Posts for MUGG


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Okay I watched your movie. It brought back quite some memories from when I played the pirated version. The levels are the same for the most part. I'm not exactly familiar with the original game, but there are some possible improvements I want to point out. - You can start the levels sooner by pressing A, Start or a combination of both, without having to listen to the tune everytime. - You can fly across most of level 1. Starting from here: until here: - You don't hit bosses at the first possible frame. And often you aren't close to the right side to go out of the screen (to trigger the level end), so you had to walk there and thus wasted some time. I'm not very familiar with the game and therefore I'm not confident about this point, but positioning didn't seem optimal in some places. - You didn't use frame advance much/effectively it seems. At the end you autofired A at 25% speed or so, wasting a lot of frames. The run seems good, and is okay for a beginner's run but there are quite some possible improvements (I think you could save at least 20 seconds). I suggest you implement these, and take your time optimizing things, especially the boss fights, instead of rushing it. If you aren't interested in redoing this TAS, I'd like to give this a shot some time in the future :)
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Interesting... there is a pirated version of this game out there, named "Super Mario Land 4" which was once sold in real cartridges. http://www.youtube.com/watch?v=4xd8U2Axo5U I got one too and I even made an unfinished TAS of this version a long time ago. I'm going to check out your run.
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http://dehacked.2y.net/microstorage.php/info/1851599817/Kirby%27s%20Dream%20Land%20%28UE%29%20%5B%21%5D2.vbm I currently have the kaboola fight done, but I was close to him when I began shooting so I think I can save time by being far away at the beginning in order to get more hits, but it is lagging much when I use this method. I saved ~ 670 frames so far.
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Due to the recent soccer TAS I might be inspired to once again try to make a playaround TAS for this game. The problem is that I think I'm not very good at making a playaround type of movie, and watching the game being played can get boring fast in my opinion. There seems to be an out-of-bounds glitch with which you can access the place by the goal and behind it which might make a playaround more interesting but it is not yet reproducible. I'm also thinking that the sequel, Kunio Kun no Nekketsu Soccer League, is a lot more suited for a playaround TAS as it has a lot of gameplay depth. A movie of this game would also only be about 5 minutes long while Nintendo World cup takes 13 minutes according to my calculations and there isn't much you can do during this much time. I would have problems using the sequel though, since I never played it and it is very complicated for me (so far I'm currently looking at the move list guide at gamefaqs). For example, I don't know what exactly the use of items and talking to players does. I'm not aware of all the powershots in the game, and I don't know any good glitches. Perhaps I should start a new thread when there's interest.
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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I'm not working on the next run for now, but I'd like to post a few infos. Having your buddy kirbys use magic so you can acquire needed abilities out of the blue has always been considered a great possible improvement, if it can be used properly. Usually turning around while running, starting to run and sliding (the first one being the most applicable and effective) changes the randomness/RNG in the game. The buddy Kirbys will change powers from time to time and it doesn't matter in which room they currently are. They can acquire abilities that wouldn't be possible to get in the room they are in. Unfortunately, it is almost impossible to influence the timing of said behaviour. You can change the RNG as much as you want but all it does is changing the ability that one of the kirbys will get (and even that is hard to manipulate). I'm currently looking into the memory trying to understand this behaviour. I think there should be a timer or something that counts how many time is left until a buddy kirby gets a new ability... Some memory addresses:
02020fe0    Health Points (Pink Kirby)
02020fbc    Battery Units (Pink Kirby)
02020fe2    Lives (Pink Kirby) 
Only added those for fun.

02020fe3   Ability (Pink Kirby)
0202118b   Ability (Yellow Kirby)
02021333   Ability (Red Kirby)
020214db   Ability (Green Kirby)
Assigning the value to these addresses doesn't switch the moveset so you will end up freezing the game most likely if you do.

