Posts for MUGG


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Patashu wrote:
Does the L+R/U+D glitch work the same way without the translation patch?
Yes
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This completes ending 2 (lifeboat ending) on the English patched ROM. For demonstration. Movie file Link to video I'm getting a better understanding of the bug, but it's still very unreliable to use. Depends a lot on trial and error. I will need to look into memory more to understand why boulders and triggers are disabled or re-enabled. Btw, there might be a faster path to the ship (go right side of the first hut, instead of through the riverside). Optimized run should be low 3:00 and should be done on the unpatched version. Note that the game doesn't save the fact that you completed the ending, likely due to saving being screwed by the glitch. @MegaLuxray Yes, in the ship there is also an item that looks like a grenade and its name makes no sense. It's a good translation patch though, without it I would be lost.
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It looks like only Van ("Lil bro" in the patch) can glitch through stuff. The other boy will usually crash the game. --- When glitching through towards the lighthouse, you have to cross a river. The river apparently normally needs to be dried before you can go on. The flag for this seems to be at $C3AB. When this value is 0x80, the river is full (in the beginning of the game). It seems the glitch has a potential to turn this value to 0xC0 (dried). Are there maps of this game? The 3 common endings all seem to require an extended list of items that you need to get. The other 2 endings are "sleep to day 100". I don't know yet if the glitch can change the day counter.
=== Ending 1 (Lighthouse) ===

- Find 2 Ivy, 1 stick
Make rope ladder

- Go to nearby hut, enter and read the code

- Go to the nearby cliff side and make friends with the parrot

- Go to the lighthouse:
	--- Towards the top:
	Ask parrot for favor to hang up the rope ladder
	Get the broken engine and break it (= magnet and wire)

	--- Basement: 
	Enter code
	get the light bulb
	get the rotor fan
	Use wire on controls
	Use rotor fan on water
	
	--- Top:
	Use light bulb on empty spot
	Use good motor on empty spot

- Leave lighthouse, cutscene

- Sleep 4 days in the lighthouse
Open questions:
== Where is the "good motor"?

== What can possibly happen if you decide to start in the prison instead of the beach?
These items can be found in the prison: 
Weak ladder
shovel
egg timer (can be broken into timer parts and battery)
Film
Screw tack
Bent nail
Bolt
Gunpowder
Crank
Flower



== Go for other endings?
===Ending 2 (Warpship lifeboat)===

These items can be found in the warship:
grenade(?)

There is a switch on the top floor and a lever in the basement floor,
one is for opening a wall and the other is for dropping the anchor so you can climb down the ship.

There is an area you can only access if you have the flashlight.
You cannot glitch into it.

