Posts for MUGG


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What are some good royalty free music resources?
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If anyone wants to beat my event 33, you can go stand in the left offscreen to get some free %. Don't know if it helps. You can probably not use the platforms at the beginning, seems too slow and much more difficult to edgecancel off of them than from the slope.
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- [2539] NES River City Ransom (USA) "2 players" in 5:56.76 by Chamale but [1013] NES River City Ransom (USA) "playaround" in 12:55.38 by adelikat & JXQ could be fun as well - suggested by boct1584
If you're going with a nekketsu game, then I vote Kunio-kun no Nekketsu Soccer League. I briefly TASed it, but didn't finish. It's a difficult project due to it being a complex game and 2 player, but I think it could be pretty cool for GDQ? Then again, international audience is probably too unfamiliar with that game. So go with Nintendo World Cup (the predecessor game). I actually had plans TASing that at some point.
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So I'm skimming through the 1.11.7 notes here.
Add gui.DrawFinish() which will let you choose when to finish drawing; and add optional argument to gui.DrawNew which when set to false lets you keep it from being cleared
I'm not sure if I understand it, but can this make it so that you can keep drawing to the surface indefinitely without it clearing each frame? I'm asking because I'm still looking for a solution to my canvas question.
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I made a script again. Link It tells frames/lag/input, ghost position, ball position, ball speed, ball braking counter, global timer.
  • When you blow at the bubble, its speed turns 4 and decrements when global timer%8==0.
  • When speed is 1, the game adds 1 to the ball braking counter when global timer%8==0. Speed is kept at 1 as long as ball braking counter is lower than 20. (I have rewritten it in my script for convenience, though. So it's actually running down from 20 to 0.)
  • When blowing at the bubble vertically or horizontally, speed turns 4. When blowing at it diagonally, speed can turn 3 at max only.
  • Here is the weird thing: 5 speed means the ball moves 1 pixel every frame (or every other frame) <-- can't be achieved outside of hacking 4 speed means the ball moves 1 pixel every 2nd frame (sometimes 3rd??) 3 speed means the ball moves 1 pixel every 3rd frame (sometimes 2nd??) 2 speed means the ball moves 1 pixel every 4th frame (sometimes 5th??) 1 speed means the ball moves 1 pixel every 8th frame So far, it seems there are oscillation patterns and pixel abuse in this game like in SML2. Yes, you can blow at the bubble at the right times in order to make it move extra pixels (at least in theory).
I'm hoping it's not too insane to figure out how to optimize it. Score meter takes 3 frames to deplete per unit after a room is finished. While playing, it decrements every 31 frames depending on the globaltimer. But I have not included that aspect in my script. Since speed can be optimized really well now, my comparison isn't really accurate anymore. It may turn out to be faster to just go through some of the rooms instead of using the bug. I'm testing it as I go on with the new TAS. E: It is still impossible to go upper path in room 9 with the optimized speed abuse. So far, speed optimization turns out to be a much bigger improvement than the bug. Saved about 7 seconds already until room 11, while not even taking the LCD lag difference into account. So maybe we're looking at a 4:1x.xx time here.
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Here is a comparison between the current TAS and if the bug was used. All time stamps are from VBA v19-23, so there might be 1 or 2 frames difference to bizhawk. (VBA input is delayed) Timing is from first frame of a room where input is accepted, until first frame of the next room where input is accepted. That way, score calculation is taken into consideration.
Room      Time(OldTAS)         Time(withBug)		TimeSaved  Notes

