Posts for MUGG


Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
@jdaster: I don't know if I will figure it out. But I'll take a look at it later. --- Some strange bugs: Link to video (starts 5:30) - Hint guy's dialogue box is glitching up. Link to video - Thunder Hand on Mario, falling off ledge in Roy's room. Causes glitchy movement, similar to the ancient Thunderhand clip stuff... Edit: Roy's room glitch is confirmed now. Will probably do some investigating later. It happens because Mario is pushed back onto the ground he just fell off. The game doesn't expect this to happen and glitches up.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
https://www.youtube.com/watch?v=Pd-w81Z5w_A Transforming somehow has an influence on how wall physics work (If I understand it correctly). In case the video gets lost: It shows a chest that instead of getting pushed up by newly appearing wall tiles, clips into the wall and is subsequently lost.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
According to some video on youtube, you can clip through slopes via pausing instead of hopping.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
It seems they removed Paratroopa, Bank and Bullet Bill from story mode. At least I didn't see them appear there yet, after watching dozens of playthrough videos... They also changed numbers (costs and such), hence why I did all the testing. I suppose I could win without any game played but it's luck manipulation hell. Also, it's arguable if it would be any faster: Take my WIP and instead of the 2nd game, I would land on a travel field, have the bowser kids land on red field (4 coins each). Then I land on the same spiny and kill one. Then the last one has to travel onto the piranha plant again (alternatively, use spiny capsule if I had gotten one beforehand). All those field effects take time, making me think playing the 2nd game is faster... Edit: I tested with savestates at a capsule machine for a while. I never got Paratroopa, Bank or Bullet Bill.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Newbie Dash Despite the Scootaloo moments, I really did not like this episode. The way RD acted throughout the episode made me cringe and facepalm over and over, and not in a good way. And the Wonderbolts have been shown being jerks, distrusting or uncomfortable to be around with, on a lot of occasions by now. I've seen people say they miss the times when they were actually good, and I agree. I really miss MrEnters episode reviews. I would love to see him destroy this episode.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Ok I started running story mode in MP5 but I noticed frame advance will act weird sometimes. Sometimes it unpauses the game which causes the emulation to go on without music. It's supposed to advance 1 frame and no more. This issue happens only sometimes for me. using 4.0-9215
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
jlun2 wrote:
Is it something like this?
No? I'm talking about removal and insertion. Not copying.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Afaik, Mario Sunshine has a faster file select screen when you use an empty memory card. When you remove the card after starting a run, you get a faster "save your game?" screen after each shine you get. I will go ahead and use no memory card for my run (Mario Party 5). It looks like it's fastest to do that anyway.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Some questions about memory card usage in TAS: 1) Removing or inserting memory cards at certain framecounts assures that it syncs, correct? Or is it not recommended to change memory cards at all? 2) When I have started a DTM with an empty memory card and play it back, does it use that empty memory card or does it use whatever savegame is on the memory card that's configured?
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
story mode additional rules: - The first map is chosen after you confirm your settings at the beginning. - The minibowsers' starting points are always the same except on the Future dream (where there are more red fields). The starting points are chosen when transitioning to the map. - The minibowsers' starting points are red fields. - There are no additional red fields except on the Future dream (has 2 more). - 1 DK field is randomly assigned to a free blue field when the map fades in. - When your first turn starts, 6 field effects are randomly chosen and randomly assigned to blue and red fields. This occurence is frame-dependent. - To manipulate minibowser dice rolls, you can pause the game right before. Or when it's your turn, close a dialogue box at a different time. maps: toy strat: roll 10, at intersection take the upper route, beat minibowser on the way. win vs match. he dies. 2 minibowsers left. have those 2 minibowsers then roll so that they both land on same vs field behind you. win both. gg. This strat takes 4 minigames. harder strat: roll 10, at intersection take the upper route, beat minibowser on the way. win vs match. he dies. 2 minibowsers left. have them roll so that they both land on dk field/piranha plant field/red hammerbro field. they both have 8 left. then land on vs field and win. gg. this strat takes 3 minigames. alternative harder strat: roll 10, at intersection take the upper route, beat minibowser on the way. win vs match. he dies. 2 minibowsers left. have them roll so that one lands on vs and the other lands on hammerbro. only one left with 5 coins. you land on spiny and win. stupidly hard strat: land on spiny field. They have 15,20,20. Have them land on dk/piranha. They have 8,10,10. You have to land on another spiny field OR one of them has to land on another piranha field. They have 8,5,10. Have the other 2 land on dk/piranha from before. They have 4,3,5. Win a vs match. gg. This strat takes 1 minigame. future (The bowser kids can start on any red field, not where it says x) sweet rainbow undersea pirate bowser Todo: Find out which maps are best suited for the TAS. Find out best strats and test if they can be reliably done in TAS. A strat worth thinking about is to lose money on purpose and then use goomba capsule to swap money.