Posts for MUGG


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I'm using an ancient version of Dolphin here, but just in case this issue still exists in the current version... I'm typing in numbers in the TAS Input window and it causes hotkeys to be registered in the main window. So when I try to type in 156, it will save states 1, 5 and 6. Of course I don't want to save those states so this is an issue for me.
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lltemple made a clip for me: https://www.twitch.tv/videos/165997214 So yeah, might be worth investigating.
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Here is also an old post about emulation bugs in GB games, if you have use for it. http://tasvideos.org/forum/viewtopic.php?p=260154#260154
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Wow congrats on this discovery! Not sure how I didn't find this myself, because I'm pretty sure I had tested tunnel clipping horizontally a while back... This saves ~1 minute 05 sec. In RTA, you have about 1 minute time to try for it to save time. This find unfortunately kills at least 22 minutes worth of time in the WIP. Will also have to see if there's a fast place to get back that 1 syrup it skips. EDIT: New syrup plan: a) Get the syrup that's on the ledge like before, and leave the room where you came in. This is a 330 frame detour compared to if you had just gone to do the skip right away. b) Get the syrup in the first room in the top left. This is a 430 frame detour. c) Don't get any syrup in pre-Hohooros. Get an additional syrup in post-Hohooros, near the tornado. And: Change
	// vs Hohooros (45 HP)
	Dodge
	M:SplashBros empty rock 			(Mario has 8/11 BP)
	L:Jump on full rock
	Dodge
	M:SplashBros Hohooros, 17 dmg (28 left)	(Mario has 5/11 BP)
	L:Jump on empty rock
	Dodge
	M:SplashBros Hohooros, 17 dmg (11 left)	(Mario has 2/11 BP)
	L:refill BP Mario				(Mario has 11/11 BP)	
	Dodge
	M: SplashBros Hohooros, dead		

	// vs Dragohoho (80 HP)
	Dodge
	M: SplashBros, 17 dmg (63 left)	(Mario has 8/11 BP)
	L: BounceBros, 10 dmg (53 left)
	Dodge
	M: SplashBros, 17 dmg (36 left)	(Mario has 5/11 BP)
	L: BounceBros, 10 dmg (26 left)
	Dodge
	M: SplashBros, 17 dmg (9 left)	(Mario has 2/11 BP)
	L: BounceBros, 10 dmg (dead)
to
	// vs Hohooros (45 HP)
	Dodge
	M:SplashBros empty rock 			(Mario has 8/11 BP)
	L:Jump on full rock
	Dodge
	M:SplashBros Hohooros, 17 dmg (28 left)	(Mario has 5/11 BP)
	L:Jump on empty rock
	Dodge
	M:SplashBros Hohooros, 17 dmg (11 left)	(Mario has 2/11 BP)
	L:Jump on Hohooros, 2 dmg (9 left)
	Dodge
	M: Lucky Jump, 10 dmg (dead)	

	// vs Dragohoho (80 HP)
	Dodge
	M: SplashBros, 17 dmg (63 left)	(Mario has 8/11 BP)
	L: BounceBros, 10 dmg (53 left)
	Dodge
	M: SplashBros, 17 dmg (36 left)	(Mario has 5/11 BP)
	L: BounceBros, 10 dmg (26 left)
	Dodge
	M: SplashBros, 17 dmg (9 left)	(Mario has 2/11 BP)
	L: refill Mario BP
	Dodge
	M: SplashBros, 17 dmg (dead)	
--- b) loses to a) directly. I think the tornado syrup + Dodging Dragohoho + Splash Bros on Dragohoho amounts to more than 330 frames so we will go with option a). I'm sad that this is the best way to do it. I wish there had been a faster syrup on the way somewhere. Then again, if there had been, I'd have to redo even more progress so ...
