Posts for MUGG


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Thing is that particular minigame doesn't save the best achieved score. But I added it for now. I'll take a look at Triple Jump and Story mode later.
Post subject: Mario Party 5
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I've tried NES Classics Super Mario Bros. in VBA v24 and in mGBA. There seem to be some graphical flickering/stretching issues on both emus. I didn't notice those on my real GBA so either they fixed those issues in the European release or those are an emulation glitch.
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I'm glitch hunting this game and will post my findings here. More kisses You can produce more hearts by switching direction quickly. Reverse jump Barney can do a backwards jump by pressing a button and away from the raft/cliff at the same frame. Grounded jump Press a button and Down when near a raft/cliff. You have directional influence during the jump. Kill yourself By using the grounded jump, you can direct yourself into the depth. The game usually respawns you in a position where you last had ground beneath you. Walk on rainbow slide In music town, when sliding on a rainbow slide, you can press a button to kiss at the end in order to stop your momentum. This will cause you to stay on the slide and you can walk back up on it. Kiss glitches When the raft is nearby and you press Down to jump on it, Barney may produce a heart before the jump. When walking into the goal, you can press a button on a specific frame to kiss during the victory dance. When kissing right when starting to slide on a rainbow slide, you will produce a heart after finishing sliding.
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In Mario Party 5, when I tried to reach the story mode ending in 2010 or something, the game would softlock/crash. I was wondering if that's fixed by now..
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I might work on this game sometime again (no promise though)*. So now would be a good time if anyone knows any bugs or tricks that haven't been reported yet. I found that the Japanese version Nekketsu Koukou Dodgeball-bu Soccer-hen is basicly a v1.0 to this game and is glitch-heavier. Nintendo World Cup is a v1.1, you could say. Not sure if they changed much in the EU release. And Kunio's Nekketsu Soccer League is v2.0 :) I found a few things in the J Soccer-hen game that could find a use in a playaround or "password to last match" TAS, but I'd rather not spoil them here. If someone really is interested, PM me. From what I remember back in the day when I watched youtube videos, there was a bug that made it possible to walk around behind the goal, out of bounds. But I can't find the vid (maybe it's gone) and I'm not able to do it.
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I'm looking for a windows game from 1998ish. You played as some kind of military recruit mole on 2d maps (imagine the maps to be structured like in Snake). The objective was to kill all enemies on the map, I believe. Game had 10 levels or so. Don't know if shareware. If you gameovered, you'd get jailed or something*. If you won, you became general*, I think. * Those are video cutscenes. Edit: If I didn't know better, I think this game was called Trigger but I can't find it on google images right now. Edit2: Ok, found the game's name, it's Twigger. You can find it in google images if you search "Twigger mole game" or similar. ------ Also there have been a few Arkanoid clones that I would like to see again, all of which are from around 1998ish. But I think maybe I will describe them another time. It's not like I can remember much about them anymore anyway.
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Here is my TAS Link to video Aside from it being done by using keyboard macros and thus inevitably losing time, I'm aware of a few improvements regarding movement. Such as in Level 4 and 9. I put notes about those levels in my previous post.
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It turned out I never released the AHK scripts for my video and I ended up deleting the .vdi they were stored on. I was able to retrieve some of the progress at least, in case anyone has need for them. Level 1-6 Level 7-8 and some of 9 Also, I made a game resource page here.
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- Lemmings There are wall zipping tricks and other skips that Lord Tom didn't use. The game suffers from lag when you show too much on screen, so I think it should aim for ingame time (lag-ignored).
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Oni The game has some interesting skips. I have suffered some degree of motion sickness watching this game, though... Edit: Warepire tells that the game might be more broken on PC. The videos linked in this post are the PC version.
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stop flooding the same message
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Does VBA support tilting or do you mean we use patched ROMs?
