Posts for MUGG


Post subject: Re: Changing game rules using lua
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InfamousKnight wrote:
For instance, say if we wanted to make zelda NES into a soccer game and not action adventure
Hey, I had the same idea. I think if it can be accomplished with ACE, it would be more impressive than if you did it with lua. It would make for a fun project either way.
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@jlun2, I'm waiting for 1.11.9 since they announced it on this page. I'd rather choose an official build than an interim. Item/stat routing is going to be so much fun (not really...) Item/Stat routing is complete. Will commence the TASing shortly. :P
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Added image of Mountain Village to the previous post, and I have investigated further. The different amounts of pushes you can get sidewards (with Oho Jee and the Mountain Village guy) seem to be dependent on your follow path. If the follow path and the back brother are aligned nicely, you can get up to a ~4300 push, at least with the Oho Jee. I have not gotten any push higher than 4096 with the villager yet, no matter what I try. It should be possible in theory though. However, even if you do clip, it looks like you cannot clip with both brothers. I have assumed you can clip with both brothers on the JP version, because of how barrel clipping works on JP but not on English. - If one brother is in the wall and the other isn't, but one of them is barreled, you can abuse the wider collision size of the barrel to get both brothers into the wall (on JP). - If one brother is in the wall and the other isn't, and none is barreled, you cannot get the other brother into the wall. - The backbrother doesn't get pushed by NPC, thus you cannot clip with the backbrother at the same time as the front brother. So NPC clipping is looking useless in Mountain Village as well. That was the last promising place. I'm feeling safe about starting TAS v2 now, just waiting for Bizhawk 1.11.9.
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I think it is useless, you can't skip anything with this clip. The only hope was for a clip in Koopa Cruiser but standstill NPCs don't give boosts.. Not to mention you'd clip as one brother only if you use the English version (JP lacks that collision detection) and therefore wouldn't be able to make it through the wall. In other words, even if clipping in the Koopa Cruiser worked, it would only work on the JP version but the English version is way too good for TAS not to use it. Also to be clear, I have not found any more areas where it works other than the Oho Jee. All the other images were just to demonstrate the different margins you get pushed position-wise. Edit: In Mountain Village you can possibly skip the bridge but I haven't got the clip to work so far. And same thing as above, would work on JP only (not even that is confirmed).
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Tried researching NPC clip again, this time with some more promising results. It looks like each NPC has their own unique collision size, but I have not yet found the memory address for it.
EWRAM
one NPC memory slot:
0x0079e4 +- slotoffset      (X-Pos, 4 bytes)
0x0079e4 +- slotoffset+4      (Y-Pos, 4 bytes)
0x0079e4 +- slotoffset+8      (Z-Pos, 4 bytes)
slotoffset is 0x128
(have confirmed it works without memory editing. It's super precise) Notes: - Looks anything higher than 4096 (0x100) will clip. - It seems the push only happens with NPCs that walk. Most Koopas in Koopa Cruiser don't walk, so you can't skip taking the photos. - Luigi NPC, the 5000 he can push you upwards are actually enough to make it through the Toadsworth trigger. But I don't think it is possible to set up. - Trying the Oho jee push, it looks like you get different values for the push depending on your Y-pos. It almost seems like ejection is based on a circle.
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I can't find a lua function that closes the script. Does it exist?
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Demo ROM: I have researched this game's prototype demo rom "Mario & Luigi - Superstar Saga (USA) (Demo) (Kiosk)". I added support for this ROM to the script. Will be functional in 0.11r2. Here is info I gathered while looking at the ROM: - Titlescreen demo cutscene is present. (In the final game, it's only present on the Japanese version) - It seems the game was very close to complete at the moment the ROM was created. All music tracks, action commands, bros attacks, moves, super and ultra hammers, etc. are present. Not sure about items. - When going to rooms that aren't used in the ROM, it will either freeze the game or load a glitched version of the room (graphics are missing in 95% of the cases), action commands and brothers aren't initialized when transitioning into those rooms and as a result you can barely move or interact with those rooms at all. I have the feeling most if not all rooms had been finished but the ROM got trimmed of them. Rooms that load but are messed up: 25(stardust) 27(stardust) 30(ending) 46(west beantown, bottom right house interior) 52 55 57 ... (no point in listing them all) - Room 8 is the "thanks for playing" room in this ROM. It's a copy of one of the beta test rooms in the final game. - Fire dash glitch is not present. - In the inventory screen you can only select Items or Stats. You can set the "have map" flag to make the Map selectable. It will be functional but show blackness. - Room 99 (cave between Stardust and Mountain) has extra Fighter Fly enemies, not present in the final game. - After battles, you will have your health replenished always. In the final game this only happens after boss battles and tutorials. - After dying in battle, the game fades to the title screen. - It looks like most events (ROM functions) are still present, although trying to run the code causes glitchy behavior in most cases. (Hohooros can be fought in battle but his rocks will have a glitch attack. Dragohoho can be fought, except that he isn't actually there - only a Goomba can be seen.) - You can change the game mode to trigger certain screens (IWRAM, $2306): * The otherwise inaccessible save screen can be triggered, and saving makes the game write to SRAM memory domain. But the saving code seems messed up. It writes over the same few bytes over and over. * The credits can be triggered, but all the background graphics are messed up. Sprites and the "The end - thanks for playing" text are still intact. The credits text is still mostly intact. No differences between the Demo and the USA version of the credits text. * The pause screen where the Koopa tells you you're missing photos can be triggered. * Sell items and Buy items screens can be triggered. * Minigames seem absent. Unused audio tracks: It seems there are more audio tracks that hadn't been discovered or documented on TCRF yet. Specifically: 0x2B = a quite sinister BGM 0xEF = Egadd saying "Mario" (which I don't remember from the final game) There are a lot more, but in most cases I can't tell if it's a glitched version of existing audio or a valid unused version. I will, at some point, also add a soundtest to the script. Should be fairly simple to implement.[/u] Edit: Added Demo ROM stuff.
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"Force OpenGL 1.x" in mGBA 0.5.1 works. I guess I didn't catch that option back when I made my previous post.
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Thanks. I ended up finishing a version of my own via trial and error.
Language: Lua

