Posts for MUGG


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I'm redoing Stardust; the one battle before the tutorial will now have 3 splash uses instead of 2, and a later battle will have 1 splash use instead of 2. That fixes the syrup problem. I was unable to manipulate 3 mush drops out of the third battle, like in the outdated WIP, so I will go with the backup plan and collect 1 additional mush in sewers (55 f detour). Looks like jump course skip ends up saving the full 15 seconds or so, which really surprises me
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Memory wrote:
murmilio wanted me to ask if you do a fight before the bros. attack tutorial since that tutorial restores your BP. You wouldn't need a syrup for that usage.
I already do a fight before the tutorial and use the BP refill in the current route. I don't see any other way than to take off one Splash Bros use in Stardust and adding one in Hohooros. Maybe I can do three Splash Bros in one Stardust fight. Badge trigger skip, you can actually do it in 2.8 seconds (by just doing the same technique instead of action command shenanigans) and come out with a timesave of 0.7 seconds. But you miss bean badge worth 14 coins later and you can't get those coins elsewhere in 0.7 seconds or less.
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Badge tutorial skip is useless So as for use of Badge Tutorial Skip in TAS, it looked promising because we aren't buying anything in Beantown in the anticipated route anyway. But since Mario doesn't have Bean Badge equipped, the Popple fight takes 1 round longer which means Rookie enters his fire-breathing cutscene which ended up burning pretty much all of the time save. -30 seconds estimated time save (Badge Tutorial skip) +26.5 seconds lost (longer Popple fight) ---------- 3.5 seconds save I don't think we can bypass the trigger upwards (to enter the castle after triggering the endgame) and then downwards once more (to go on our way towards Mountain Village) in less than 3.5 seconds. So it seems useless to me. You can bypass the trigger in 2.8 seconds and come out with a timesave of 0.7 seconds. But you miss out on bean badge worth 14 coins later and you cannot get those coins elsewhere in 0.7 seconds or less. So, useless trick. Jump course skip is useful As for the jump course skip, I was skeptical if it saves time since it misses out on 1 Syrup and 1 Mush. So I looked into it; with the current route, the Stardust "2x Fly, 2x Cannon" fights would stay the same except I do 1 fewer Splash Bros. I can't insert extra Splash Bros anywhere except in Hohooros. That would solve the "1 less Syrup" problem and I don't need to collect an extra Syrup, but Hohooros takes longer. -14.66 seconds saved (jump course skip) +11.6 seconds lost (longer Hohooros) ----------- 3 seconds save We lack 1 Mush but it should be possible to get one within 3 seconds. The current route gets +2 Mush in one "2 Fly, 2 Cannon" fight and it should be possible to get +3 within 3 seconds of RNG manipulation. There is 1 Mush in sewers I could get that takes 55 frames detour, so depending how RNG complies in Stardust, I decide between
  • two +3 drops, one +2 drop (Stardust) & 1 Mush from sewers
  • three +3 drops (Stardust)
Depending what route RTA does, it might not be a timesaver in RTA. Assuming it only saves 3 seconds there too and you spend 1 second to lign up the bros, you'd only save 2 seconds if you get it first try and waste time if you don't.
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The audio toggles in the GBA core settings still don't seem to work properly. I'm on mgba (bizhawk 1.12.0) and, for example, toggling them all "false" should make it all mute right? But I can still hear some noise. And if I toggle everything except direct sound A and B to "false", it doesn't seem to have any effect at all, as I can still hear all the sound effects along with the BGM. I've been waiting for this feature a while now and it's disappointing it still doesn't work.
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Badge tutorial skip Thanks to Murmilio's technique, you can skip past the dude who teaches you badges. But this means the "can equip badges" flag is never set and since the tutorial hasn't been done, you can't buy any badges in bean town. However, you can apparently still buy+equip from shops later on, such as buying+equipping mush badge in Fungitown. So it might still be a viable time saver depending how much time it loses in the Popple+Rookie fight and how much a problem it is to bypass the tutorial trigger later on. You can do the same trick as in the video in Bowletta's throne room to walk up to her but you can't interact with her; you have to touch the trigger to advance the game. Updated video: Link to video
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So reading that twitter, SD barrier skip is basicly just around the corner, waiting to be done. That's pretty damn awesome! I never thought clipping past a wall at a mere 40 speed was ever going to be possible. What if you use a bomb to gain extra speed for one frame? (similar to ball clip and goku clip in GB Trip World, for example - those are clips that only work due to gaining extra speed for 1 frame, not that a 2D gameboy game compares much to a 3D gamecube game, but just saying)
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I made a complete game map, for 100% planning http://i.imgur.com/KD56h2N.png
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Damn nice! I'm kinda glad I stopped working on this game last few months. I'd have to redo Stardust Fields completely and adjust the route. Edit: I tested this trick, it's english-only and I can't get it to work in the Chateau tutorial. And other places seem out of the question. This being an English version trick, I have to redo Stardust.