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Ok both these games are probably not TAS-worthy (the first is too slow paced, the latter is too predetermined), but I want to mention them here anyway. --- Finally I was able to find the name of yet another game I was thinking of. There seem to be variations of a puzzle game but the objective is more or less the same. You play as a cat and interact with objects in the game. So e.g. you can push water into fire, paper into envelopes, etc. I definitely remember this game for its sheer number of objects you can interact with. Variations: - Superkatze (super cat) - Irre Katze (crazy cat) - Knallkatze (bang cat) - Schiebekatze (push cat) - Lidoskatze (lidos cat) - ... E/ Game is available for download but can't tell where. --- Neighbors from hell
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I compared the minigame listing from my previous post with the minigame packs detailed in section 2 here. That gives me the following ratios: ## all 1v1: 10 good, 3 mediocre, 2 shit = 66% (chance to have a good minigame) 1v3: 4 good, 3 mediocre, 4 shit = 36% 2v2: 1 good, 1 mediocre, 10 shit = 8% ## easy 1v1: 8 good, 2 mediocre = 80% 1v3: 4 good, 1 mediocre, 4 shit = 44% 2v2: 1 good, 8 shit = 11% ## action 1v1: 4 good, 1 mediocre = 80% 1v3: 2 good, 1 mediocre, 3 shit = 33% 2v2: 1 good, 1 mediocre, 4 shit = 16% ## skill 1v1: 3 good, 2 shit = 60% 1v3: 2 good, 1 mediocre, 3 shit = 33% 2v2: 6 shit = 0% ## goofy 1v1: 3 good, 2 mediocre = 60% 1v3: 1 good, 2 mediocre, 3 shit = 16% 2v2: 1 good, 5 shit = 20% easy > action > all > goofy > skill You can probably avoid having 2vs2 minigames altogether, which makes "easy" the minigame pack that should be chosen for a story mode TAS that aims for fastest realtime, assuming luck behavior in the game is difficult to manipulate.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Story mode infos Notes about Mario Party 5 story mode TAS (aiming for fastest realtime): - Apparently, when starting story mode, you can select a minigame pack. Easy, Action, All are good minigame packs. Goofy and Skill are bad minigame packs. See the next post for more details. - You and the 3 minibowsers all start out with 20 coins. When a minibowser loses all his coins, he passes out of the current game. When there are only 2 minibowsers left, a vs-minigame will consist of you + CPU Toad vs them. - If more than 1 minibowser occupies a field and you pass by, you choose one minibowser. You cannot fight both. - On intersections, minibowsers always choose shortest path towards you. - On intersections, minibowsers seem to choose a random direction. (Although it might be biased to go to your direction more often) - Map order: -- first 4 maps are randomly selected after you confirm settings at start (Future, Sweet, Rainbow, Undersea, Toy, Pirate) (It is untested if it selects the full sequence or just one at a time) -- Bowser dream -- Bowser Frightmare minigame - If a minibowser started a duel by crossing your field: -- if he wins, you lose 10 coins. -- if you win, he loses 5 coins. - If you started a duel by crossing a minibowser's field: -- if he wins, you lose 5 coins. -- if you win, he loses 15 coins. - VS field: -- At 3 minibowsers: Loser has to pay 5 coins per opponent. That means you would pay 15, or minibowsers would pay 5 each. -- At 2 minibowsers: Loser has to pay 10 coins per opponent. That means you would pay 20, or minibowsers would pay 10 each. -- At 1 minibowser: Loser has to pay 20 coins to the opponent. - field effects: -- Piranha plant (takes half coins, rounded up to next integer.) -- DK field (if minibowser lands here, reduces minibowser money by half, rounded up to next integer. If you land here, you get 10 coins.) -- Hammerbro (5 coin loss) -- Red Spiny (chooses another player by roulette and steals 5 coins.) -- red fields (3 coin loss) -- Duel (it's as if a minibowser passes you, or as if you pass one.) -- Lakitu (if minibowser lands here, steals a capsule from you. If you land here, (TODO).) -- Mushroom (gives extra die on next turn.) -- Super Mushroom (gives two extra dies on next turn.) -- Poison Mushroom (makes die on next turn have only 1~5.) -- Coinblock (makes you/minibowser gain 10 coins.) -- Klepto (takes you to a minibowser by roulette) -- Green pipe (switches you with a minibowser) -- ... - capsule effects -- Red Spiny (costs 5. chooses another player by roulette and steals 5 coins.) -- Duel (TODO) -- Hammerbro (TODO) -- Lakitu (TODO) -- Kamek (costs 10. Shuffles everyone's capsules.) -- Mushroom (costs 5. Gives extra die.) -- Super Mushroom (costs how much? Gives two extra dies.) -- Piranha plant (TODO) -- Bubble (Costs 10. Advances you 10 fields. Burns other capsules you have) -- Poison Mushroom (TODO) -- Coinblock (Costs 5. Gives 10) -- Klepto (costs 10. Takes you to a minibowser by roulette.) -- Green Pipe (TODO) -- ... - Bowser effects -- Makes a red field into a bowser field. -- ... Minigames list Minigame ratings express how useful they are from a story mode TAS standpoint. Good rating means they can probably be completed fast and bad rating means they waste a ton of time. If I were to make the TAS, I would probably not go optimize it too much (like, I don't care if one minigame is 2 seconds faster than the other. It's too much work to find out). But I would like to avoid the minigames that obviously take longer than the other ones. ## 1vs3 - "Flatiator" GOOD 1 player rides ball, tries to flatten other 3. 