local totime = function(frames,fps) hours = math.floor((frames/fps)/3600) mins = math.floor((frames/fps)/60)%60 secs = math.floor(((frames/fps-mins*60)*100+0.5)/100) %60 ms = (frames % fps)/60 * 100 if hours==0 then returnvalue = string.format("%02d:%02d.%02d",mins,secs,ms) else returnvalue = string.format("%02d:%02d:%02d.%02d",hours,mins,secs,ms) end return returnvalue end
If you can improve it, feel free to do so.
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Why does the SMB-Mouse luascript not show menu text? It used to work fine 2 years ago. Now I try any FCEUX version and it shows no text.
Post subject: expanded post with more flags and info
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Flags info dump (I numbered bits from 0~7)
--- sram ---

At the moment, I can't find the following things:
block flags 
minigame flags 
enemy on overworld gone flags

$0030
3rd bit= know swing bros

$003f
0th bit=know chopper bros
6th bit=know fire bros

$0073
0th bit=know knockback bros
1st bit=know cyclone bros
6th bit=know thunder bros

 * Setting other bits nearby the above bros attack bits will cause unused attacks to appear in the selection in battle. Such as "Hammer 3" or "Fire 2" with the description text "Temp".
 * Splash and Bounce bros are known by default.

$01E8
7th bit=tolstar initial cutscene

$01E9
2nd bit=watched splashbros tutorial in stardust fields
3rd bit=mountain village cutscene (arrival)

$01F7
0th bit= tolstar defeated

$0208
0th bit=mushroom r274 (mushr.k.1) (mushroom right)
1st bit=koopa r274 gave directions
2nd bit=koopa r274 right way
3rd bit=koopa r274 wrong way
4th bit=luigi left r274
5th bit=gave mushroom r274 back to toad
7th bit=toadsworth triggered r275
 * in r313, the lost koopa first checks for the right way flag, and then the wrong way flag. if neither is set, doesn't do anything.

