Posts for MUGG


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Editor, Experienced Forum User, Published Author, Expert player (2316)
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c-square wrote:
Nice run, MUGG! Congrats on your first DOS TAS!
???
On Level 22, is it possible to have the bomb just go straight across the lower bridge, using the Tile Spinning Trick twice?
As I explained in the level comments, no, you cannot use the tile spinning trick here because only one action is permitted at a time. Such actions include. - Spinning or interacting with tiles (this includes actions done by the old guy and the baby) - Random tile changes form - A bomb is splashed - A bridge tile is removed - ... I cannot spin the curve tile at the same time the bridge is destroyed. I also cannot do an action and then click the curve tile at the right time before the bridge is removed, because the bridge removal is "queued" and will be carried out before I can switch the curve tile.
I have to agree with EgixBacon, the run could do without the groping pointer on Level 20. It's easy to remove that from the movie file without desyncs, and I'd be happy to help if you're interested.
What may be perceived as funny time tiller by me may be perceived as offending by others. Are people getting offended by this? I'm asking everyone else to state their opinion, too. That being said, the section is short and I discarded doing the same thing in the other levels. Although I'm not educated well in this field, paint art has been offending in history as well, and not necessarily always for worse. It is something that steers up discussion. I've actually been looking forward to what everyone has to say about it here and on Youtube. At any rate, I'm not looking to redo the levels. Except maybe if it ends up being the only reason you cannot publish this run.
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ED3 run Link to video I can't get a proper ED1 run together yet.. The strat would be to use the Match, enter hut, have days glitched to 2 while also being able to fast-click-away the glitch text. I've only been able to do one or the other, but not both.
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emm I don't really understand what an lua is or anything either ^^
It is a script that you can run in the emulator. Copy the code and save it in a text editor as a .lua file, then drag & drop it on the running game in Bizhawk. In this case, the script will show: items 1~12 day time of day (1=morning, 2= noon, 3=evening, 4=night) step time (which controls when time of day should change) text pointer and ROM bank (which the game uses to determine what text to run) life, hunger, water, fatigue You can open hex editor, set domain to System Bus, right click anywhere and "go to" 0xC700. The items are located in 0xC700~0XC70B. Make sure to carry enough items and change those items to 0x02, 0x62,0x65,0x68,0x71,0x72,0x74 to get Umbrelleaf, Jump rope, Flint, Broom, Match, Whip and Baseball Gear. When using those items (or doing anything else listed in the sheet), the text pointer will change and therefore what happens in the hut will change also.
Looking at both the sheets I noticed we had some differences like on jp when girl uses match it does show 2 days for me but sleeping again makes day 3 shows the helicopter cut scene for ending 1 then you just go to the beach and you have ending 1. Mine never crashes with matches
... I didn't think of that. I have only tested for ending 3 and 7 so far. I shall test for ending 1, too. Match doesn't crash on versions other than JP-girl for you?
Also for using the knife on the tree I got colour glitch 1 instead of a crash on JP boy.
Does that mean the game reset itself? Or it showed weird colors? I think what you're doing prior to entering the hut has more or less of an effect on what will happen. For example, going to the right and angering the bees and getting poisoned will sometimes change what will happen. I have made sure to go into the hut at least 2 or 3 times for each scenario to see if the effect can be different. Again what emulator are you using? I'm using Bizhawk 2.2(Gambatte core).
I thought all eating was the same but if it isn't I would be happy to check it out ^_^
The text pointer is very close for all the eating effects. Nothing interesting will happen except maybe for the Japanese version which needs to be tested yet. Thank you very much for the translations! Yes, it is likely some things are different such as the expressions ("I'm so full I can't eat another bite" might be phrased differently in JP) or the item names. But this should be useful for now. I will get back to testing soon.
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I started a sheet of my own. Please feel free to point out results, errors, stuff I missed etc. I could really use English to Japanese translations on the food effects (bitter, spicy, bloated, energetic...). So if you or anyone could help me, I'm grateful.
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@Melonslice: Don't worry, you can post anything. In fact, know that what you have posted is exactly the reason I come to this forum every day. I tested a bit on the European version but didn't find much. German version, boy, using whip --> seems to have a very versatile effect. We definitely need a big spreadsheet with all the possible things you can do prior to entering the hut, tested across all versions and genders of the game. I will start on one, but please do keep testing for yourself as well. Here is the lua I currently use.