1: Fire        10: Throw        19: Cupid
2: Ice         11: Sleep        20: Fighter
3: Burn        12: Cook         21: Magic
4: Wheel       13: Laser        22: Smash
5: Parasol     14: UFO          23: Mini
6: Cutter      15: Spark        24: Crash
7: Beam        16: Tornado      25: Missile
8: Stone       17: Hammer       26: Master
9: Bomb        18: Sword



I'm currently looking at 030015dd onwards. This part might be related to RNG as it doesn't react except when I turn around (which is known to change RNG).
Once one buddy Kirby has Magic, it is possible to manipulate either of the Kirbys to acquire Magic from the ability roulette they get. So we can use this over and over, but because of the timing it might be troublesome. It doesn't save time in many areas as most areas require wheel which I have most of the run anyway. But there are certainly parts where it is possibly of advantage to change the ability, like in boss fights or when I need to break grey blocks. Looking at it twice, it might not be a great time saver after all (the greatest time saver in the next any% will be optimizations and new strategies rather than Magic ability abuse). I'm not currently interested in working on a new TAS, but I might be if I succeed understanding the memory better and solve the problem with the timing I mentioned above. Any feedback/help with this is greatly appreciated. EDIT: I can't figure it out! I'm done with 1/10 of the IRAM part, and I'm not even sure if I didn't miss anything and it took very long... I'm out of this. If someone figures out the RNG and Magic kirby trick and all then I'll be doing a new TAS but as it is currently I simply can't...
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This is the best TAS of a sports game I've ever seen. Yes, Yes, YEEEEEEEES! OWN GOAL?
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See the Boss Scrolls section in the submission text. I would lose frames if I'd get it at any higher point, because the game delays for as many frames as you are in the air and the way I grabbed the scroll is the most optimal one.
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DailyMotion is awesome and keeps them out of the video
When I watched the crash bandicoot 2 TAS today there were ad bars covering 1/3 of the video and it appeared every 10 seconds after clicking it off. I'm pretty sure that was on DailyMotion (I don't use viddler, too laggy). I think the best we could do is to use the videos webnations uploads to youtube. He doesn't have the 10min limit.
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Hey, I picked this one up again. I've redone the two rooms before the boss room and saved ~ 4 frames. Whispy didn't make me wait as much this time and the boss fight looks good. The waiting spans seem to be related to Whispy's blinking animation which seems to be matter of luck-manipulation. I had originally postponed this because I thought it was related to a nasty frame rule and I didn't know how to save frames in the previous rooms to avoid this. I put much effort to save as many frames as I could (40.000 rerecords now! o_o) So far, this is 205 frames faster compared to the published run. http://dehacked.2y.net/microstorage.php/info/1890830178/Kirby%27s%20Dream%20Land%20%28UE%29%20%5B%21%5D2.vbm EDIT: Now finished level 2. That was an easy feat, no complicated rooms that are full of enemies here or anything that stopped me. I'm now 373 frames ahead of the published run. http://dehacked.2y.net/microstorage.php/info/982557142/Kirby%27s%20Dream%20Land%20%28UE%29%20%5B%21%5D2.vbm
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Kudos to you, andymac! You're doing very well with all the Super Mario Land 2 stuff. About the trigger for the end credits, it's probably as you suggested.
I came up with a method which would allow me to get to the SRAM using the bat and bubble glitch, by breaking some blocks in the AE00-AFFF range. Unfortunately, this part of memory is concerned with sprites on screen, so performing the bat glitch, which basically fills the entire of the sprite memory plus more, would overwrite these blocks, and I'd be back where I started.
I can't quite imagine this scenario. Maybe you can provide a movie file? You aren't limited to the bat glitch now as I discovered that you can do the glitch with everything that produces new sprites, maybe this will help your problem? But there isn't much we can do with the SRAM right now. I only found a block that messes with the camera and this effect can be carried over to other levels, but that's not of much use (it messes up the map loading but it will take too long to set up and that kind of trick is useless in Wario's castle atm).
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Fröhliche Weihnachten ;) Obwohl es ein bisschen spät ist...