$020A
1st bit= r113(koopacruiser), rolling barrel touched
2nd bit=r113(koopacruiser), 1st fight barrel gone
4th bit=r113(koopacruiser), 2nd fight barrel gone
5th bit=r113(koopacruiser), first koopa initial talk <-- after this, you can check the fight barrels
6th bit=r113(koopacruiser), first koopa, wants you to check barrel
7th bit= r314 coin block hit

$020C
1st bit=r102 (stardust), hammer bro gave you map

$0216
4th bit=r113(koopacruiser), 2nd goomba captured
5th bit=r113(koopacruiser), first goomba captured


$0217
0th bit=watched cutscene r333(koopacruiser takes off)
3rd bit= hammer guys 1st tutorial (hammer moves in battle) done
4th bit=photoguy initial talk r313(koopa cruiser)
5th bit=mario photo taken r313
6th bit=luigi photo taken r313
you can move when both photo flags are true

$0219
1st bit=watched cutscene r111(koopacruiser 1st room)

$022a
0th bit= know fire
1st bit= know thunder
2nd bit=know firedash
3rd bit=know thundergrab

$022B
1st bit=luigi knows highjump (overworld)
2nd bit=mario knows spinjump (overworld)
3rd bit=both have hammers (overworld)
4th bit= super hammers
5th bit= ultra hammers
6th bit= know mario makes luigi into mole
7th bit=know luigi flattens mario

 * you will always need the preceding action command. If you want to access fire, you need hammer. Hammer needs Spinjump/highjump. etc.
 * If the 4th or the 5th is set = Super Hammers. If both are set = Ultra Hammers.

$0235
1st bit= can def with hammer in battle
2nd bit=both know bros attack (battle)
3rd bit=both know items (battle)
4th bit=both know flee (battle)

$0237
0th bit= can equip badges
2nd bit=can equip coffee
4th bit=can pause
5th bit=have map in pause screen

 * 0th bit is required to equip coffee items

$02AB
3rd bit=r113(koopa cruiser), 1st koopa gave inbattle tutorial
4th bit=r113(koopa cruiser), 2nd koopa gave inbattle tutorial

$0249
7th = green pipe 9,  joke's end
6th =green pipe 8,gwarhar lagoon
5th = green pipe 7, little fungitown
4th = green pipe 6, castle area (east)
3rd = green pipe 5, chucklehuck woods
2nd = green pipe 4, castle area (south)
1st = green pipe 3, castle town
0th = green pipe 2, castle area (north)

$0236
7th bit= can learn advanced <-- only confirmed for splash and bounce bros.
(doesn't seem to work. Needs looking into.)

$024A
7th bit=green pipe 1, stardust f.

$0563
0th bit=??? gets set after initial rope game talk

Advanced:
splash 003e,4
Swing 003e,5
chopper 003d,2
fire 003c,1
bounce 0072,4
knockb 0071,2
cyclone 0071,3
thunder 0070,1
--- ewram ---

$4338
	1st bit=have highjump
	2nd bit=have spinjump
	3rd bit=have hammers
	4th bit= super hammers
	5th bit=ultra hammers
	6th bit=can submerge luigi
	7th bit=can flatten mario

$4339
	0th bit=have fire
	1st bit=have thunder
	2nd bit=can firedash
	3rd bit=can thundergrab

$433e
	2nd bit=bro attacks (battle)
	3rd bit=items (battle)
	4th bit=flee (battle)

$433c
	4th bit=can pause
	5th bit=have map
	1st bit=can equip badges
	2nd bit=can equip coffee

$433d
	7th bit=can learn advanced <-- doesn't seem to work. Needs looking into.

$433e
	1st bit=can defend w/ hammer

$4860
	0th bit=know chopper bros
	6th bit=know fire bros

$485f
	3rd bit=know swing bros

$489c
	0th bit=know knockb. bros
	6th bit=know thunder bros

$489c
	1st bit=know cyclone bros

Advanced flags:
splash 4861, 4
swing 4861, 5
chopper 4862, 2
fire 4863,1
bounce 489d,4
knockb 489e, 2
cyclone 489e, 3
thunder 489f, 1