Language: Lua

function text(x, y, text, color, backcolor) gui.drawText(x, y, text,color,0x80000000,8,"SF Intermosaic B") end memory.usememorydomain("System Bus") client.SetGameExtraPadding(80,0,0,0) console.clear() event.onexit(function() client.SetGameExtraPadding(0,0,0,0) end) while true do gui.drawBox(0,0,80,160,0x00000000,0xFF282828) days = memory.read_u16_le(0xCB9C) items = { memory.read_u8(0xC700) , memory.read_u8(0xC701) , memory.read_u8(0xC702) , memory.read_u8(0xC703) , memory.read_u8(0xC704) , memory.read_u8(0xC705) , memory.read_u8(0xC706) , memory.read_u8(0xC707) , memory.read_u8(0xC708) , memory.read_u8(0xC709) , memory.read_u8(0xC70a) , memory.read_u8(0xC70b) } textpointer = memory.read_u16_be(0xCB47) ROM_bank = memory.read_u8(0xCBA5) life = memory.read_u8(0xc5ee) hunger = memory.read_u8(0xc5f0) water = memory.read_u8(0xc5f2) fatigue = memory.read_u8(0xc5f4) timer = memory.read_u8(0xc19d) daytime = memory.read_u8(0xc19e) text(10,4,"DAYS: "..days,0xFFFFFFFF) for i=1,table.getn(items),1 do text(10,6+i*9,"ITEM " .. i .. " " .. string.format("%02x",items[i]),0xFFFFFFFF) end text(90,4,"POINT: "..textpointer,0xFFFFFFFF) text(90,14,"BANK: "..ROM_bank,0xFFFFFFFF) text(90,115,"L: "..life,0xFFFFFFFF) text(127,115,"H: "..hunger,0xFFFFFFFF) text(164,115,"W: "..water,0xFFFFFFFF) text(201,115,"F: "..fatigue,0xFFFFFFFF) text(90,104,"daytime: "..daytime.. ", time: "..timer,0xFFFFFFFF) emu.frameadvance() end
Btw, the german translation of this game sucks pretty bad. They didn't even translate item names. And some text is not translated at all... ----- While I was testing, I saw that using fish rod on fish passes the time and adjusts your stats. If enough time has passed (so that it turns day 1), then entering the hut will not trigger any text. You will keep your "stats don't deplete" status. I'm not very familiar with the game anymore now, but this might be useful.
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Just for future reference, I believe that Pinna Park 1 is improvable. After getting the 2nd rocket, you can spray water to get a 3rd. I worked on a TAS some years ago where I did this but I accidentally deleted the progress and couldn't reproduce it. It seems very specific. Might save 1 or 2 sec. EDIT: Oh, I'm seeing you waited for Mechabowser's stun to wear off... So nevermind.
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Ok, so after hearing back from Melonslice, it is confirmed to work on the Japanese version! It works because the days counter is bugged to over 100 days, but the game does not crash. Therefore sleeping once more satisfies the ending 7 criteria (= survive 100 days). We want this bug to work on a version other than Japanese, so we do not have to sit through the intro cinematics (which are unskippable in JP). I tested the hut glitch on US version with many items and by checking many things before entering the hut, but the game always crashed, or the days counter stayed 0. Need to test Stranded Kids.
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Hello Melonslice, thanks for posting! What emulator or system did you use for testing? What did you do prior to entering the hut? I'm testing this bug. I made sure to select the girl and collected and merged ivy and a stick, used it and entered the hut. Survival Kids (U) + Bizhawk 2.2(Gambatte) Lots of garbled text and game crashes. Stranded Kids (E) + Bizhawk 2.2(Gambatte) Lots of garbled text and game crashes.
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In level 28 now. Should be finished very soon now.
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S8 E1 School Daze - Part 1 - There are callbacks to the happenings of the 2017 movie. So the movie is considered canon to the TV series. Unlike the Equestria girls movies, because the TV series doesn't make callbacks or mentions to those. - The idea of a school and the mane 6 running them seemed odd to me at first. After all it's obviously Hasbro's doing again (Hasbro wants to sell school house toys now?). I think it makes sense the mane 6 should be the ones teaching after all though, them being the central characters of the show and all. The school is also a good way to introduce new characters (the students). I didn't pay much attention to it but the series actually built up to this moment by establishing and introducing us to all the different races over time. Acceptance and tolerance plays a big role in this episode, which I really appreciate! We're all different and need to accept and tolerate one another. A good moral to teach children. - This episode has quite a number of funny moments btw. - Chancellor Neighsay strikes me as being the snobby noble kind which is portrayed in this series ever so often (see: Canterlot nobles), although he is putting forth well educated arguments and points. Twilight not worrying as much as in past episodes, and actually standing up for her beliefs near the end of the episode seems like character development. S8 E2 School Daze - Part 2 - Starlight played a big, big supporting role here, cheering Twilight up and getting her to continue. - The rest of the episode was good. I just don't feel like commenting on everything. Basicly the student learned that the mane 6 are epic. - Some people you can't win over. Twilight wasn't able to win Chancellor Neighsay over, but she stood up for her own project. This goes hand in hand (or: hand in hoof in wing in claw?) with the 2nd song in this premiere. You got to trust your heart and believe in your plans. Find your way. Not everything has to go by a book. The way Neighsay made his departure has me hoping the issue he was addressing will be picked up again in a later episode. As in, there will be war, there will be conflict, on a bigger scale. Twilight: "The school will help protect Equestria" Neighsay: "Or destroy it." I'm really touched by this episode. Since I've been going through hardships lately and also sometimes feel like I want to give up, it's good timing that MLP is starting again now. I'm not as into the series as I used to. The series has been gradually losing me ever since season 5. In fact, I haven't even watched all episodes in season 7. But this premiere did a good part on getting me back interested. The running theme in season 8 obviously seems to be exploring far away lands and other races, moreso than in the previous seasons.