01        443  (624-1067)      -					   0			 Can't do bug
02        621  (1067-1688)	  594  (1067-1661)	27
03        631  (1688-2319)	  594  (1688-2282)	37
04        636  (2319-2955)	  594  (2319-2913)	42
05        608  (2955-3563)	  -					   0			 Can't do bug
06 +1Up   550  (3563-4113)	  -					   0			 Can't do bug
07        642  (4113-4755)	  593  (4113-4706)	49
08        686  (4755-5441)	  593  (4755-5348)	94		   Not verified. predicting 593 is possible.
09        757  (5441-6198)	  593  (5441-6034)	164		  Not verified. predicting 593 is possible.
10        617  (6198-6815)	  593  (6198-6791)	24		   Not verified. predicting 593 is possible.
11        733  (6815-7548)	  -					   0			 Can't do bug
12 +1Up   844  (7548-8392)	  -					   0			 Can't do bug
13        649  (8392-9041)	  594  (8392-8986)	55		
14        533  (9041-9574)	  -					   0			 Can't do bug
21 +1Up   581  (9574-10155)	 -					   0			 Can't do bug
22        610  (10155-10765)	594  (10155-10749) 16		   Not verified. Predicting 594 is possible.
23        639  (10765-11404)	-					   0			 Can't do bug
24 +1Up   759  (11404-12163)	-					   0			 Can't do bug
25        761  (12163-12924)	594  (12163-12757) 167		  Not verified. Predicting 594 is possible.
26        575  (12924-13499)	-					   0			 Doesn't save time (575 is faster than 594)
27        639  (13499-14138)	-					   0			 Can't do bug
32 +1Up   529  (14138-14667)	-					   0			 Can't do bug
33        733  (14667-15400)	593  (14667-15260) 140		  Not verified. Predicting 593 is possible.
34        610  (15400-16010)	593  (15400-15993) 17		   Not verified. Predicting 593 is possible.
35        511  (16010-16521)	-					   0			 Timed until score changes. Can't do bug

LCD lag is not considered since this testing was done on old VBA. I tested on newer VBA and the LCD lag is 35 frames there. In other words, the transition lag that took 1 frame on old VBA takes 35 frames on new VBA. Doing the bug causes LCD lag to happen one additional time, so 34 frames have to be added to the TimeSaved potential. When the bug doesn't save at least 35 frames, there is no use doing it.
Room      Time(OldTAS)         Time(withBug)		TimeSaved

03        631  (1688-2319)	  594  (1688-2282)	3		
04        636  (2319-2955)	  594  (2319-2913)	8
07        642  (4113-4755)	  593  (4113-4706)	15
08        686  (4755-5441)	  593  (4755-5348)	60		
09        757  (5441-6198)	  593  (5441-6034)	130		
13        649  (8392-9041)	  594  (8392-8986)	21		
25        761  (12163-12924)	594  (12163-12757) 133		
33        733  (14667-15400)	593  (14667-15260) 106		

00:13.93 sec saved (when sticking with VBA19~23) 00:07.97 sec saved (when switching from VBA19~23 to VBA24m → added LCD lag) Bizhawk actually seems to have 37 LCD lag frames. So we subtract another 2 frames:
Room      Time(OldTAS)         Time(withBug)		TimeSaved

03        631  (1688-2319)	  594  (1688-2282)	1		
04        636  (2319-2955)	  594  (2319-2913)	6
07        642  (4113-4755)	  593  (4113-4706)	13
08        686  (4755-5441)	  593  (4755-5348)	58		
09        757  (5441-6198)	  593  (5441-6034)	128		
13        649  (8392-9041)	  594  (8392-8986)	19		
25        761  (12163-12924)	594  (12163-12757) 131		
33        733  (14667-15400)	593  (14667-15260) 104		

00:07.70 sec saved (when switching from VBA19~23 to Bizhawk → added LCD lag) Finally, we take into consideration the life management:
Room           Lives

