Posts for MUGG


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Noob Irdoh wrote:
I am confused (quick! someone give me an antidote!), how can you TAS the link between two games? I know how the link works, as many years ago I obtained a complete Pokédex with the first emulator which could emulate the link (Prototype-D), but I don't see how that would be applicable to a TAS. You would need two emulators and two movie files?
http://tasvideos.org/forum/viewtopic.php?t=7268 This topic might be of interest. Personally, I'm not sure if I'd want to watch a Pokemon TAS with two screens. It would be much like the multigame TASes that are published on the site that I rather dislike.
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Death-warping back to Ness' house after Buzz Buzz joins you is now proven to be slower. http://www.youtube.com/watch?v=KDQkIdOv2Vk Note that I have to lure a Spiteful Crow since it can dodge Buzz Buzz' attacks (the Coil Snake and the Runaway Dog can not dodge, and Buzz Buzz can't miss).
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I couldn't beat this game. Level 8-1 was especially hard with Simon and Bill, so I couldn't beat it. Link was very successful. I had some epic fights when there were Bullet bills and flying koopas. I jumped around and threw my boomerang. It's a very good game, but I couldn't beat it due to the wacky physics... Link's boomerang can transport coins. I love the details in this game.
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I made a new compilation video: http://www.youtube.com/watch?v=lO7Vfn5h-vw (Total: 2:49.87) Unfortunately, I messed up with the music so I chose a theme from YT's audio library. Also, many records are still being made so I'll consider making updated versions every once in a while.
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Here is a new Revenge of Metaknight TAS: In-game time: 7725 (???)
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I used a walk-through-walls cheat code to test the area around the circus tent. Basicly, most of the right side of the tent is glitchy. If you go farther rightwards or downwards, however, there won't be glitchy dialogue. I tested this area with autofire L at 30 Hz for 100.000 frames and didn't see any glitched text. Edit: http://img534.imageshack.us/img534/2329/fullmapsmall.png * Glitched text spots are often located where there's a cross of map transition lines. There is no such cross at the circus tent, though. The spot there is also significantly larger. * There are two spots I found so far that will always bring up glitched text. One of them acts very glitchy and will often result in a game break. (located in the north of Onett) Edit: I took pirohiko's TAS and modified it a bit. I only bought one skip sandwich and got another one from the trash can in Threed. I go directly to the circus tent to try my luck. http://dehacked.2y.net/microstorage.php/info/547016345/EarthBound%20pirohiko%2C%20modified%20mugg.smv I like this outcome, though it's useless... On another note: This glitch should be tested on the real console! The glitch messages have differed between snes9x 1.43 and 1.51.
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You can select the end credits on the fourth page of the second debug menu. http://starmen.net/mother2/gameinfo/debug2/ I don't know if you could select the end credits in the first debug menu. Even if you couldn't, you could probably still do some significant changes with both of the menus so that you can reach the credits pretty fast.
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http://www.youtube.com/watch?v=VPCFmr3Itog This gamebreaking glitch could be used to reach the end credits early (either by glitching directly there or by bringing up the debug menu and selecting the credits with it). There are a few more videos about this bug on Youtube and people have made quite a variety of discoveries like reaching the debug menu, triggering a battle and glitch warping. I myself haven't found anything useful, just a lot of game freezes and two glitch warps (both brought me to Fourside's cafe, but one warped me further, into Dark Deepness' swamps). But after warping, everything was at the verge of freezing up the game, you couldn't talk to anyone and going over trigger spots made weird sound effects play or glitch up the graphics. I tried autofiring L to see different outcomes, by advancing a frame everytime. I took both of the runs on the site and my own walkthrough and went to the tent to compare the outcomes and they were generally different. This will be very tough to investigate, but if this could be exploited successfully we could have a new glitched run of 15 minutes in length.
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No. I don't think I'm good at TASing SMB and I'm also not overly interested in doing so, so I stopped progress after two levels. My movie was made half a year ago. Maybe adelikat or andrewg will post some memory addresses...