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Oh, so it started a week earlier? I wasn't prepared for this. Will watch the premiere later and give my thoughts...
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Turns out RNG can be manipulated by clicking on the "random" tile (the one with a blue-ish line over it). In fact, when the arm with the score plate appears, you can click the random tile to manipulate what the score on the plate will be. Random events so far are: The baby starts crawling over the table, the arm with the score plate appears, the score plate is placed, the random tile is clicked. I will see if I can manage to improve the previous video. EDIT: Level 20 luck-manipulation gave me trouble because no matter what I did, the game always spawns a 100 score plate in the right side. But I've seen the game drop score plates elswhere in different playthroughs.. But I ended up with a good result nonetheless and now I'm in level 21. Since having a 2nd bomb in level 25 will be beneficial, I will try to use the random tile in level 21 to manipulate score plates in level 22 and 23 (so I finish level 24 with 2000 points = extra bomb). If it doesn't work out I will do a small detour in level 24 to get a 500 pt plate, in order to get the extra bomb. I'm trying to do some entertainment by moving the cursor in an interesting way. I have not looked at it in a real time video, but I think it will be nice.
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DrD2k9 wrote:
MUGG wrote:
Few seconds faster than the previous video. I'm unhappy I had to wait until the white ? became a flamethrower (? items can have a good or a bad effect depending on timing) and that the left ninja waited... This game really is RNG hell...
Try changing your RTC setting to see if you can get the flamethrower faster. Open your movie file in a text editor and change the Initial RTC time. From my experience with some games, it can take a change of at least 1000 to elicit a change in RNG (but that may be game specific). If changing RTC time works, you may be able to get the flamethrower without waiting at all.
If I understand your suggestion correctly, you want to change the initial time in order to change RNG at the start. This would cause the white ? to fail to appear. Even if it did work, I think it's not much in the face of the 40 levels to come with each level being an RNG hell. Maybe I shouldn't worry too much and just create a run that's not perfect, but just as good as I can manage. Perhaps going 2 players instead of 4 is worth considering, too.
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Link to video Few seconds faster than the previous video. I'm unhappy I had to wait until the white ? became a flamethrower (? items can have a good or a bad effect depending on timing) and that the left ninja waited... This game really is RNG hell...
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Link to video Test video. I think deathless run would be best, so I will restart without putting lives at 9. And I might get flamethrower with the very first explosions instead of the 2nd. This 20 second video was almost 340 MB in size...why?
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Huh, that is weird. When that happens, have you tried closing and reopening JPC-rr? Does that fix it?
No, it doesn't get fixed like that. From testing with Xplosive's level editor, it seems that pressing 7 does a mouse-press without releasing it. It takes another 7 press to release the mouse click. For example, in Xplosive's level editor, I press 7 on the toolbox (on a tile I'm choosing) and move the mouse around the field and it places the selected tile everywhere I move the cursor. When I press 7 again it doesn't place more tiles. Perhaps Boston Bomb Club's logic is that when holding the cursor for many seconds, due to a bug or a "lag frame", it forgets the fact that I had already clicked down so it registers again. Therefore activating a tile without me pressing 7 at all.
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Default key config (on my own keyboard)
	UP	DOWN	LEFT	RIGHT	BOMB
Player 1	up	down	left	right	insert
Player 2	w	s	a	d	ctrl
Player 3	p	ö	l	ä	num0
Player 4	z	h	g	j	v
---
0 solid
1 breakable
2 breakable (requires 1 more hit)
3 breakable (requires 2 more hits)
4 breakable (requires 3 more hits)
5 invisible wall
6 skull
7 bomb
8 nothing
9 +bomb
10 +range
11 +speed
12 red ?
13 blue ?
14 green ?
15 white ?