  • I have added all important flags to the script. The download link in the previous post will be updated soon. (actually, it's going to take a little while)
  • I noticed oddities while searching flags:
    • As mentioned in the info dump above, there are flags that tell if you know a bros attack (such as e.g. Chopper Bros or Swing Bros). If you set other flags that are nearby those flags, it will cause strange attack names to show up in the selection in battle, such as "Hammer 2" or "Fire 3" and it will have the description text "Temp". Using such an attack depletes BP but doesn't do anything. It skips the turn:
    • If the EWRAM "have map" flag is toggled while on the pause screen, it will show an unused icon. This is only graphical:
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MLSS Luascript v0.11 r4
Changes in 0.11 r4:
- Action Commands: Fix misaligned values.
- Battle: Fix bad camera addresses on the US version.
Added support for the demo ROM.
- Warnings: In Savegames, changing the current used file in the options now counts as "editing memory".
Warping to other rooms now counts as "editing memory".
Editing Position, Stats, Items, Action Commands, Flags, Savegames, Misc now counts as "editing memory".
- Run Event: Fixed issue where the script menu became suspended forever.
- Warp to Room: When warping to a room that starts an event while "set pos/cam" is active, doesn't set pos/cam now.
When warping and loading a savestate right after, aborts the warping now.
When trying to warp while the game is busy (e.g. when entering a battle or if there is an event), abourts the warping now.
Added a setting to override events and bad conditions (e.g. when entering a battle).
- Items: Added option to choose whether or not you want the script to account for "can equip" flags.
The item kind "shop" has been split into "consumables", "badges" and "pants".
Equipping and unequipping does not update your stats nor item effect, so I have added a warning telling so. (Might add a workaround hack in the future, but it's low priority)
- Savegames: Removed "equipped pants, badge, coffee" entries because editing it wouldn't update your stats nor item effect. (If you want to change which items are equipped in a savegame, you have to load it, change equips in-game and then save.)
Changes in 0.11 r3:
- Audio: The pace/vol reset button now works only when you "allow edits" in the settings.
- Warnings: In Audio, the pace/volume reset button and the soundtest buttons now count as "editing memory".
- Position: Added speed display.
- Stats/Overview: Fix wrong experience address size.
- Flags/Savegames: Fix wrong "can defend by hammer" flag.
Fix wrong "Thunder Bros Advanced" flag.
Fix wrong "Fire Bros Advanced" flag.
- Battle: When poisoned, it shows the correct status ailment now.
Changes in 0.11 r2:
- Audio: Added soundtest - lets you play most if not all BGM and SFX.
- Savegames: Added more flags.
- Flags: Added more flags. 
- Items: Now accounts for "can equip" flags.
- The kiosk demo ROM of the game is now supported. You can only use some displays for now..
- Basic Info renamed to "Overview".
Changes in v0.11 r1:
- Fixed issues related to the timer entries in Savegames and Misc.
- Menu function has been rewritten, which might improve performance.
- Snake game: Fixed script crash when starting Snake.
- Savegames: Added some important flags.
"Auto-Apply Checksum" now works even when the display is closed and it will now affect all three savegames.
Direction now shows a text (up, upright, right, etc.) instead of a number.
- Warnings: Now shows if "Auto-Apply Checksum" is active.
- Green Pipes: Has been renamed to "Flags".
-Free Movement: Moonjump and Through Walls will now only work when you are in control. Should fix all softlock issues.
Camera fix now accounts for Z position. Fixes issue where the camera was displaced when using "Free Movement" and moving across high ledges.
Changes in v0.11:
- Various minor fixes. Reorganized the menu items.
- Made Console Notifications, Warnings, Run While Paused, Add More Space and Change Font to be within a single menu option "Script Settings".
