room, but I obviously did something. After shaving off another frame in the first room, my starting speed in the second room was 32 again, so I (thankfully) didn't need to redo anything I had already worked on. EDIT: Both of the "Next Ability" addresses that MUGG found were 38 bytes before the "Current Ability" address. If that's a constant, Red's next ability should be at 0x0202130D.
Sorry for the late reply. I did my runs on the VBA-rr emulator. Newer runs should be done on Bizhawk with the mGBA core. I can't really help with the other thing you brought up. I never knew about such a thing with differing starting speeds... About Red's address, are you saying it is wrong in my lua?
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I think the autoscroller looks a bit lacklustre, but I'm sure the whole "standing around and getting hit" thing is all for luck manipulation? Tao looks pretty nice! EDIT: Ah you're saying you will redo it.
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https://smashboards.com/threads/the-yo-yo-glitch-cracked-update-faq-now-in-first-post.48717/page-35#post-22600153 Some technical insights about how hitboxes work and why the yoyo glitch happens. (No information about super yoyo glitch though.)
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What are you trying to do?
I have a MKV file that's 4.7 GB size and 1h35m00s length and I would like to cut out a scene from it. I did what you said and converted it to a 24 GB size AVI file (it took like 6 hours to convert). It opens in Media Player Classic but runs very slowly. In VLC it shows a garbled colored mess. It does not open in Virtualdub; it says "couldn't locate decompressor for format FFV1 (unknown). Virtualdub requires a Video for Windows (VFW) compatible codec to decompress video. DirectShow codecs such as those used by Windows Media Player are not suitable." So I guess I will try to convert again without having "DirectShow" ticked.
VirtualDub can open Avisynth scripts, there's no need to convert files to open them in VD directly...
Like I said, I have tried both avss.dll's dds2() and ffms2.dll's ffvideosource() but it does not open. In the case of ffvideosource, it says "invalid initial pts and dts", whatever that means. VLC can open the MKV, but any video snapshots I take in VLC are broken (they don't get rendered when playing them back).