Post subject: added level 1 skip glitch description
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Note: The optimal number of actions I came up is not equal to the optimal number of game loops until the level is finished. This is because - the sperm might get blocked by rocks or bubbles for unknown number of steps - Pushing a rock takes longer than 1 game loop (it takes longer than taking a step) - Performing an action (swap, delete, make block) may require more than 1 game loop - The sperm can travel to the egg while we don't do anything A game loop (frame) takes about 50 ms. Glitches: - When pressing multiple directions (such as left and right, or down and left) and performing actions (swap or making blocks), then the action can be performed twice within one game loop. You can also perform two actions at once. E.g. when you press down+left+swap+delete, your swap and delete count will both decrease by 2. I'm not sure which directions and actions have priority, but I think swapping takes place before deletion. - When opening "Go to Level" and clicking the X without inserting a password, it will go to the 2nd level, as if you had beaten the first level. Not sure if it can be used in runs. - When you use Clear on egg or sperm, it tells it "has been hit by a " (nothing). - If you open the game twice, it will crash. Level 1 (23 actions, no password): v v v < < < < < > > > > > ^ ^ ^ ^ > > > > > > Level 2 (27 actions, password uterus): ^ ^ ^ ^ ^ ^ BlockDown < < < < < < < < v < DeleteLeft < < < v v v < < ^ Level 3 (40 actions, password zygote): > ^ > > > > v v > > ^ > > < ^ ^ v > > > > > > < < < < ^ < < < < < < < < < < < SwapLeft Level 4 (47 actions, password embryo): v v v v v DeleteLeft < < < < DeleteLeft < < < < < < ^ ^ ^ ^ v v v v > > > > > > > > > > > > ^ ^ ^ ^ ^ > > SwapRight < < Note: This is improvable by clearing a vertical path for the egg to fall down into after the swap, so the sperm travels sooner. Level 5 (30 actions, password fetus): < v ^ < < < < SwapLeft BlockDown DeleteRight < < < < < < < v < v v v ^ ^ ^ SwapDown ^ ^ > SwapDown Level 6 (35 actions, password placenta): v v v v > > v v < < < v > ^ ^ < DeleteLeft < < < < BlockDown ^ SwapLeft+SwapDown < ^ < < v ^ SwapLeft < ^ < ^ Note: I'm not sure anymore, if the Block was necessary. If it isn't then this level is improvable. Level 7 (24 actions, password gestate): < v BlockDown < < < < < v v v v DeleteLeft < < < < ^ SwapLeft SwapDown < < < SwapRight Level 8 (26 actions, password fertile): ^ ^ ^ > > > > > > > > DeleteDown > BlockUp > > ^ ^ ^ ^ ^ ^ > > > SwapRight Level 9 (39 actions, password ovum): > > > v v v v v v < < < < < > v > > > > ^ ^ ^ < < < < < < < < SwapUp < SwapUp > v > > ^ Note: It seems < < < < is sufficient (at line 3), making it possible to clear the level in 37(?) actions. But it hasn't been verified enough, so I'm not going to edit the strat yet. My TAS of this level actually did this by accident and wasted some milliseconds but I kept it. Level 10 (45 or 50 actions, password gravid):
Least actions:
< v v v v v BlockUp v v < < ^ > > > BlockUp SwapRight+DeleteRight < > SwapRight DeleteRight > > ^ > > v < < < < < < < < < < < < < ^ BlockUp < SwapLeft >
Probably faster in realtime:
< v v v v v BlockUp v v < < ^ > > > v > SwapUp < > DeleteRight SwapRight+DeleteRight > > > > ^ v SwapUp < < v < < < < < < v < < ^ < < < ^ BlockUp < > > Level 11 (32 actions, password birth): > > v v BlockDown > > v v v v v > > > > v ^ ^ ^ > > v v v < SwapUp > > > > ^
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https://archive.org/details/ReproductionMan_1020
The object of Reproduction Man is to lead the Sperm to the Egg. You need only clear a path through which the Sperm can (or will) move, manipulating the various objects along the way as the need arises. Creator: Muse Computer Services Date: 1995 License: shareware Named-persons: David Kilmer
The full game is said to have 50 levels and more items/powers. This shareware has 11 levels only. Hourglass r81 (in virtualbox) fails to run the game. Maybe I will make a macro TAS like I did with Tyler.
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Meerkov wrote:
Some of the levels are longer and boring (e.g. the dance minigame), but others have additional content (playing through the full level 1 and 7 and 8). The easy mode skipped major portions of those levels.
Can you explain why playing through full levels rather than skipping through them is better?
It's hard to see, but I do actually use some new tricks that weren't present in the original run, (...) using the boosters in lv1 more efficiently by turning around before hitting them, and new strategy for fighting the moths.
So, those are possible improvements to the Easy run? I'm thinking, just because your run didn't miss out on those strats it doesn't count as new content that you will never see in the Easy category (because you will when that run gets improved). If those strats don't work in Easy, however, disregard this post.
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I don't know if I reported this here yet, but klmz said something along the lines of I should report VBA bugs, so here goes. In GB The Smurfs, in the dragon boss, VBA has this bug: if you pick up too many presents, dragon's head despawns and you run out of presents. In fact, I think the number of presents you can pick up is limited. But on real console and Gambatte, it works correctly: You can pick up as many presents as you want and as fast as you want, nothing special happens except for some graphical map loading bugs.