Added a setting to enable/disable all editing functionalities in the script.
- Added "Audio": You can change volume and pace of BGM, in-battle BGM and SFX. 
This is a fairly limited functionality and SFX pace cannot be changed on Japanese, apparently. Maybe this will be updated later.
- Added "Savegames": Allows you to view and edit savegame memory. 
Specifically, you can edit the room you are in, your position in that room, your stats and "base" stats, the ingame time, bros attack uses and your equipped armor. 
You can change the savegame slot the game currently uses.
You can enable/disable savegame slots.
You can not edit flags yet since they haven't been researched (might be added later). 
You can not edit items because it was too troublesome to add (please use the regular items display instead).
- Added "Misc": Allows you to edit money, bros attack uses, ingame time, event timer.
- Added "Warp to Room": Allows you to go to other rooms directly.
- Action Commands: Barrel button now works for Luigi behind Mario, too.
- Stats: Added "base" stats and Level.
The edit form has been removed. Please use the display to edit stats.
- Edit Position: Has been renamed to "Free Movement". 
Moonjump and Through Walls will now work even when the display is closed. 
Camera will now follow the brothers downwards on the Y-axis correctly (although it doesn't account for altitude at the moment). 
Fixed that Through Walls didn't count as editing memory. 
When controlling only one brother, the "Move around" buttons, Moonjump and Through Walls will now only affect that brother instead of both.
- Warnings: Now shows if Moonjump or Through Walls is active.
- Position: Added editing features.
- Console Notifications: Green pipe change notifications have been removed.
- Battle: Added ailments "Floaty" and "Heavy". 
Renamed "Stunned" to "Dizzy". 
Fixed some issues where enemies were not considered dead by the script. 
Fixed that the 6th enemy slot was considered a brother slot by the script.
- Run Event: Fixed erroneous event pointer for Cackletta (University) on the US version. 
Removed duplicate Warp to Larry entry on the US version.
- Basic Information: Fixed that the script crashed on hard reset.
- Holding + or - buttons will now cause numbers to increment/decrement faster
Notes:
  • I recommend using Bizhawk 1.11.7 mGBA core. In Bizhawk 1.11.8.2, the mGBA core has been updated but is broken. The Bizhawk staff has fixed it but has yet to release the next version. VBA-Next core seems to work fine except for everything that relies on savegames. (The SRAM memory domain is broken)
  • In Edit Savegames and in Edit Stats, there are two different kinds of stats you can edit. The normal stats are the values the game currently uses, adding boosts from equipment and possibly considering other aspects. Those values will be recalculated every once in a while (when leveling up or changing equipment). The "base" stats are the values the game will occasionally use to do that recalculation. In other words, editing the normal stats will directly change them but not be permanent. And editing base stats will only take effect after a level-up or changing equipment, but be permanent.
  • The layout of various displays has changed to accommodate the use of a single display function. Instead of statically displaying stuff, the script now uses (editable) lists more. Affected displays are Position, Stats, Action Commands, Green Pipes, Savegames. Those displays will have an "E" button that indicates whether or not you are currently in "Edit mode".
  • Savegames are stored in both SRAM and in EWRAM. The game loads the savegame from SRAM to EWRAM on power-on/reset. The script relies on the SRAM memory and it doesn't keep the two memory areas synchronous, so if you edit a savegame or use the "enable file" option, you need to reset the game for it to take effect.
  • The photo sprite ID and photo spritesheet entries in the Savegame display are tentative names. I actually don't know if those titles are accurate.
EDIT: Added 0.11 r4
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Language: Lua