Start of game  Have 5 lives
03 (Bug)       Have 4 lives       
04 (Bug)       Have 3 lives
06 (+1up)      Have 4 lives
07 (Bug)       Have 3 lives      
08 (Bug)       Have 2 lives
09 (Bug)       Have 1 life
12 (+1up)      Have 2 lives
13 (Bug)       Have 1 life
21 (+1up)      Have 2 lives
24 (+1up)      Have 3 lives
25 (Bug)       Have 2 lives
33 (Bug)	    Have 1 life
So it should be all good. No continues are needed. One continue would have taken 33 frames in old VBA, and probably 107 or so on Bizhawk. A new TAS should be 04:33.37 or better. EDIT: Actually, I forgot that LCD lag is added in places that aren't improved, too. So the new time will probably be much higher than the current time...
Editor, Experienced Forum User, Published Author, Expert player (2316)
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I found a bug in this game. If the bubble touches an exit and a wall at the same time, the ghost will play both of his animations one after the other. You lose a life - which isn't so bad I think because you can use continues - but more interestingly, you will respawn in a different location. E.g. if you do it in room 2 with the right exit, you will respawn in room 2 on the left exit. Will investigate and edit this post later if I find more. When doing it in room 1 with the left exit (the only one), you will respawn out of bounds and the bubble will burst over and over until you gameover. Video: Link to video
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Link to video
video description wrote:
Besides the fact that this is original version with copyrights, there is some weird glitch that appears on the levels. There are some weird two blocks in a vertical line in the sky, which don't do anything. Last time I checked, this appears only on pirate copies of Felix the Cat, produced after 2000s. Or... this could be a bad ROM of the game. I had a singlecart before that featured the same glitch, but the whole game was beatable noneless. You can actually stand inside those blocks, but this is pointless, and doesn't do anything for gameplay progress. But it's still worth mentioning that this glitch exists. Because, on my old bootleg cart from 90s, doesn't have this glitch at all. I am sure that official NES cart doesn't have it too, but I am not collecting NES carts, so this needs to be checked by people, who own NTSC NES cart of Felix the Cat, and see if this glitch exists there. ;) I bet it doesn't, because the majority of pirate copies of this game back in 1990s had copyright info unchanged, and they were pirate copies of NTSC version.
is this legit?
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Unknown394 wrote:
I have at leased watched HappyLee's movie three hundred times and I think the only way anyone can beat it is to work on the flagpole glitch. In stage 8-2 HL used a special flagpole glitch involving stomping a bullet bill (also can be done with a koopa shell) that saves more frames than a regular flagpole glitch. If someone can find a way to perform this special glitch without having to stomp something, the time can be optimized. Otherwise it's probably unbeatable, since it has been there for many years.
Try the PAL version.
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klmz, thanks but I had already figured out the puzzle. It turned out to be faster to get the items and just drop off on the right, though. I found that you could do a slightly better luck manipulation strat in level 21 which saves about 1 second. But the gold drop RNG in room 2 wouldn't comply. So I fear the game may not be completely hex-edit-friendly. I will try to just redo room 2 and hope it syncs in the upcoming levels. If it doesn't, I'm not sure if I'm going to redo or continue. This kind of crushes my dreams of an "all levels" run, too... If I was serious about "all levels" I should probably do level 1~15 now and then try to append the current WIP rather than finishing the WIP and then trying to splice in level 1~15. That being said, I think I'm not serious about it. I will probably leave 1~15 out just because the workload is too much. Though I think "all levels" would obsolete "any%" in this game. Even when the run gets longer, the run would be as complete as it can get. Compare to what happened with SMB1 walkathon. WIP is in level 31.
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In Super Mario Land, hitboxes may consist of one value that tells how big the square is. But that's not confirmed. I think that editing said value had a direct influence on how big an enemy's hitbox was, though. So I suppose in some gameboy games, you could try looking for enemy's RAM slots and try editing values there and see if their hitboxes are affected.
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Tompa wrote:
HOLY BARRIER SKIP! https://clips.twitch.tv/linkoscuro/ExuberantGalagoBrainSlug Sadly for TWW HD only.
:o I can't really tell from the video what happened but I guess it's Aim Super Slide? Very cool stuff, can't wait for some any% streams. *looks at gymnast* Now the guy who offered $1000 has to pay. lol Well, no, he doesn't have to pay (and I'd expect he wasn't going to, judging from the fact he wrote Kappa after his offer). Bounties aren't legally binding. Mothrayas and Nach put a good legal disclaimer on the bounty page recently. If you feel like discussing this matter, do it here.
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Here is a bit of untested avisynth code:
Language: Avisynth