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Speedrun I found on youtube - by zapfsaeule - time is ~7min 25s - hard, no damage - probably TAS I made a TAS of my own - time 6:12.22 - hard, takes damage - test TAS (not very optimized. Although I wouldn't know how to improve on it at this point other than trying to squeeze frames.) taking the invincibility in the snow level was probably avoidable. Edit: Link to video
Post subject: Re: James Bond 007, new WIP uploaded.
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Apo123 wrote:
If anyone wants me to upload my final WIP, I'll be glad to do so. It's ~12 mins long, about halfway through the third level.
If you're still here, please upload your wip. SDA run in 42:02: https://www.youtube.com/watch?v=cOuIrSQhHpY
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zeromus wrote:
MUGG wrote:
When I save avi to C:\Users\Name that contains ö and space\Desktop then reopen emu, and open gpu viewer, it gives the error. Then I close emu, delete the ini, reopen emu and save avi to D:\ Reopen emu, gpu viewer works.
Sorry, no bug here. Post the new gpu viewer crash stacktrace.
ok, I had restarted my computer this morning. I tried my steps on the same build I compiled (the one where you committed something about region/culture setting). Now the crash doesn't occur for avi saving, but for screenshot saving it does. I don't know why it changed. This is what I assume is the stacktrace. I took the liberty to translate german text to english, and censor out my username:
************** Exception text **************
System.Exception: 0, 255, 0 is not a valid value for Int32. ---> System.FormatException: the input character sequence had the wrong format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at System.ComponentModel.Int32Converter.FromString(String value, NumberFormatInfo formatInfo)
   at System.ComponentModel.BaseNumberConverter.ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, Object value)
   --- end of internal exception stacktrace ---
   at System.ComponentModel.BaseNumberConverter.ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, Object value)
   at System.Drawing.ColorConverter.ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, Object value)
   at BizHawk.Client.EmuHawk.ToolManager.InstallCustomConfig(IToolForm tool, Dictionary`2 data) in c:\Users\name that contains ö and space\Desktop\BizhawkMaster\trunk\BizHawk.Client.EmuHawk\tools\ToolManager.cs:Zeile 329.
   at BizHawk.Client.EmuHawk.ToolManager.Load[T](String toolPath, Boolean focus) in c:\Users\name that contains ö and space\Desktop\BizhawkMaster\trunk\BizHawk.Client.EmuHawk\tools\ToolManager.cs:Zeile 161.
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Also, when this message occurs and I open gb viewer a second time, it shows the gpu viewer window and an error message on top of it with this:
System.NullReferenceException: the target reference was not set to an object instance.
   at BizHawk.Client.EmuHawk.GBGPUView.ScanlineCallback(Int32 lcdc) in c:\Users\name that contains ö and space\Desktop\BizhawkMaster\trunk\BizHawk.Client.EmuHawk\tools\GB\GBGPUView.cs:line 366.
   at BizHawk.Emulation.Cores.Nintendo.Gameboy.Gameboy.FrameAdvance(Boolean render, Boolean rendersound) in c:\Users\name that contains ö and space\Desktop\BizhawkMaster\trunk\BizHawk.Emulation.Cores\Consoles\Nintendo\Gameboy\Gambatte.cs:line 366.
   at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force) in c:\Users\name that contains ö and space\Desktop\BizhawkMaster\trunk\BizHawk.Client.EmuHawk\MainForm.cs:line 2839.
   at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() in c:\Users\name that contains ö and space\Desktop\BizhawkMaster\trunk\BizHawk.Client.EmuHawk\MainForm.cs:line 525.
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args) in c:\Users\name that contains ö and spacel\Desktop\BizhawkMaster\trunk\BizHawk.Client.EmuHawk\Program.cs:line 295.
then emu closes. Edit: ok removed v
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Link to video wth @ fox upsmash and falco freeze
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Did anyone figure out yet if this run is legit?
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When I save avi to C:\Users\Name that contains ö and space\Desktop then reopen emu, and open gpu viewer, it gives the error. Then I close emu, delete the ini, reopen emu and save avi to D:\ Reopen emu, gpu viewer works. The ö and space in the username wasn't my doing. I'm aware it causes problems and it has caused problems for me in other software, but I'm currently not willing to fix it. So if you say you're not going to bother fixing it, then so be it, I guess.
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Pause while running out of pipes causes little graphical bug