local totime = function(frames,fps) mins = math.floor((frames/fps)/60) secs = math.floor((frames/fps-mins*60)*100+0.5)/100 returnvalue = string.format("%02d:%05.2f",mins,secs) return returnvalue end
I would like to include hours but I can't seem to get it to work. If someone can help me, have my thanks!
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MUGG wrote:
On VBA-Next core, 1.11.7 and 1.11.8.2 show the same behavior: - Save the game - Reset the game - The newly saved savegame is there - Reboot core - The savegame is no longer there, for some reason
The SRAM addresses as seen in Bizhawk's memory viewer are never written over during saving, on VBA-Next. But it seems the emu keeps track of savegame memory, maybe under some other alias that's not shown in memory viewer. In other words, maybe it's a mixup with memory domain labels in the VBA-Next implementation in Bizhawk. At least that's my assumption at this point. Since I don't work with VBA-Next, I don't care much. But it should probably be looked at.
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Forgot one on my list. Heidi, by definition, is also a Japanese Anime. I rewatched all episodes in German not too long ago, mostly for nostalgia than anything else. @moozooh, thanks for your elaborate write-up. EDIT: And Hoshi no Kaabi (Kirby of the stars / Kirby right back at ya).
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https://www.youtube.com/watch?v=d13DV0gMDXE&index=1&list=PL7152C0EFD3D2176A I need to play this game again sometime. The soundtrack that stands out the most for me is "Nefer".
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Link to video - In Delfino Plaza, if you go near defeated shadow mario and then a blue coin graffiti cutscene is triggered right after, the game will either softlock or it will bring up shadow mario's text but shadow mario will already have moved to the next location. - If you go near defeated shadow mario while touching the 100th coin at the same time, thus triggering the 100 coin shine cutscene, it will "store" the event that makes shadow mario move to the next location (or so is my assumption). Going near shadow mario does nothing now. But talking to anyone else will trigger the event. Ideas for glitch hunting: - Trigger 100th coin while going into the Pinna Park cutscene in Delfino Plaza, if possible. Alternatively, trigger 100th coin while entering any other cutscene (enter pipe or loading zone). Will it cause the fadeout to be stored? - In Delfino Plaza, trigger blue coin graffiti cutscene after the "entering Ricco" cutscene starts. - Touch 8th red coin while touching 100th coin <-- Plays the two cutscenes one after the other. - Touch blue coin while touching 100th yellow coin. <-- Plays the two cutscenes one after the other. - Touch shadow mario waiting at statue while touching 100th coin. <-- Plays the two cutscenes one after the other.
grassini wrote:
sand blocks respawning are ejecting mario upwards when he's partially inside their default position
Actually it's a bug related to groundpounding and the game messing up because it can't calculate your altitude above or below certain terrain. I have a video about this too https://www.youtube.com/watch?v=pnkgu6srgZM
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try
Language: Lua