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Earthbound runners seem to have stumbled upon a new bug. In Twoson bottom, lltemple walked around gathering enemy spawns. Then I didn't pay attention but apparently he touched the spawns and a battle started and it said "You encounter ." and the game froze. It was said there might be a slim chance of glitching the text pointer and e.g. bring up the debug menu. Maybe it's doable in Onett at night. There was a bunch of people that said they have gotten the debug menu but by using a cheat to make text run infinitely. Not sure if there is a chance of getting it without the cheat, but it seems worth looking into. Video might come later.
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sorry to say but it doesn't look like we're going to meet. Hope you have a blast though!
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Warp wrote:
Did you try Windows' own player? Sometimes it surprises.
That didn't work.
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I tried VLC and Media Player Classic.
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On my old Samsung Galaxy phone I recorded a 2 GB sized video that plays fine on the phone but when transfering it to my PC, it doesn't render/play back. How can I fix it so I can play it back on PC?
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This shouldn't obsolete the NTSC run otherwise there isn't anything stopping PAL from taking over the other categories too. This should merely be a tech demo type of run. I haven't been able to enter the ground in 4-2, I think it's not possible.
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Yesterday was my final day at the kindergarten, we celebrated the departure of the eldest children as well as my farewell. All the parents were present and there was singing and speeches. I always feared this day would come and it will cause me grief for a long time to come, I expect, because I will dearly miss certain children that I bonded with so much. I couldn't hold back my tears when we sang Möge die Straße uns zusammenführen (Link). For me this is a good ending. After all, I got so much support from the parents and the team, and we will definitely see each other at certain events throughout next year or maybe even in private.
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I have an idea for entering the ground in 4-2, will test later. I think if the run enters the ground in 4-2, it's different enough to warrant publication. Thanks for making this run, in any case!
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andypanther wrote:
To repeat what I said in the thread at Speedrun: "As far as I understand, this isn't really a legit way to beat the game. All it does is copy information from an existing file to a new one, but without counting the setup time for the second file. At best, this can be considered a glitched NG+."
Ah, then it isn't a true any% category... Too bad, I thought the game was legit broken down to 35 minutes now. I wonder how long would it take if the 2nd file was created in the same playthrough?
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Apparently there is a technique to make the game go to the end earlier now. http://www.speedrun.com/run/mek6r29m From what I understand, it's called event storage warp (ESW) and involves switching between two savefiles. But I don't know the specifics.
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Tested the gameboy version's 0 health bug in different SGB cores in Bizhawk. Bizhawk 2.1.0 PizzaBoy --> Same as VBA/BGB (flashing indefinitely, nothing interesting) Bizhawk 2.1.1 SameBoy --> Always white screen with very faint garbage audio
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Not to mention there isn't a published full game run anyway. I would welcome it if klmz submits his run sometime. :P
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My first paragraph is an observation, my second paragraph is the bug report.
More interestingly, in Pizza Boy, it seems sound effects are somewhat messed up and in the game's SGB port, the colors seem wrong. Opened issue: https://github.com/TASVideos/BizHawk/issues/924
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I tried GB Daffy Duck The Marvin Missions' 0 HP glitch with Bizhawk 2.1.0's Pizza Boy core. It's basicly flashing like in Gambatte core except it never freezes or glitch warps. Just infinite flashing, it seems. Seems same as VBA/BGB's behavior. Please note neither Gambatte's nor VBA/BGB/Pizza Boy's behavior seems correct. More interestingly, in Pizza Boy, it seems sound effects are somewhat messed up and in the game's SGB port, the colors seem wrong. Opened issue: https://github.com/TASVideos/BizHawk/issues/924
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Or you record an input file where you use your savestates and when you're done with it, record AVI of the input file. I take it you're suggesting this for newer platforms that can't be TASed yet. What you're describing with newer platforms reminds me of what Bisqwit did.