45 seconds, stop if all 3 are dead - "Revolving Fire" GOOD 1 player in middle tries to burn 3 players around him. 30 seconds, stops if all 3 are dead - "Heat Stroke" GOOD 1 player pounds platforms away where the 3 others stand. 30 seconds, stops if all 3 are dead - "Big Top Drop" GOOD 1 player tries to hit other 3 players on rope by throwing balls. 30 seconds, stops if all 3 have fallen - "Tube it or Lose it" GOOD/DECENT/MEH 1 player in spiked ring tries to touch other 3 players in a snow race. Hasn't been timed but I think AI behavior can screw you over so be careful. - "Quilt for Speed" DECENT players try to control goomba machines to get into the finish line. takes like 20 sec or something. - "Fight Cards" DECENT 1 player tries to guess what move the other 3 choose. 5 turns and 3 different moves. - "Mario Mechs #1/#2/#3" DECENT/MEH all players are in machines and shoot. 60 seconds, stops if all 3 are dead - "Mathletes" MEH/BAD players gain money by forming mathematical expressions. - "Squared Away" BAD all players are cubes. 1 player tries not to get squsshed by other 3. 30 seconds - "Beam Team" BAD 1 player tries not to get beamed up by other 3 player ufos. 30 seconds - "Curvy Curbs" BAD players try to race to the finish on a bike without touching the side. Takes about 30 sec. ## 2 vs 2 - "Manic Mallets" GOOD players mash to get big mallet to point on other team. 10 seconds - "Bus Buffer" MEH/BAD players try to clean top of a bus. takes like 22 sec or so. - "Clock Stoppers" BAD players try to move clock hands to certain position. Takes a long time... - "ID UFO" BAD players try to find matching ufos by groundpounding takes like 25 sec or so. - "Mario Can-Can" BAD players try to open can by groundpounding alternatedly. takes like 25 sec or so. - "Handy Hoppers" BAD players jump over bar as often as possible. 30 seconds - "Berry Basket" BAD players try to have berries land in their basket. 30 seconds - "Rumble Ready" BAD players try to catch capules by feeling rumble/spotting the "!". takes like 40 sec or so. - "Submarathon" BAD players try to get to finish line underwater. takes like 40 sec or so. - "Defuse or lose" TERRIBLE players try to turn out fuse of big bob omb Can take up to like 50 sec... - "Panic Pinball" TERRIBLE pinball minigame 60 seconds - "Banking Coins" TERRIBLE players on platform jump at pot to gain coins 30 seconds ## 1 vs 1 - "Shock Absorbers" GOOD players try to dodge electrical things moving around the room. 60 seconds, but stops if player is killed - "Countdown Pound" GOOD players try to groundpound on last possible moment 10 seconds - "Blown Away" GOOD shoot at other player to make him fall off the cloud probably doesn't take long. - "Whomp Maze" GOOD players try to get to the other side of the room 30 seconds, but stops when you arrive - "Shy Guy Countdown" GOOD players try to press same button as on sign that the shyguy holds up takes like 10 sec - "Merry Poppings" GOOD make other player fall by shooting at his balloons takes like 10 sec or so I think - "Pound Peril" GOOD find the 1 winning platform to groundpound on. takes like 10 sec - "Get a Rope" GOOD/DECENT players choose a rope. takes like 15~20 sec or so. - "Head Waiter" GOOD/DECENT players throw bowser head back and forth. takes like 15 sec or so. - "Wind Wavers" GOOD/DECENT players mash to get away from tornado. takes like 10 sec, but depends on luck - "Button Mashers" DECENT players try to mash buttons that are shown on blocks that they hold takes like 20 sec or so - "Pump n Jump" DECENT players mash button and jump up in the air. 10 seconds + air time. In total it's like 20 seconds. - "Bound of Music" DECENT players try to hit as many musical notes as possible. 15 seconds + some scoring time. Total ~20 sec. - "Sky Survivor" BAD players fly in the air and try to avoid stuff. takes 30 sec or so. - "Piece Out" TERRIBLE players sort out pieces and gain points. 60 second
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
This is one of the pacman clones I requested in the wishlist thread. You can get the game here, although I'm not sure if there aren't more versions. I guess "unregistered" means this is shareware and there is a full version. https://archive.org/details/Gobman_1020 There seems to be a 1992 and a 1993 version. I only played both of them briefly in dosbox. The 1992 version caused severe graphical bugs; the 1993 version played fine but had a crash after looking at a help screen. It's as decent a pacman game as I remember it, but it's not emulated well in dosbox so Idk about JPC. disclaimer: I'm not going to TAS any DOS games until there is a more userfriendly/fast JPC or a Dosbox-rr.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
All games I ever tried with hourglass in Virtualbox failed. Tyler, Reproduction Man, Warpath, ... Host - Windows 7 64bit Guest - Windows XP SP3 Maybe I'll try that VMware thing later. Or I ask you a favor and try those games for me. I would appreciate it. https://archive.org/details/ReproductionMan_1020 https://archive.org/details/Tyler_1020
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
jlun2 wrote:
the audio suddenly mutes.
