Posts for MUGG


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Yeah, using VBA21 is definite. I was rather aiming at the echo ram (garbage data reachable underneath most levels) and its possibilities of accessing the ending credits or altering your savegame with it. You have direct access to the ROM's inner workings, RAM and stuff, so it should theoretically be possible, right? Just in case it turns out that there's no way for something like that to happen, I created an alternative route. Please feel free to comment on it. I've gone through it in VBA21 and it works out well. My only gripe is the backtracking to pumpkin (1) for tree (2). You need to visit the tree zone twice. starter level tree (1) all space levels all pumpkin levels prepare pipe glitch in pumpkin (1) macro (1), access secret exit via pipe glitch macro (secret), (boss) prepare pipe glitch in pumpkin (1) mario (1), access exit via pipe glitch mario (2), (3), (boss) prepare pipe glitch in pumpkin (1) turtle (1), access exit via pipe glitch prepare pipe glitch in pumpkin (1) turtle (2), access exit via pipe glitch turtle (boss) prepare pipe glitch in pumpkin (1) tree (2), access exit via pipe glitch tree (leaf level), (boss) wario's castle
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That new way of performing the pixel trick now even in the air is great! Much better than the version that involves all the repeated crouching. I'd really like to do an fastest-at-all-costs run, with pixels saved wherever possible, and the pipe glitch used whenever applicable (this time under correct circumstances, i.e. with the game emulated accurately). I quickly tried the pipe glitch on a few levels and it worked in some, and it didn't in others, as I expected. Also, I investigated those glitchy tiles that can be found unterneath the levels a bit, but I couldn't find something of interest (like a tile that can send you to the ending credits). I pm'd FODA* about this, but he thinks those tiles are merely level-related and are probably not to be expected to trigger anything helpful. If someone can provide more info, I'd be glad. On another note: I found an interesting new glitch recently. Isn't a time-saver but funny anyways... ;) http://www.youtube.com/watch?v=Zyvkg9ZuZ2c http://www.youtube.com/watch?v=Mo8vb_kCH9A _____ * who was co-author of this glitched run. It uses the pipe glitch heavily but under illegal circumstances - the game wasn't emulated correctly. I contacted FODA since his team had to deal with those glitchy tiles as well and might know about something...
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I rarely talk about it, given that many people that I've met are prejudiced against me (sadly) and think of me as a video game nerd with no real life if they find me playing Kirby for 5 minutes, since they apparently never experienced video gaming in any way. The rest isn't interested or doesn't understand.
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Hey thanks for all the comments. I'd like to TAS more modes and I focused on MetaKnightmareUltra now. But since your power point count doesn't reset to 0 when starting a new section I'd like to obtain opinions on how to approach this project. TAS every section (spring breeze, dynablade, metaknight etc.) at a time or in one go? If modes are seperately TASed, may I take 50 power points from the previous mode? Otherwise I'd like to do Helper to Hero Buggzy and Tac runs, or true arena (there's already a run but it doesn't seem very optimized).
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A new glitchless run appeared on nicovideo. http://de.nicovideo.jp/watch/sm8473865 (sorry, I cannot provide log-in data. You only need to register - it's free) It's only about 10 minutes slower than our pkmn blue run. Is the ZZAZZ run still in the works? I'd be looking forward to it :)
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Example: If you play Dr. Mario in Tetris & Dr. Mario for SNES, you can play any level from 1 to 20. Level 20 is absolutely trivial for a TAS. But you can also compete against a computer opponent. So what if you set yourself to level 20 and set the computer to level 1? There should be no way you can beat that. The opponent can clear those four viruses away pretty easily, no matter how fast you churn through yours.
Actually you can still win under these conditions in the NES version. http://de.nicovideo.jp/watch/1233106957 (sorry, I cannot provide log-in data this time)
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The dragon fight and the last level looks improvable. I think you don't need to get as close to the dragon everytime you throw a present pack towards him. As for the last level, you should use the left-right trick to skip the "being hit"-animation. The last level is, as far as I can remember, pretty much a matter of health management since there are more places you could take damage to save time than your health allows.
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I'm happy about the positive feedback regarding the screen layout in my latest video. It was my first practical experience using Avisynth and getting it to be like this actually almost took longer than making the TAS! (That's probably because no-one replied to my questions on #tasvideos the other day, though...) I'd like to briefly explain how I archieved the new layout so other people will possibly have an easier time. I downloaded AviSynth here and installed it. I recorded the movie with the Xvid MPEG-4 codec. I used this script to get an encode of the upper screen alone. (The NDS screens are 256 pixels in width and 384 in height (in total))
AviSource("c:\folder\[original clip].avi")
Crop(0,0,-0,-192).BilinearResize(512, 384)
I copied this into a text file and saved it as .avs Then I opened it with VirtualDub and saved the new AVI (compression: Xvid MPEG-4 codec, highest quality). I produced a blank .jpg (768 width, 384 height) with microsoft paint. I opened it in Virtualdub and made sure that it would produce an AVI with as many frames as the originally recorded video, then I saved it as well. Use this instead:
BlankClip(length=[length of the original video in frames], width=768, height=384, fps=59.826 color=$000000)
thanks mz. :) Then I opened this script in Virtualdub: (computer addresses are not needed here, just have it be like "abc.avi" for the revelant places)
alpha=128

clip1 = AviSource("[blank AVI].avi").ConvertToYUY2
clip2 = AviSource("[originally recorded video].avi").ConvertToYUY2
clip3 = AviSource("[upper screen AVI].avi").ConvertToYUY2