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Two Three things I should mention: * Possible improvement: After inserting the keys, three flyguys appear and one of them blocks the way so I shoot him down. But it seems there is 1 star in this room that you could get if you kill the other two flyguys, which might be faster than some other star in the current route. * I'm currently working on a map for 100% which I will post in the game topic later. * You could add the movie objective "foregoes time-saving death" because killing Mario would cut down on bob-ombs in the bonus game at the end, but I deliberately chose not to do this. I think cetaka back in 2010 went for fastest "the end" screen. I just wanted to go for fastest bowser kill. I'm sure you could argue which is the best set of objectives (actually playing the bonus game vs. wasting all the bombs & killing mario vs. not killing him) and there might be room for future runs where the runner will get to choose which objectives they want.
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Existing topic http://tasvideos.org/forum/viewtopic.php?t=10374 Too bad the runs I linked there apparently got deleted.
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Comparison video (Thanks Aktan !!!!!) There are still some problems that I didn't bother to fix but I'm glad to make my first comparison video. Maybe I will keep making them when I finish runs in the future. Link to video
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I'm looking for an avisynth script that does a TAS comparison. My comparison has 33 segments which are made up by framecounts (new and old run) at which points certain checkpoints are passed in both the old and the new run. https://pastebin.com/YMnMvqF6 - old alien hominid Dream Team Contest comparison script, credit to Aktan https://pastebin.com/edyGrSLh - My new attempt but the logic is messed up somewhere I had trouble adjusting the alien hominid script so I made a new attempt. But still doesn't work. Any help is appreciated !!!!!! Edit: Aktan helping me in irc at the moment.. Edit: Aktan is a hero
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I briefly played this game as a kid. I think I ran it on Windows 98 or something. I definitely remember the character's face in the bottom left that resembles his health. And I remember you could shoot some old man and he would turn into a flower pot. That's all I remember...
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True wrote:
MUGG wrote:
Maybe in that listing you can differentiate between total control type of ACE, and non-total control.
wat If you can't load your own code, it isn't arbitrary. If you are limited in what you can enter (not length, but content), it isn't arbitrary. As I understand it, SML2 doesn't allow execution of arbitrary code / specific opcodes, only some subset. The old MM1 glitch wasn't ACE even though it jumped to credits. The glitch demonstrated at AGDQ is ACE.
SML2 uses a glitch that makes the PC jump into RAM and execute some bytes there, and that's where the TAS executes a jump to ROM (and that's why it qualifies as ACE). You can't directly write your own bytes, but you can influence the addresses to some extent to have favorable values. Which is what the TAS did. I was just thinking this kind of limited ACE is present in other games, not just SML2. I would be interested to know them.
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Maybe in that listing you can differentiate between total control type of ACE, and non-total control. Super Mario Land 2 would be non-total control since the things you can do in that game ACE-wise are very limited. It barely manages to execute some pre-aligned bytes to jump into ROM to somehow trigger the ending, but it's not like you get to write your own program like you can in Super Mario World or Pokemon Yellow (which I'd deem total control type of ACE games).
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Up till entering the pyramid http://dehacked.2y.net/microstorage.php/info/1444080303/Super%20Mario%20Ball%20%28J%29%202017%20this%20game%20suxt%20to%20optimize.bk2 About 11.5 sec saved so far. I saved small time in all of the desert rooms. Lakitu room seems to be RNG but I found a good execution for it. Unlocking the pyramid is difficult with the strat I'm going for (hit enemy + hit switch with the same ball) and the end is too slow for my taste, but still ~1.1 sec ahead of cetaka here. At this point I think it's safe to say I'm going to try to finish a TAS. But it will be without death abuse (dying on purpose to have fewer bob-ombs in the bonus game) and without credits skip.
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I started a WIP for now, which finishes Ice world. http://dehacked.2y.net/microstorage.php/info/1037339208/Super%20Mario%20Ball%20%28J%29%202017%20this%20game%20suxt%20to%20optimize.bk2
  • The TAS by cetaka used VBA v19~23 and my WIP uses Bizhawk 1.12.0 mgba-core. There seem to be some slight differences in emulation/lag behavior. I was unable to reproduce strats in some places but I was able to come up with good strats and improvements overall.
  • The WIP is about 475 frames ahead (7.9 seconds).
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Stuff I found: -You can pause and save&quit basicly at any time. You can do it when touching boss keys or when inserting the boss keys to skip some cutscenes. It saves about 1 to 2 sec per key insertion. -If you have a yoshi egg and save&quit, and then resume while holding B, it triggers the egg and brings up a blue pipe. But in some cases, Mario's spawn point is where the blue pipe is located so Mario is pushed down and he descends to the lower room.
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So questions: This guy never moves? And you moved from bottom to top, into this guy? Could be useful in places where Snorlax or people block you
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It would be good practice to tell what was the solution
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Link to video First clip is new, second clip is what I described here. ---- Link to video