The area with the lifeboat (right side of the ship) is inaccessible,
but there are is a trigger that can lead to the ending. 
Maybe it is possible to glitch there.
Post subject: Survival Kids 2
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I'd like to get familiar with this game more. I already found a bug: Pressing Left+Right or Up+Down makes the game glitch heavily. This can lead to a crash. If it doesn't crash, you can usually walk through boulders; loading zones won't work anymore, you walk right through them and can walk out of bounds. Sometimes they can be made to work again if you press Left+Right again and you can proceed in the game. But quicksaving and saving will not work at all, after doing the glitch, it seems. --- This bug can on rare occasion be made so that it allows saving. It seems extremely useful for bypassing boulders and other stuff. You can get access to the lighthouse very early. I'm not sure about this game's ending conditions but it seems promising. --- Link to video Bizhawk 2.2 movie: http://dehacked.2y.net/microstorage.php/info/186576387/Survival%20Kids%202%20%28English%20Patch%29.bk2 (English patched game) English Patch (IPS): https://www.romhacking.net/translations/2330/
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Audio is out of sync. EDIT: Looks like the graphical emulation glitch in the water and lava level isn't there on VBA.
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klmz wrote:
Bizhawk had an emulation bug in the sea level. I haven't checked since then.
I have reported this bug here, endrift looked into it and later posted about it on his site. But as far as I'm aware, it never got fixed. This bug occurs not only on Bizhawk but on pretty much every emulator. I'm glad you submitted your run!
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Some information about this bootleg can be found here: http://bootleggames.wikia.com/wiki/Super_Mario_4 It was released in 1997 and is said to be one of the "most common" Gameboy hacks, released on multicarts and rarely also on single carts. "Most common" marks this as notable for me.
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I'm a little surprised that this got published. I feel like this could be improved. Maybe I will look into it sometime. (Congratulations nonetheless!)
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By the way, why didn't you include the BIOS screen? It's officially supported in the latest BizHawk release. It would probably be possible to easily resync it on it.
I wasn't aware there was an update to Gambatte. Would you like to look into resyncing it?
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I'm not getting around to fixing the mistake at the beginning of the run (using the typewriter) anytime soon. More little possible improvements (not confirmed): - place the air pump one unit earlier (1 unit to the left of what I did) - Wait a bit before tossing the coin in the well, so the balloon with the air pump is closer to the ground when shot. All these might sum up to ~3 seconds.
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I watched Star vs. the forces of evil's season 3 finale which recently aired and I think I'm liking it. Maybe I will watch the other episodes soon.
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Melonslice wrote:
I don't mind grinding the run it is ending 3 and I can do it over a few days :) thank you for the advice though. I guess I could see how much faster charcoal is too as it uses the boy so you don't need to switch character might be fun to test. You can burn the feather by the way if you ever want to try it. Thank you
Don't know about using the boy. I used the girl. And I either burned the kindling (if it is possible), otherwise you can pick up the grass (which is nearer than the feather).
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If you don't want to grind for the bitter grass, I believe there is also a 100% consistent way. Pick up the tree bark, pick up the stick (hidden in grass). Make the kindling. Make a fire. At this point I'm not sure what step comes next, but you want to burn an item so it "becomes charcoal". I'm not sure if the kindling can be burnt for this purpose. Then enter the hut and it should play out just like if you had eaten the bitter grass.
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Somehow klmz still hasn't submitted his run.
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For console runs, you will probably want to divide hut glitch runs from non-hut glitch runs, since JPN version may be harder to come by for speedrunners. For TAS it's a different story. It is unfortunate you cannot save the game before doing hut glitch, so it looks like you indeed have to redo the beginning three times. I'm not sure if any of the endings (1, 3, 7) can be coupled together in one go. This makes planning complicated...
Melonslice wrote:
As a separate point I was wondering how you got ending 3 that way? I tried and couldn't get it to work I changed my name to "notono" and I even ate the grass. I couldn't get it to work though so does your name matter in this ending because I never thought as much before and I even tried the same direction you walked? this glitch is so precise but thats why I like it
You need to get the correct food scenario. I'm eating a grass there that has the "ugh, bitter" effect with the sweat drop animation. This makes the text pointer 16550, and ROM bank 5. I changed my name because I had about 20 frames to wait until the food scenario came. It is a stylistic choice. I will probably submit that run soon, with the intent to have it obsolete klmz' run for "fastest achievable ending".
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Published runs:
  • Survival Kids (USA) "ENDING 1" by klmz in 05:37.5
  • Survival Kids (USA) "ENDING 8" by MUGG in 27:58.59
Possible but not yet submitted:
  • Survival Kids (JPN) "ENDING 1" in 4 minutes
  • Survival Kids (JPN) "ENDING 3" in 2:42
  • Survival Kids (JPN) "ENDING 7" in 4 minutes
Would a JPN ED1 run obsolete the USA ED1 run by klmz? Would the JPN ED3 run have enough merit to be published? Do you think each ending deserves its own run? I'm thinking about using the hut glitch for an "all endings" run. It really helps with not having to worry about sleeping 100 days. But planning around the Japanese grasses/mushrooms/fruits/berries might be hard for me. It seems on JPN there are not two scenarios like on USA - there are actually at least 4 I think. So each scenario needs to be considered. For example, there need to be two same "bad effect" foods in the swamps. Also, before another ED8 run or an "all endings" run is started, it should be tested if the out of bounds bug can be utilized to skip more parts of the swamps.
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Looking good! As an advice, try going for jump kills, too. It might be faster than shooting in some cases. You can keep jumping onto the same enemy in the direction that it is going. Consider that this means you might not need to pick up weapons in some cases. What do you think?
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TheProJamer wrote:
This wasn't particularly entertaining - it seems that what this TAS saves time on is little over a regular playthrough by someone who knows the game well, and there's nothing spectacular to see here. Meh vote.
Well, I chose this game for 1st April for a reason. :)
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c-square wrote:
Removing the pointer shenanigans has caused a Dwayne in Level 21 that I’m having trouble getting around. So it’s not as easy as I thought it would be.
The cursor seems to start at a location where it left off in the previous level. I'm still waiting for a judge to give a statement on the cursor shenanigans. Does it offend the "family friendly" spirit too much?
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DrD2k9 wrote:
MUGG wrote:
Objective is to guide all the running men to the exit.
Is it like Lemmings?
More or less, yes. Watch the video I linked. You control a hero character, wander around the stage to press switches, place bombs, etc. When enough men are rescued, an exit opens that you take to go to the next level. I think even though this game has a lot of levels, they go by so quickly so maybe it can be completed in 20 minutes. I might look into it myself sometime, but I will make a thread when I do.
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I'm not sure if I mentioned it already but... Sink or Swim Link to video It's another childhood game of mine. Objective is to guide all the running men to the exit. There is also an SNES port of this game, but the graphics differ slightly (and perhaps the level design, too). Unfortunately, the game has quite the ton of levels... As a kid I only managed to play the first three or four, but there are actually at least 50. Each level doesn't seem to take very long, though.
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As a matter of fact, I received this game as a kid and got fooled. I really believed this was an official game and it felt like such a downgrade from SML2 (which I had played a lot prior). Horizontal movement was even slower. No ?-blocks. Unfair deaths and no way to continue if you run out of all lives. The music which was so "not Mario". I didn't think this game had a box art or cartridge art. Because my cartridge was blank. In level 1, you neglected to keep going over the edge at the end? In level 3, isn't it beneficial to walk on the carts so they start moving, giving you a boost? I don't remember if it works like that. You bumped into a wall after bouncing off a penguin. Can't that be prevented? I think some lag can be reduced if you opt to take the time to kill enemies.
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Well, it was fun to be part of this site. Hopefully in 30 days the IRC channel will still be up so I can at least hang out there from time to time...