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I actually started a WIP myself some time ago. http://dehacked.2y.net/microstorage.php/info/640986733/smb_warpless_walkathon_mugg.fm2 The problem with this run is that you have to keep the entertainment level high throughout the whole game. However, what some consider to be entertaining, others might find completely boring. I found your WIP good at times, but you avoided too many enemies / blocks, in my opinion. Why did you get a mushroom this early? It costed you some time in 1-4. The way you get the mushroom doesn't look optimal to me.
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Thank you, Randil. I made a lua script of it: http://pastebin.com/h0iCeBhz Please tell me what this address does, though:
x055C No|move|9/A 
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Could someone please redirect me towards a list of useful SMB3 memory addresses? A RAM watch file would be good too. Thanks in advance.
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Another good game I played in my childhood. In Klax you have to catch falling tiles which you then drop into a field in order to build horizontal, vertical or diagonal rows of at least three same tiles to clear them out, much like in Dr.Mario or in Tetris. You have to accomplish certain missions (like acquiring a certain number of points or getting a certain number of horizontal rows). There are 100 missions (also known as waves), and you can warp 45 waves ahead by forming a big X on wave 6 or 11. There are certain features in this game that I wasn't aware of when I played this game back then which I just recently discovered. For example, you can push tiles upwards to have them falling from the top of the screen again. And you can create tiles on your platform by simply pressing the select button. However, since this defeats the purpose of the game and makes it a lot easier to play through, I think it is a leftover on the programmers' part. I abuse these features a lot in my TAS: http://www.youtube.com/watch?v=h1FsTgCdG5k I used the Gameboy version as it was the version I'm most familiar with and I didn't like other ports I tried. This TAS can be improved upon a bit, but I don't plan to for now.
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Two things:
  • I could be wrong but I think the game notifies you when all the levels have been completed. You can switch between the worlds and your inventory is full of P-Wings. My definition for 100% would be having all the levels completed so that this outcome happens. If you beat any hammer bros. they will be revived after you completed the game. I think they're even revived while you switch between worlds. Completing all the hammer bros. would feel closer to 100% but on the other hand would be pointless. Same with the mushroom houses or coin ships. The game doesn't reward you if you complete them (you just get an item, but we're not going for "all items", are we?). Simply put, I don't like the idea of beating all the hammer bros. EDIT: Tompa told me about problems with the way the game notifies you of having all stages completed. You apparently get P-wings just by completing the game and you can switch to other worlds after arriving in world 8 (on the SNES verrsion). Beware that I only played the GBA version. However, in the GBA version of SMB3, the level icons on the map are numbered and they will have a star on it (or other such symbol) after completing every level. If this is the same in the NES/SNES versions, use that as the indicator for "all levels" (though the game might give you a special cutscene or a notification). Anyway, my suggestion stays the same: Avoid beating hammer bros and visiting mushroom houses.
  • If a run gets done, I'd like to see it on the NES version as I mentioned before. The left+right bug looks ugly to me. I would totally dislike an all-levels run that features the left+right bug all the way through! The player can't do it on the console and it feels completely foreign and ugly (to me). So please do it without pressing left+right or just do it on the NES version.
EDIT: If someone is willing to work on the run, I'd like to co-author or watch progress to point out possible improvements.
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Indeed. I would be very interested in seeing an all-levels run, as has been suggested a few times. I would even be willing to do that kind of run myself, but I lack knowledge about the game. The tricks page for SMB3 isn't all that close to being completed (important things are missing like stutter walking)... I'd like to see such a run being done on the NES version.