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It's been some time so I'd like to provide new information. As for corrupting savegames we didn't succeed. I played around with the garbage data more and came across some interesting effects that occured by crushing blocks at 0xA000 onwards, but it isn't useful (only glitching up the camera behaviour, mostly) and we can't reach that spot currently anyway. I wasn't able to find a way to trigger the ending credits. After beating Wario and chasing him by jumping out of the castle Mario lands on a block and the screen changes. I looked at the memory and could locate some concerning parts but wasn't able to understand it fully. There seem to be many memory addresses involved, and triggering the ending by crushing blocks (= changing memory addresses with the value 00 to 96, I believe) won't be doable. So the garbage data can only be used for exiting a level earlier, currently. ---- The trick with the multiple bats doesn't only apply to those. You can use the same approach for almost everything else that produces sprites, like piranha plants, cannon pigs, garbage-throwing ants, etc. http://www.youtube.com/watch?v=W3AfV17kXP4 ---- This is an attempt to create a glitchy shortcut to Wario's room, but I failed. At least it produces an interesting glitch and can help understanding lag better, maybe. http://www.youtube.com/watch?v=HRL0DLBYZ7A
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Here's a brandnew WIP :) http://www.youtube.com/watch?v=ivuoRze8Yyk - I used the slide-float trick (slide at the ledge, immediately hold "up"). - I discovered that Kirby is actually standing at the beginning of each level so I exploited this by using the slide-float trick wherever possible. Also works after each travel with a Warpstar. - I used the bubble glitch I discovered earlier. Just obtain any item (treasure, bubble, food) at the same frame you're using an item. You'll obtain the item and use the other item but you won't lose it. - Used a small sequence break to skip the squeak squad sequence :P - About luck-manipulation: The roulette at the end of every level is dependent on enemy behaviour (probably just object behaviour in general). It can't be manipulated directly. Why would we want to manipulate the roulette? Because there's sometimes food on the first plate and it delays Kirby for 5 frames! I manipulated the roulette actively in one level by taking damage from an enemy where I could have avoided it (+4 delay frames, saves 5. So I saved 1 frame here). About the MrFrosty battle: There is a little bug, sometimes when the battle starts and kirby is behind MrFrosty, he turns around which allows for a faster battle. This is very hard to manipulate, but I succeeded by hitting an enemy earlier in the same room (+3 delay frames) and by waiting before making him appear (+ ~4 delay frames, so I needed to delay for ca. 10 frames). I'll need to change the ending a bit. I might be able to use the item-glitch with the big treasure chest. For now, I don't know how to continue the WIP as I don't have a plan for the whole speedrun yet. I'll need to reorganize the route I posted earlier in this thread due to the new item-glitch.
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http://dic.nicovideo.jp/v/sm9097643 This idea has been been realized now. *watching now*
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There's a hack which allows for hyperspeed without any major map loading issues. http://www.youtube.com/watch?v=kJAVo-SZCbA
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I'm not familiar with the NES version. And by looking on youtube videos, it doesn't look particularly interesting. It seems to only consist of straightforward levels, whereas the gameboy version does have some interesting places, especially in the cave levels. Also, the NES version seems longer and features longer and more frequent boss fights. The goal platforms in 4-1 and 4-2 differ from the previous ones. I made sure to land on them optimally and as soon as possible.
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I saw ISM's demonstration on youtube and was thinking that's what the next run is going to look like... too bad it's actually slower.
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Thank you two for making my day.
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Floogal wrote:
Great job on the videos! Just one comment: in the SNES game, the Ultra Jet Jump attack (try to fly with full charge stored) will OHKO minibosses. Does that still happen in the DS version, and, if so, would it be feasible to defeat some of them this way?
No, it does ~40 damage every 30 frames (I haven't checked the exact numbers, it's just an estimation). It doesn't instant-KO.
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I doesn't interest me if it's a time-saver. I just wanted to know..
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1. Mario can't reach high enough to do one wall jump 2. Mario's speed is too low to wall jump continously off the same wall
How about the all-stars version (using the left+right bug)?
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Yeah, I'm using 0.9.4+ as I'm having trouble with 0.9.5 (much lag, confusing input display, desynch issues and on top of that I already began working on my movie) I guess I'll use the built-in RAM watch then... :P Thanks again
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while true do
  local x = memory.readwordunsigned(0x0204A7CE) + memory.readwordunsigned(0x020BB6B1)
  gui.text(20,55,string.format("X-Co.: %.03f", x))
  
  emu.frameadvance()
end
"5: attempt to call field 'frameadvance' (a nil value)"
gui.register(function()
  local x = memory.readwordunsigned(0x0204A7CE) + memory.readwordunsigned(0x020BB6B1)
  gui.text(20,55,string.format("X-Co.: %.03f", x))
end)
"script returned but is still running registered functions" Help is appreciated, thanks in advance..