return Layer(clip1, clip2, x=514, y=0, "add").layer(clip3)
I imported a seperately-recorded WAV audio file and made sure it synced with the video. I saved it and that was it. It's done! :P There's probably a much easier way to do it but this is how I've done it. End of story.
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I made a TAS of Spring Breeze this weekend. http://www.youtube.com/watch?v=YfquWKsuydw It's more of a test movie than a serious attempt. I got the game yesterday and after playing through it, I felt like doing this mode. There might be some possible strategical improvements to it. The ingame movies aren't emulated accurately time-wise. Audio and movie are out of sync so I didn't include the ending clip here. The movie starts from SRAM, but I didn't have any actual save data. I just didn't want to include the "initialising save data..." part. The movie file can be found in the youtube video description.
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What does 100% mean? Here's my WIP. http://dehacked.2y.net/microstorage.php/info/1463633869/BB_mugg.vbm
  • By blowing in a certain pattern you can speed up the bubble. That's because if you blow for too long, the way the bubble would cover decreases.
  • If your ghost looks downwards at the moment he does his victory animation, it will finish earlier and you'll go to the next room sooner.
I'm currently not working on this game since it's just too annoying for me to assure the first trick to work all the time...
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This is probably going to make the next SML2 run much less entertaining with all the spazzing.
At least it's not as bad as crouching all the time, right? :o Have you got any plans on making the next SML2 run? I will study your movie file and new find when I get more time.
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ah I see... But as I heard it still seems to work sometimes? Just to a lesser extent? About pixel-saving, I cannot find a faster way by using your instructions. I didn't use a speed-address for the production of the demonstration, but I made sure that it is optimal. Hope you really did find a new trick there, because always jumping would obviously make a better movie than crouching.
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I'm ready, but expect me to be gone from today until monday. Shouldn't be a problem if the game is announced on monday anyway. The ways to contact each other in my team seem still a little uncertain and arguable. I'll be on IRC most of the time, and I can be contacted via private messaging.
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Well I did the glitch on VBA21 with the japanese ROM, I made sure that I played till Macro Zone 1 from power-on. And the glitch seems to work everywhere, which it apparently shouldn't. I could try it again but I'm not confident the result will change
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Some of you might know about the pipe glitch in super mario land 2. You enter a pipe, pause, press select to leave the stage. Then upon visitting a new level you go through the ground and will land on some glitchy area where an exit tile is nearby, so you can finish levels pretty fast using this bug. (Only works in Japanese versions and US v1.0) This glitch is not emulated properly in such a way that you can do it in every level. It is, however, to my knowledge, supposed to be executable only in a few levels. How do I go about finding out those places? I wouldn't like to buy the NTSC version via ebay or something just for a TAS-related matter here... Isn't there a list or a easy way to find out about those specific levels the glitch works in?
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I wasn't able to reproduce the Warp glitch. (See youtube comments) edit: turns out this is the result of taking a savestate from one version (english) and loading it in another (japanese). So no legitimate glitch there, sadly...
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But how'd one go about of creating the smv? making it for one and checking what's the result in the other would be aweful
Make it so that snes9x accepts input when inactive and make the TAS with 2 opened emulators, I'd guess.. There was once the suggestion to do SMB1, SMB2j, SMB2u and SMB3 simultaneously some while ago if I remember correctly.
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I'd be very interested in participating in this, as long as it's a NES, SNES or GBx game.
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So how to produce an AVI with only a single screen (the upper one in my case) recorded?
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http://de.nicovideo.jp/search/usdx+tas (user: Kirbypedia<at>gmail.com, pw: krrrocks1) I myself haven't touched this game yet, I'd like to play it first, when it comes out in my country. Also, care to show your progress?
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This new movie was very satisfying. Thank you, HappyLee :) I've got two questions: 1) Why did you use both the vine glitch and the koopa in 6-2? Did you use the vine glitch only to gain distance, and come closer to the koopa sooner? 2) Why no flagpole glitch in 8-3?
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I noticed that rogueyoshi and swordlesslink uploaded a few TASes on Youtube and they both don't have that annoying 11 minute limit. Maybe they could go on uploading everything? I can understand that they might not want to have every TAS to be in their accounts, though. I checked out the smb run on viddler and it lags horribly for me, I get ~5 FPS. It's my old computer's fault I suppose?
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I began to work on a new any% version but I don't plan to continue it right now. I'd actually like to see someone go ahead and abuse the technique I described near the end of the submission text, having the CPU-controlled Kirbys obtain Magic all the time and use it to get you an ability roulette, resulting in you getting a desired ability when you need it out of the blue. I know that the Kirbys can acquire abilities even though there wasn't a single enemy in their specific room, but that's already it. With that said, I don't think the current any% is outdated that much anyway. I'm working on other projects for now.
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<mugg> Hey, in smb is it possible to enter the second row of a wall of blocks? <mugg> like this: http://img339.imageshack.us/img339/5475/11problem.png <mugg> it's probably slower anyway, but well... And I was feeling like giving the warpless walkathon a try myself, just for fun. http://dehacked.2y.net/microstorage.php/info/440150160/smb_warpless_walkathon_mugg.fm2
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I mean, in such situations you could program the bot to press A after it has gone close enough towards the bottom of the screen (and that happens only if it entered a pit unless that pit is so large that the AI doesn't get the chance to touch a wall). Maybe larger pits could make it more difficult for the contestants but as I said I think this walljump feature shouldn't exist for this competition to make it more demanding.