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I incorporated a ton of addresses into my luascript, but I never made a list. Here are some very basic ones: http://tasvideos.org/GameResources/GBx/MarioAndLuigiSuperstarSaga.html#MemoryAddresses
EWRAM:

local Mario = {
	Health      	= memory.read_u16_le(0x4866),
	HealthMax   	= memory.read_u16_le(0x486A),
	BP          	= memory.read_u16_le(0x486c), 
	BPMax       	= memory.read_u16_le(0x4870),
	Pow        		= memory.read_u16_le(0x4874),
	Def         	= memory.read_u16_le(0x487c),
	Speed       	= memory.read_u16_le(0x4878),
	Hige        	= memory.read_u16_le(0x4880),
	Level       	= memory.read_s8(0x4888),
	Experience  	= memory.read_u24_le(0x485c),
	X           	= memory.read_u32_le(0x6c14),
	Y           	= memory.read_u32_le(0x6c18),
	Z           	= memory.read_u32_le(0x6c1C),
	Altitude	    = memory.read_u32_le(0x6c20),
	XBefore		    = memory.read_u32_le(0x6c3c),
	YBefore 	    = memory.read_u32_le(0x6c40),
	ZBefore		    = memory.read_u32_le(0x6c44),
	AltitudeBefore	= memory.read_u32_le(0x6c48),
	Mobility		= memory.read_u8(0x6f59)
}

local Luigi = {
	Health      	= memory.read_u16_le(0x48a2),
	HealthMax   	= memory.read_u16_le(0x48a6),
	BP          	= memory.read_u16_le(0x48a8), 
	BPMax       	= memory.read_u16_le(0x48ac),
	Pow         	= memory.read_u16_le(0x48b0),
	Def         	= memory.read_u16_le(0x48b8),
	Speed       	= memory.read_u16_le(0x48b4),
	Hige        	= memory.read_u16_le(0x48bc),
	Level       	= memory.read_s8(0x48c4),
	Experience  	= memory.read_u24_le(0x4898),
	X           	= memory.read_u32_le(0x6fb0),
	Y           	= memory.read_u32_le(0x6fb4),
	Z           	= memory.read_u32_le(0x6fb8),
	Altitude    	= memory.read_u32_le(0x6fbc),
	XBefore        	= memory.read_u32_le(0x6fd8),
	YBefore      	= memory.read_u32_le(0x6fdc),
	ZBefore 		= memory.read_u32_le(0x6fe0),
	AltitudeBefore	= memory.read_u32_le(0x6fe4),
	Mobility		= memory.read_u8(0x72f5)
}
Maybe you can study my script for more
local AddressTableStats = {
[1]=	{0,"Mario",0xFFB0B0B0},
[2]=	{1,"Experience",0xFFFF8080,"EWRAM",0x485C,3,true,0,946405,1},
[3]=	{1,"Level",0xFFFF8080,"EWRAM",0x4888,1,true,1,99,1},
[4]=	{1,"HP",0xFFFF8080,"EWRAM",0x4866,2,true,nil,nil,nil},
[5]=	{1,"HP-Max",0xFFFF8080,"EWRAM",0x486A,2,true,nil,nil,nil},
[6]=	{1,"BP",0xFFFF8080,"EWRAM",0x486C,2,true,nil,nil,nil},
[7]=	{1,"BP-Max",0xFFFF8080,"EWRAM",0x4870,2,true,nil,nil,nil},
[8]=	{1,"Pow",0xFFFF8080,"EWRAM",0x4874,2,true,nil,nil,nil},
[9]=	{1,"Def",0xFFFF8080,"EWRAM",0x487C,2,true,nil,nil,nil},
[10]=	{1,"Speed",0xFFFF8080,"EWRAM",0x4878,2,true,nil,nil,nil},
[11]=	{1,"Stache",0xFFFF8080,"EWRAM",0x4880,2,true,nil,nil,nil},
[12]=	{1,"Base Max-HP",0xFFFF8080,"EWRAM",0x4868,2,true,nil,nil,nil},
[13]=	{1,"Base Max-BP",0xFFFF8080,"EWRAM",0x486E,2,true,nil,nil,nil},
[14]=	{1,"Base Pow",0xFFFF8080,"EWRAM",0x4872,2,true,nil,nil,nil},
[15]=	{1,"Base Def",0xFFFF8080,"EWRAM",0x487C,2,true,nil,nil,nil},