local tabl = {} while true do tabl = input.get() if tabl["E"] then if emu.framecount()%2==0 then tabl.A=true joypad.set(tabl) end if emu.framecount()%2==1 then tabl.B=true joypad.set(tabl) end end emu.frameadvance() end
Edit: Ok that doesn't work. I'll try to revise it. Edit: Should work now.
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I feel like making a list of all Anime and Manga I every watched and read, regardless of whether they are my favorites. If I can remember them all, that is. Here goes: Detective Conan/Case Closed/Meitantei Conan [Anime] [Manga] - I watched the German localization as a kid, but now I'm only checking out the important episodes and chapters. After the Bourbon arc I kind of lost interest but I'm still looking at this series every once in a while. Doremi/Ojamajo Doremi [Anime] - I have not really watched through this series, but I remember some of the more important episodes. Naruto [Anime] [Manga] - I watched most non-filler episodes of the regular anime, but stopped at some point in Shippuden. I did watch many of the important episodes after that, though. Neon Genesis Evangelion [Anime] - I can't really remember this series well. I only started watching it because it was said to be one of Gainax Studio's finer works. The last few episodes really lost me. Heard the movie was good but never watched it. Oruchuban Ebichu [Anime] - Hanamaru Youchien / Hanamaru Kindergarten [Anime] - I don't really remember anything from this series but it was ok. I only watched it because I had been on a trip to watch some Gainax Studio Animes. Tengen Toppa Gurren Lagann [Anime] - Pretty good Anime for what it is. I considered this my favorite for a long time. One Piece [Anime] [Manga] - This series has a place in my heart and I'm always eagerly following new episodes and chapters. The Anime unfortunately suffers from slow pacing and the story-telling is quite clichéd. The Dress Rosa arc sucked. But I appreciate the author foreshadowing and thinking through things and every single character has his own story and background. Hajime no Ippo [Anime] [Manga] - There have been 3 Anime adaptions and the Manga is still ongoing after 1150 chapters. In the Manga, I hate the battles (which is strange for a Manga about boxing). The battles just get dragged out for like 15 chapters each time and I can't get invested in them. The plot points and funny/emotional moments outside of the battles I can really appreciate, though. Especially in regard to Ippo and Kumi. Sooner or later, Ippo will have to choose between Kumi and boxing. Dragon Ball [Anime] - Dragonball and Dragonball Z are the shit of my childhood! Dragon Ball GT I stopped watching midway through because it sucked. Dragon Ball Super, which is currently ongoing, I'm interested, especially in the current arc. But the animation quality sucks compared to Z and the "funny moments" sometimes kill the mood. The current few episodes (63~65) have been lacklustre, unfortunately. Overall, Dragon Ball Super is ok but could have been much better. Super Kickers 2006 - Captain Tsubasa [Anime] - The only Tsubasa series I watched. Can't really remember how it ended. Was meh. Megaman NT Warrior [Anime] - The only Megaman series I watched. Can't really remember how it ended. Was meh. Hamtaro [Anime] - Have not really watched through this series, but I did catch a few episodes as a kid. Ranma 1/2 [Anime] - This was also one of my favorites from my childhood. Unfortunately the German voice of Ranma had died and so the German adaption was canceled after 80 episodes or so. But I did continue with the English sub. Too bad the Anime didn't adapt all of the Manga. The Promised Neverland [Manga] - This is an up and coming new Manga series that I rather coincidentally started reading. I really love it so far. Hoping this gets an Anime adaption later. Golden Boy [Anime] - Fist of the Northstar / Hokuto No Ken [Anime] [Manga] - Pretty good stuff. I marathoned through the Anime and then read the remaining non-adapted chapters. Was a pretty good experience. Death Note [Anime] - The first half of this series was good, the second half was bland and meh. Overall, too much dialogue. I never really could get invested in this series as much as it seems everyone else could. Sword Art Online [Anime] - Someone recommended this to me and I watched the first few episodes, but then stopped. Maybe I'll pick it up again later. Panty & Stocking with Garterbelt [Anime] - This is filled with Awesome. Quite unique animation style. Sucks how it ended in a cliffhanger Spirited Away [ Movie] - Good movie Pokémon [Anime] - I played Pokémon Yellow and watched most episodes from Gen 1. Everything after completely lost me. Digimon [Anime] - Was also something I loved from my childhood. I watched everything except Tamers and Data Squad. Kill la Kill [Anime] - I watched the first episode only... Somehow I didn't get hooked. Maybe will pick it up later.
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grassini wrote:
'Most important though, is to have new and likeminded people around.' what do u mean with likeminded? people that want a change of scenery or the depressed? https://www.psychologytoday.com/blog/good-thinking/201310/do-you-feel-impostor
I mean having people of my age and with similar interests around. People that I can hang around with and feel comfortable with. I do not think this so-called impostor syndrome is the main problem here. Maybe it is one symptom of the problem.
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Thanks to a rather coincidental encounter with a relative who was over for a visit who gave me, I could call it, an eye-opening talk, I realize there is really four things I should work on now: 1 - Get a driver's license in the next few months 2 - Find a suitable therapist/psychologist 3 - Find a suitable kindergarten to do an FSJ at (which was my original plan back in February) 4 - Move out in the next few months, possibly into a shared apartment If I don't pursue 1), I'm probably going to remain dependent on others and on public traffic. Better pursue this sooner than later, now is a good opportunity since I have the time. I'm already pursuing 2), but not really. I could arrange more appointments. For 3), I will probably have to endure waiting a few months for now. I'm going to have to leave behind the current kindergarten sooner or later. 4) is the real shit. There is so much: I have a troubled past, I can't get along with my parents, I hate the place where I live, I have trash lying around in my room, I'm lonely, etc. It would be great to leave it all behind and get a "change of scenery". Most important though, is to have new and likeminded people around.
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Is there a difference between console.log() and print()?
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I would probably like a TAS of this on the remake version (GBA). You could aim for maximum score as a secondary goal, if you're not already doing so.
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Looks like mGBA core in 1.11.8.2 is broken. Maybe as a result of migrating to mGBA 0.5.0? https://github.com/TASVideos/BizHawk/issues/725 Also, you can apparently overwrite lua-related variables and functions. https://github.com/TASVideos/BizHawk/issues/724
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Mario & Luigi saved but didn't load. Soft reset keeps the savegame, but reboot core wipes it. I used my luascript to jump to a later point in the game and save, instead of playing normally.
On VBA-Next core, 1.11.7 and 1.11.8.2 show the same behavior: - Save the game - Reset the game - The newly saved savegame is there - Reboot core - The savegame is no longer there, for some reason On mGBA core, 1.11.7, the savegame is not getting deleted after rebooting the core, as is the more desirable outcome. I have not gotten the chance to test on 1.11.8.2-mGBA yet.