clip1=avisource("clip1.avi") clip2=avisource("clip2.avi") clip3=avisource("clip3.avi") highestfps= Max(clip1.FrameRate, clip2.FrameRate, clip3.FrameRate) clip1=clip1.changefps(highestfps) clip2=clip2.changefps(highestfps) clip3=clip3.changefps(highestfps) clip1++clip2++clip3
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Meta Knightmare Ultra - Dyna Blade 3:38.97 Link to video
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Someone on my Youtube comments said they encountered an unknown glitch 2 years ago. They finished off Master Hand (miniboss version probably) and clipped out of bounds after/when Master Hand died. They had Master equipped. Unfortunately it looks like that's the only information we're going to get.
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gui.drawPolygon doesn't seem to work?
	points={{10,10},{100+10},{100,100}}
	gui.drawPolygon(points,0xFFFFFFFF,0xFF00FF00)
Edit: I'm smart
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Lag will not affect movie playback. The avi you save while playing back will be normal speed. Otherwise, just start TASing the games you like. You get better the more TASing you do. Desyncs shouldn't happen but idk how robust arcade emulation is.
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Nicos wrote:
MUGG wrote:
http://tasvideos.org/AccessBlocked.html I always wondered what that hidden link was. I can't find it. Where is it?
it's a hidden url that ban the IP hidden in the pages (...) from the waybackmachine (...):
<small>Time (GMT+2)<a></a>:<br>2007-02-07 06:14:22</small>
but it might have been removed as i don't see the snippet on the main current page
I was bored so I tested it again with a proxy. It blocks you for 1 minute, 1 hour, 36 hours. My question now would be why was this code removed? And not that it's important, but could we update the wiki with that info?
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I would like to quickly give my review on how I remember the most recent 3 episodes. I only watched them once each. Stranger than fanfiction Was a funny story idea. I just got tired fast of that Quibble guy. Overall, I don't like the showrunners adding 'mediocre' conflict characters like Zephyr or Quibble and am more in favor of stories like No Second Prances where they reuse existing characters. The Cart before the Ponies Was an ok episode, except the adults were way too dense. I mostly enjoyed this for being a CMC focused ep. 28 Pranks Later Bad episode. The fact the whole town plays a prank on Dash is not credible to me. The bigger problem, however, is they went on with it for what felt like 10 minutes. It was crystal clear they were all pretending and they went on with it for such a long time that it got really boring. Plus I don't like asshole Dash. Remember way back in episode 5, Pinkie and Dash were pranking everyone except Fluttershy since she is too sensitive. In this ep, Dash pranks and scares Fluttershy to death and Pinkie doesn't seem to mind when Dash tells about it (? need to rewatch it)... I miss season 1 Pinkie...
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I think the user roles as seen here are a mess to look at and I would welcome an overhaul to how user roles are handled, to get rid of the gazillion different combinations of roles like "Judge / ... / Experienced player". What does the ... stand for anyway?
Editor, Experienced Forum User, Published Author, Expert player (2316)
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Editor, Experienced Forum User, Published Author, Expert player (2316)
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Video (levels 16~24) current .BK2 (levels 16~29) 14 levels done, 21 levels to go. Also saved 5 frames in level 23-2. The game seems hexedit-friendly since everything runs based on the global timer and it is reset each time it fades into a room. I think it might be possible to TAS levels 1~15 and then splice 16~26 in and make it an "all levels" run. The run is going to be 1 hour or so, so might as well make it 1.5 hours. But I'm not going to do that at the moment, since the project is overwhelming as it is. Not sure if I finish at all.
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Hello and welcome to TASvideos. What kind of bot script would you like to do?
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I came across a strange youtube module bug in the Motocross Maniacs GB forum topic. I had posted a glitch video and a A2 course TAS video in two different posts. But the A2 video would appear instead of the glitch video (so it would appear twice in total). The "Link to video" would lead to the correct video though. The bug seems to have fixed itself after clearing cache and refreshing the page, and I haven't been able to reproduce it.
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Game: Hyper Lode Runner Console: Game Boy Author: MUGG Progress: 9 / 35 levels finished Thread: http://tasvideos.org/forum/viewtopic.php?t=7010 Movie file: http://dehacked.2y.net/microstorage.php/info/1592003678/LodeRunnerGBTAS2016.bk2 (Bizhawk 1.11.6, v1.1 ROM) Feel free to message me / comment what you think. Link to video