[16]=	{1,"Base Speed",0xFFFF8080,"EWRAM",0x4876,2,true,nil,nil,nil},
[17]=	{1,"Base Stache",0xFFFF8080,"EWRAM",0x487E,2,true,nil,nil,nil},
[18]=	{0,"Luigi",0xFFB0B0B0},
[19]=	{1,"Experience",0xFF80FF80,"EWRAM",0x4898,3,true,0,946498,1},
[20]=	{1,"Level",0xFF80FF80,"EWRAM",0x48C4,1,true,1,99,1},
[21]=	{1,"HP",0xFF80FF80,"EWRAM",0x48A2,2,true,nil,nil,nil},
[22]=	{1,"HP-Max",0xFF80FF80,"EWRAM",0x48A6,2,true,nil,nil,nil},
[23]=	{1,"BP",0xFF80FF80,"EWRAM",0x48A8,2,true,nil,nil,nil},
[24]=	{1,"BP-Max",0xFF80FF80,"EWRAM",0x48AC,2,true,nil,nil,nil},
[25]=	{1,"Pow",0xFF80FF80,"EWRAM",0x48B0,2,true,nil,nil,nil},
[26]=	{1,"Def",0xFF80FF80,"EWRAM",0x48B8,2,true,nil,nil,nil},
[27]=	{1,"Speed",0xFF80FF80,"EWRAM",0x48B4,2,true,nil,nil,nil},
[28]=	{1,"Stache",0xFF80FF80,"EWRAM",0x48BC,2,true,nil,nil,nil},
[29]=	{1,"Base Max-HP",0xFF80FF80,"EWRAM",0x48A4,2,true,nil,nil,nil},
[30]=	{1,"Base Max-BP",0xFF80FF80,"EWRAM",0x48AA,2,true,nil,nil,nil},
[31]=	{1,"Base Pow",0xFF80FF80,"EWRAM",0x48AE,2,true,nil,nil,nil},
[32]=	{1,"Base Def",0xFF80FF80,"EWRAM",0x48B6,2,true,nil,nil,nil},
[33]=	{1,"Base Speed",0xFF80FF80,"EWRAM",0x48B2,2,true,nil,nil,nil},
[34]=	{1,"Base Stache",0xFF80FF80,"EWRAM",0x48BA,2,true,nil,nil,nil}
}
Are you interested in editing the ROM itself, or editing values on the go? Do you want to edit room layouts, graphics, text too? I'm not particularly interested in making a list. I think my script serves already as a good editor especially in some cases where you can't be straightforward (such as A) when editing savegames, which requires adjusting the checksum, or B) when editing pants/badges, which requires taking into account your equips and the menu order or C) when editing overworld NPCs, which update each time you enter a new room). Maybe you can find resources here: http://s3.zetaboards.com/Lighthouse_of_Yoshi/forum/56810/
Editor, Experienced Forum User, Published Author, Expert player (2315)
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http://dict.leo.org/ Is what I use to translate German - English. http://filsh.net/ Is what I use to convert Youtube to mp3. But recently they require you to enter an email address where the download link is sent to, so I'd be open for alternatives.
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jlun2 wrote:
MUGG wrote:
I'd like to run a luascript on a gameboy or GBA ROM to play self-written sound effects. Is this doable and how?
No idea, but did you mean formats like .wav or did you mean writing to memory to play sounds?
Writing to memory. In fact, I want to write a game in lua code* and suspend the loaded ROM. I was wondering if I can make the program counter run through my own bytes and create my own sounds that way. ___ * I'm hobbyist and I don't really want to bother with (re)learning better suited languages at the moment. I'd like to see how far I can get with the bizhawk lua functions to realize a game idea I had (a top view board-like game).