16 switch players
17 stop time
18 shield
19 star
20 web
21 1up
22 poison
I found these out by Cheat Engine. Unfortunately, in Cheat Engine, the address was not shown as green, so it is dynamically assigned? I need to do more testing. --- I put an item in the top right corner of the field and ran searches whilst changing the item, with these two results:
64919,82676
I then added another item to the left of the previous item and ran searches whilst changing that item, and the results were:
64919,82676
The same addresses? I added another tile 2 spots to the left of the top right corner and this time it's
64918,82676
Perhaps we can discard the 2nd result (82676). It turned out my perception of how walls can contain items is wrong. In fact, when a wall is broken, RNG is called to determine the item that will be dropped. --> I broke wall A = +bomb, I died and broke the same wall A again = star --> I broke wall B = +bomb, I broke wall A = star So I will need to look for the RNG seed next. --- I ran searches, looking for the RNG seed and these are the results. I can't seem to narrow it down more. Perhaps it is a dword address?
198442|4
198443|59
198444|237
198445|108
It seems RNG is advanced when there is an explosion graphic on the screen. It is advanced multiple times for each explosion. * Can I display something on the JPC screen? * Can I specify what type is the address that I want to print? (word or byte) * Can I clear the lua output after a loadstate? * When pressing many keys in JPC-rr's virtual keyboard (in order to control 4 players), do these keys all register or is there a key lock like in most physical keyboards?
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c-square wrote:
Figuring out the RNG is nearly impossible without a look into the source code for the game. First you have to find the memory address that holds the current RNG seed, then you have to figure out the calculation for generating the next number, then you have to figure out what that number means for the thing you’re trying to watch/manipulate.
Having the seed is (and has been) good enough in many cases. Thanks for your help!
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I'm looking for information on how to search/watch memory addresses. Perhaps I'd be interested in luascripting in JPC-rr, too. Is there anything to look out for in comparison to other emulators? In particular, since I already know items are pre-determined for each block, I'm interested in knowing the items beforehand, without having to break the blocks (which would be unfeasible due to JPC-rr's reduced speed). And I'm interested in anything related to timers/RNG. Some enemies such as the blue gnomes can warp to your bomb, steal it and warp somewhere else at a random timing. I'd like to have this predictable, if possible. Boston Bomb Club is looking difficult to make a good and entertaining run with, so I might work on this (or another game) first. Depending on whether I can figure out the RNG/Item stuff and if I can handle playing 4 players (it's doable with the virtual keyboard but might be very time consuming).
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When converting dump to avi, instead of typing in the cmd prompt, just make a .bat file with this code:
dumpconvert --video-width=640 --video-height=400 --video-framerate=125875/1796 --output-cscd=OUTPUT.avi,crf=0,fullrange=on INPUT
Name your dump file "INPUT", place it in the jpc-rr folder and run the .bat
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I could aim for a maximum score but then the problem remains that I have to luck-manipulate score plates which is very difficult (you don't have direct control over it). With my initial plan of going through levels 13~30 with 1~2 bombs it will take maybe 10 minutes. I agree with your point on entertainment though.
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Link to video I went forward with 2 bombs despite my initial plan. Sinking the 2nd bomb in level 13 seemed faster than destroying it. I need to redo these levels with better RNG (so I can grab point plates). Mouse clicks are behaving weird in JPC-rr... I can't seem to make it register a click when I press 7 and then advance a frame. I had to rely on wild mashing while the game was running. At other times, I was done clicking but then it clicked by itself 5 seconds later, randomly.
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I'm getting a thread started on this game, although I don't think I will work on it anytime soon. This is basicly a bomberman clone where you have to kill all enemies on the board to advance to the next level. Up to 4 players can play the game. There is a multiplayer mode, a level editor and 3 "level games". In adventure mode, each player can have up to 9 lives at a time. Destroyed blocks will sometimes reveal power-ups/upgrades, which are predetermined at level start (or more precisely: at the time when the block is created). I think it depends on timing so maybe this fact can be abused to get op ugprades at the start of each level (such as flamethrower, go-through-walls, or stone explosion). Manual Final level There are 3 level games: PLAY_STD.BAT
  • xp.lev
  • 113 levels
  • reveals a password after each level
PLAY_ADV.BAT
  • adv.lev
  • 60 levels
  • does not reveal a password after each level
  • consists of levels taken from both xp.lev and pro.lev
PLAY_PRO
  • pro.lev
  • 41 levels
  • does not reveal a password after each level
PRO.LEV passwords: --> level 5 --- 0266 --> level 10 --- 9911 --> level 15 --- 4293 --> level 20 --- 5143 --> level 25 --- 6079 --> level 30 --- 3868 --> level 35 --- 0666 --> level 40 --- 8987 --> level 41 --- 4648
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Then I suggest you use the VBA-next core (assuming audio is working properly in it).