Posts for MUGG


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It might not be the coin count, but certain sprites appearing onscreen etc. Did you edit the coin address to determine if that really does change the rng?
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S6E1+S6E2 I was entertained by the commercials and bronystate chat moreso than the episodes themselves (which turned out to be rather weak, imo). It's ok they introduced Flurry Heart and Sunburst, but the story telling was just so poor... Josh Haber wrote this, so it's not surprising, I guess. I'm getting a little anxious if they will continue the main plotline (the tree-chest-map string) or if it ends at the map and we will never hear any more of that. I guess maybe they will explore more lands in this season (dragon land, etc.) so I will not complain for now. I'm going to look forward to S6E4, obviously.
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Necroing this thread to link this. What I was always curious about is that the pirates made custom cover arts. That's why, as a kid, I assumed it was an official cart I owned.
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old wip http://dehacked.2y.net/microstorage.php/info/1923406059/knid%20mugg%20-%20bu.vbm VBA 19-23, (U (hIr00) old luascript http://pastebin.com/b6kqtekD Basicly, you can take that wip and try to redo it in bizhawk (mgba core), then finish it.
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Motocross Maniacs 2 Should aim for fastest ingame times If nobody does it, maybe I will
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- About the "inside the ground" bug in the video that flashthe linked... Well, the video is gone and I couldn't remember how the trick was done. But after a lot of testing, it looks like it is easily done by using nitro to boost yourself into the ground. I will make a video later. - little shortcut in track 5 - If you cross a checkpoint ramp, and then use nitros to boost yourself back, the ramp will update to say "GOAL" but it will unfortunately not function as a goal. :/ When going back, you can collect items from lap 2. Those collected items won't be there when you actually do lap 2. Here is a gif of it. I tried going further back, and also tried going a little further beyond the goal before going back, but it didn't trigger the finish. I wasn't yet able to find addresses that I could edit for position and nitro, so I'm a bit limited in how much I can test this stuff...
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Drag and drop doesn't seem to work when running as admin. edit: yes | v
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I can get the Luigi clip to work. He does move to that spot but you have to be precise about your movement. I can't get the clip to work on other NPCs though, even after extensive testing with editing memory addresses and whatnot. I can tell this: - The luigi that you can clip on is an NPC, not the same luigi that you can control in the game. - That NPC-Luigi has some kind of event running. He moves depending on where you move. So he is not like most other NPCs - This might explain why the clip works on him and not others. - More likely explanation for me, however, is that all NPCs have their own width, length and height. Luigi looks to have more length than the nearby Toad in that room (the male one). This property means you get ejected to the top more. But I could be completely wrong. It's all theory right now.
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I would like to change my game's savegame, so I went to directory Bizhawk/GBA/SaveRAM and replaced Mario & Luigi - Superstar Saga (USA, Australia).SaveRAM with a file of the same name from an older Bizhawk version (which has been confirmed to work before). But now it looks like the game doesn't receive the savegame and thinks it has none. When I save the game, nothing gets saved to Bizhawk/GBA/SaveRAM until after emu closes. But when I replace that file again, game thinks it has no savegames. I'm baffled at how this method that used to work always, now doesn't work anymore...
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http://tasvideos.org/forum/viewtopic.php?p=429851#429851 - try what TheRealThingy said. If that doesn't work: - install visual c++ 2015 runtime - if it installs, good. If you get the unspecified error, pull some windows updates and try again.
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I can't seem to get Luigi to that spot. Did you edit his position or is this legit in the game? Otherwise... I feel flattered :P I actually didn't know about this kind of clip. Maybe it can be useful in other places! Points of interest: - Clip onto the ledge after the Hijump/Spinjump tutorial - ...
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Warp wrote:
MUGG wrote:
How to solve a -1x-1x-1 rubik's cube?
It's already solved.
My question tried to be clever by introducing negative numbers but it's really meaningless.
Can anyone help me record my videos in hd? I wanted to try to make my videos to meet the current youtube standard however my current video conversion programs aren't gonna cut it. I use Format Factory, Leawo (Free) and Any Video Converter for video conversion but what can I do to make my videos look better?
If your videos are .avi, you can try to use virtualdub. Drag & drop your video onto virtualdub. Video > Filters and Add "resize". Set to 200% or 300% and Nearest neighbor method or another method of your choosing. Video > Compression, select how your video should be compressed. For lack of something better, I'm using Xvid MPEG-4* with highest quality. * you need to install that codec first. If your videos are .mp4, .flv, mkv, etc. then it gets difficult... Instead of compressing with virtualdub, you can use x264 to create really good quality videos at really small filesizes, but it's kind of difficult to explain for me. I usually end up using a combination of avisynth (a scripting language for video editing), virtualdub, x264 (to compress videos into .mp4 files), a converter to convert the video into wav format, mkvmerge (to merge wav and mp4).