I might have encountered this but I'm not sure which game
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I think if you use ordinary lua camhack in sonic adv 1, it causes desyncs. So be careful it doesn't happen in sonic adv 2.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
jdaster64 wrote:
Not familiar with BizHawk's memory domains, but actordata() should probably return the value at that address - 0x2000000 rather than just the value; not sure if there are other cases where I dereference an in-memory pointer. I can add support for J/E tonight and do the conversion if you'd like; what are you doing to tell the version of the current ROM, so I can keep it consistent with that?
Thanks that would be awesome.
Language: Lua

local GameVersion=0 local GameVersionText="" if gameinfo.getromhash()=="7C303CDDE5061EE329296948060B875CB50BA410" then GameVersion=1 -- usa GameVersionText="USA" elseif gameinfo.getromhash()=="EDC538AC505BFCD337ABDD03B3A6F2744D81EAAB" then GameVersion=2 -- jp GameVersionText="Japan" elseif gameinfo.getromhash()=="FA2314C2FBE0DB1AB17175F8BE7CCEB0AB084EFC" then GameVersion=3 -- eu GameVersionText="Europe" else GameVersion=4 GameVersionText="Game not recognized" end
Can you make your damage prediction with parameters for bro pow, enemy def, etc.? Will make it easier to make a calculator. @jlun2, I honestly had no idea what I was doing.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Thanks but it still has oob memory reads. http://pastebin.com/hjWYDCUd
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
jdaster64 wrote:
Finished the first draft of the damage-calculation script: https://dl.dropboxusercontent.com/u/64507723/mlss_dmg_calculator.lua Known issues: - Only supports (U) version thus far. - No way to filter out attacks that aren't available. - Doesn't handle Great Force properly if the wearer is not in-battle or is dead. - Rare off-by-one errors. - Might have forgotten some attack immunity cases? Screenshot of the script in action: Shows the next four RNG values, and the damage of every attack on the first enemy. First two columns: Mario / Luigi solo jump, hammer, hand, jump-counter, hammer-counter Third column: Splash Bros., Chopper Bros. (1st hit), Fire Bros. (1 ball), Swing Bros. (perfect hit) Fourth column: Splash Adv., Chopper Adv. (1st hit), Fire Adv. (1 ball), Swing Adv. (perfect + extra hit) Fifth column: Bounce Bros., Knockback Bros., Thunder Bros., Cyclone Bros. (1 hit) Sixth column: Bounce Adv. (1 hit), Knockback Adv. (1st hit), Thunder Adv., Cyclone Adv. (1 hit + extra hit) Each move has a calculation function, like mariojump(M) or chopperbrosadv(M, N); M is the enemy targeted (0-5), and N is the total damage from the first N hits.
I'm currently trying to convert this vba lua script to bizhawk. http://pastebin.com/mgSCLgwJ But when I run drawRNG(), it prints a ton of out of bounds memory read messages and it basicly frozen. It displays something every 10 sec though. Help?
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Amaraticando wrote:
Suggestion> on even frames, draw the box fully, or with less transparency. I do it in SMW (where the sprite id determines the parity) and it`s really useful. And having a different color for Mario would be nice too, and pretty easy to edit.
The lua is from FCEUX from 2008, not mine. If you want it improved, you can post here I guess.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I only know a version called "Crazy Machines", but it's also Windows 2000ish. https://www.youtube.com/watch?v=IHvgiPxDUtI
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
My experience was that you need to get more windows updates.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Did you play on NES or VC? I have seen people trying to get their games to run and fail/or get glitchy graphics on NES. I think that pause thing is related to that. In other words, a hardware failure. ----- someone on youtube complained about my PAL TAS that I was inside a piranha plant. And it seems hitboxes did overlap, so why did I survive?