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* Did you try the second mushroom in the first level? If yes, was it slower than what you used? * In the beginning of the second stage you bumped into a pipe where you could have avoided it (when jumping, go left, then left+right) * Not sure, but the way you got the leaf in the third level looks improvable. Can you walljump at the spot where the leaf is? Have you tried landing before that pillar of blocks and then jumping (so when you touch the leaf-block you're already on your way across it). * Have you tried skipping the leaf? (I was told you can walljump to reach the secret area in the fortress) * Not sure if this glitch works in the SNES version: Have Mario scroll to the right, offscreen, so he can enter the pipe faster. * Same for the second autoscroller. * Might be possible even on the third autoscroller. * On the first non-autoscroller level, you bumped into lot of things and used a walljump at the end. Looks highly avoidable to me... * In Bowser's fortress at the stairs, I think you can go through walls without having to go all the way up there.
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***************** record list got moved to: http://tasvideos.org/Mugg/SSBM.html *****************
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I'd like to attempt the hard mode run next. I uploaded the test movie I posted a while back: http://www.youtube.com/watch?v=eTRENWQxdMw It seems that the randomness behaves the same in the hard mode. Putting in 1 idle frame in 1-1 and 3 idle frames in 1-2 is still the best solution, so maybe this will be an easier project to do than the normal run. But here is a new problem and I need opinions in order to make a decision. Certain combos cannot be done without the occurence of lag frames. In other words, skipping combos will be faster by a handful frames. I can do one of the following: [1] Fastest possible: I will not go for combos that have lag frames [2] Fastest possible with entertainment/speed tradeoffs: I will go for combos at the expense of time, but I will not do any other kind of tradeoff (like shooting fireballs where it can be avoided). In other words, lag will be ignored but the run will otherwise be the fastest possible. [3] Fastest possible with more entertainment/speed tradeoffs: I will go for combos and I will shoot fireballs even if it costs time 1 is a good solution, but takes away from entertainment and will look questionable. 2 is another good solution. 3 is arbitrary and I'd rather not do this. Vote please!
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If you release the B-button for even as much as one frame you lose running speed, and ultimately lose at least one frame everytime you shoot. You don't lose momentum in most of the other Mario games when jumping and releasing directional buttons (like in Super Mario Land 2 and Super Mario World; correct me if I'm wrong).
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I liked watching this and I would be in favor of Megaman 2!
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Hey people, thanks for watching. Just saying that I want to run the hard mode of this game, so maybe this shouldn't be published (well, it depends on whether people are ok with 3 publications). I'm also improving xenos' normal run and if it wasn't for those autoscroller stages this improvement would already be ready to be submitted.
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Thanks for your help. I got hex-editor neo and csdiff and it works well. But, as I expected, I cannot interpret what the changes mean. I can only see where they are in memory and how numerous they are. I managed to find another version difference between Super Mario Land v1.0 and v1.1, aside from the OOB glitch that only works in v1.0, but this was not found by using these programs (The dying sound is more significant on v1.1). I guess all I can ask right now is how to interpret the changes between two roms. How to find out what purpose a certain memory address is used for? All I could do is trying to edit the value in memory addresses to find out how the game reacts. I would be glad for more responses. edit: When opening a rom in the hex-editor, all I get is all the memory address values there are. But aren't there also some kind of algorithms in the game?
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The out-of-bounds bug featured in my walkathon run that is currently submitted works only on v1.0 and not on v1.1. Since I want to improve on xenos' run I took v1.0 since it appeared to be better. Xenos used v1.1. I got 1300 points additional points that xenos had missed, however, the bonus screen is troubling me now. The best result I found after hours of research was ~18 frames behind xenos' run. When I put in idle frames where xenos did (1 frame in 1-1 and 3 frames in 1-2) I get 2 lives on the bonus screen instead of 1. This means that the bonus prizes, or the RNG in the game behaves differently between the versions which is unfortunate! Either I use v1.0 at the cost of 18 frames and possibly more or I use v1.1 at the cost of the OOB glitch. This OOB glitch has not been proven to be a time-saver yet, I don't think it will be one. Personally, I would lean to v1.1 since the final time is what counts for me.
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Yeah, I like this game. But it's been a while since I played it. Are there credits to trigger and how? I can only say it will be a problem to run city trial mode if you aim for all the missions (*cough* wait 3 hours *cough*)