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zeromus wrote:
Try checking whether the window is visible to see if the user closed it
how
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I miiight be interested in actually getting some DOS TASing done this time around, but I can't promise it. The problem I have right now is that I can't get sound to work. The status window says "PCM whatever" is "offline. Game is Boston Bomb Club. I would be glad if someone could try to get it to work themselves, and tell me how they did it.
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MLSS Luascript v0.9 MLSS Luascript v0.9 r1
Changes in v0.9
- Added Battle Display. Shows Mario/Luigi HP/BP and enemy HP for now.
- Console Notifications: Fixed script crash that sometimes happened when loading a savestate.
- Fixed terrible performance caused by the script always skimming through your items and green pipes instead of only when needed.
- Script can now be interacted with while emu is paused. When playing Snake, emu pauses until you are done playing.
- Fixed other minor bugs:
-- Position Display: Fixed minor bug that happened with high numbers.
-- Basic Info: Fixed minor bugs related to input display.
Changes in v0.9 r1
- Basic Info: Fixed that the bros' stats didn't update at all.
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FractalFusion wrote:
MUGG wrote:
Well, there doesn't seem to be a hook for the X or minimize buttons. When clicking X, var doesn't become nil but the form window is gone. How am I supposed to detect that the window has gone if all I have is the var variable?
A useful piece of code from Amaraticando's Super Mario World script:
event.unregisterbyname("exit")
event.onexit(function()
    local destroyed = forms.destroy(var)
    client.paint()
end, "exit")
There isn't a hook for X. So the next best thing is not to depend on the user clicking X. Destroy the form when the user closes or reloads the script. This also prevents handle overload crashes that occasionally happen when you don't do this.
I was already doing forms.destroyall when script is ended. I take it it's still not possible to work around this? When user clicks "Close", I can run:
	if EditStatsFormWindow~=nil then
		forms.destroy(EditStatsFormWindow)
		EditStatsFormWindow=nil
	end
but I don't know how I can make this code run when user clicks "x".
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Looks like that was the problem.
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Sorry about the misunderstanding. It looks like it happens on all systems for me (I tested with GBC, GBA, NES). It happens on both OpenGL and Direct3D9 for me. And I copied my 1.11.5 config file over to 1.11.6 and it still happens. After pressing F2 (loadstate), "NEXT" is supposed to be underlined. But the screen didn't update. It updated after I press W (frameadvance).
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When TASing a GBC game in 1.11.6, when you rewind, it will not update the screen until after you frame-advanced once. Whereas in 1.11.5, it updated right after you rewinded.
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Put color names as string, or use 0x00000000 hex format. Transparency Red Green Blue.
Language: Lua

local col=nil local speX=nil while true do speX=mainmemory.read_s32_le(0x16C8) if speX == 912 then col="green" else col="blue" end gui.pixelText(5,21,"speX:" .. speX,col) emu.frameadvance() end
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Looking at SMB3's possibility of finishing all levels with the frog suit. 6-5 seems impossible for now. You might be able to walljump up the passage while holding a shell, but it most likely requires Left+Right bug. Or maybe you can clip in the very first room for a level skip. 6-Fortress1 can be finished with Left+Right. Since you cannot go through 1 block tall passages as frog, I was thinking if you can clip in the first room and get ejected to the boss, but I've not been able to do so, with and without Left+Right. The GBA version of that level does not allow getting ejected to the boss (and has similar restrictions in other levels as well). All other levels look to be possible without Left+Right. Since 6-Fortress1 is mandatory, it would be bad to make an exception for that level (if we go for no-Left+Right). Otherwise we could have done "max%,Frog%". You can climb up walls 1 or 2 blocks at a time with Left+Right. edit: Producks told me these levels are posing problems: World 6 f-1 and f-2,world 7 fort-1 fort-2, world 8 8-1 and fort
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Play an SNES game, go to memory search, select memory domain "System Bus" and click on New or on the Refresh icon -> Bizhawk crashes. Other memory domains work fine.
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I was looking through my old submissions and stumbled upon this one. My 2010 self canceled it because apparently klmz said he was going to work on a run but that never happened. I wonder what would happen if a new PAL run was made and submitted now. Well, I think most likely it wouldn't be received well. All the SMB runners and TASers have used the NTSC version, as far as I've seen. But I find it still funny there's this official released version of the game that runs faster than what everyone uses. If a new run was made, I would be curious if that "big mario falls through the ground" bug has usage.