Posts for MUGG


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I know this game on the Game Boy. On the GB version, later levels would turn unwinnable if you make a bad move. I'm not sure if it's randomized. And if you get really far (not sure, maybe level 35 or 50 or something), it's a kill screen, as far as I remember.
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In Bizhawk, I'm trying to run a lua that opens a file "test.log" that contains text.
Language: Lua

local file_name = "test.log" function readAll(file) local f = assert(io.open(file, "r")) local content = f:read("*all") f:close() return content end text=print(readAll(file_name))
It seems that when the log file is not currently used by an application, the lua runs fine and it prints the text normally. But if it is used then I get this:
NLua.Exceptions.LuaScriptException: [string "main"]:7: test.log: error #-1
Is there a way around this? EDIT: I resorted to using Love2d, but I didn't manage to find a solution for Bizhawk lua.
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I'm late to this, but did you look at Randil's movie file? There might be a few smaller time saves in his movie. Usually, getting hit while in left+right state is faster. You could use this in Act 10 to save about 1 - 1.5 seconds. I have not tested but it might be possible to improve the Azrael fight with this technique, if you take damage before the last hit to get to the right side faster. Otherwise your movie is solid. Good job!
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Even though the manual says you can steal items from other players by slide-attack, it never worked when I played on the European version. Could anyone confirm this?
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@EZGames69 Cool. Does this mean this movie is getting a ✓ or does that only apply if the published input file is identical to the console verified input?
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Just for future reference, there was some talk on Twitter a while ago (can't find it right now), that a Japanese RTA player managed to get the scroll glitch in 4-2, which caused the dropping platform at the end to be displaced so Mario could fall straight down, saving a bit of time. Although the glitch is very rare and lag-dependent, it may be possible to do it in a new TAS.
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grassini wrote:
did Mugg pay the bounty for barrier skip in GC after all? just curious really, i don't mean no harm because bounties are fun incentives after all
I paid dragonbane0 the $50 bounty on 6th July 2019, for finding a barrier skip (memory corruption method) on the original Gamecube version which saves time in a speedrun before the end of 1st Jan 2020. The bounties page indicates this. There was no bounty awarded for the newer bomb drop method. Unfortunately I'm not getting around to updating the page with the latest bounty addition requests. Maybe I get around to it at a later time.
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My testing
Green Falcon  
Running - 61 frames
Running Perfect Wavedashes - 77 frames
It came to my attention that there is a strange version difference about how the game treats move staling for Ness' PK Flash. This is the conclusion of my testing: In 1.00 and 1.01, if PK Flash hits someone and then on a subsequent frame more opponents are hit, those opponents will receive the staled version of the attack. In 1.02 and PAL, if someone is subsequently hit, that opponent will receive the same attack as the first hit opponent. More info in this pastebin: https://pastebin.com/SwFTaaJf I added this oddity to the version differences page.
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I don't want to undermine that this was a great run which uses a rarely seen character. But I'd like to give some criticism: 1) Hitting Zelda against the walls and ceiling in Hyrule Castle repeatedly and then standing around with Hammer is basicly pure CPU abuse. TAS can do better than that. You have to assume that if the CPU was human-controlled, he could simply wall-tech and DI out of these situations. Maybe it's possible to do something else instead, in that part of the run. 2) It seems a score of 190 is possible but this run only gets 173. I don't know if this is because of version differences. Otherwise I would like for this run to achieve the maximum score. 3) At the very start of the game, at 0:03 in the video, there is an unlock message. Why? If you opted to take damage, you could have done a faster Race to the Finish. But I'm not saying if you should or shouldn't do it. I'm just mentioning this. Under consideration of the timer oddities, it seems you have achieved a Btt time of 6.78, which is 1 frame faster than the known possible record of 6.80. Is this correct? Timer running down and stuck at .21 translates to 48 frames taken. Timer running up and stuck at .78 translates to 48 frames taken.
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I'm fascinated to see a glitch like this exists Link to video I don't think it has anything to do with the actual rendering itself, but just some bug in the code related to Whispy's animation frame. Similar to how Sandbag can shorthop when attempting to jump on the 89th frame of his standing animation loop. Just some oddity that only happens on a very specific frame. Reminds me of this bug in Kirby's Dream Land. And again I think about the infamous super yoyo glitch. There is some information people wrote that it happened to them while playing against a CPU Ganondorf on FD ( smashboards thread ). What if there is an oddity related to Final Destination's background animation that allows for bugs to happen with characters' attacks? Similar to how Marth's and Roy's attacks are bugged by Whispy's animation, Ness' attacks could be bugged by FD's background animation. I'm really surprised to see things like Falcon's ECB difference and now this Marth and Roy bug. Is there anything else I didn't see yet?
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For some reason, Youtube doesn't accept my MKV files anymore. Am I the only one? The video in question: https://www.youtube.com/watch?v=brl-6rRqbc4& On firefox it plays back a black video and you can hear the audio. On Chrome, on the other hand, you can see an error message:
Youtube wrote:
An error occurred. Please try again later. (Playback ID: JwpRe6QWAvb5Y1g1) Learn More
I always used the same encoding method between 2012 and now, but maybe it isn't up to today's standards anymore? I dump WAV and AVI from Dolphin, write an avisynth script. I load it in virtualdub and dump WAV. I load the avs in x.264 to encode to an MP4:
x264 --crf 24 --ref 16 --bframes 6 --keyint 1000 --colorprim bt709 --transfer bt709 --output-csp rgb --output directory/MP4.mp4 directory/av.avs
pause
Then I use MKVToolNix to merge WAV and MP4 into an MKV, and upload that. Always worked but since few days ago I get the problem above. If I encode in virtualdub to AVI by using compression: "Xvid MPEG-4 Codec" it uploads fine, but I think this is at the cost of filesize and quality.
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New strat in Dyna Blade, performed by Chutacoacko Playz: Link to video
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I'm a fan of MrEnter and like listening to him, so I will leave this here: Link to video His argument that we can't evade the problem, only postpone it, is pretty sound.
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moozooh wrote:
What I really don't understand is why even hoard TP in the first place when you can install a fully functional bidet attachment for like $50–70 and use, like one roll a month. It's more hygienic and easily pays for itself within a few years. There are even models with built-in dryers, so you might as well drop TP usage entirely.
I never tried it, but I can't imagine feeling clean just by having water sprayed at my butt. I get that sense of feeling clean by wiping. Also toilet paper can be used for other things, like wiping surfaces or blowing one's nose.
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Mothrayas wrote:
This has been known for more than a decade, but are there any instances in things like Target Test where this may be relevant? Thinking of something like maybe being able to walljump a frame sooner somewhere if you play as green Falcon. But there's also a good chance that the difference is too minor to affect anything relevant at all.
There is also the possibility that Green Falcon can die a frame sooner for Btt Suicide categories, since dying by blastzone is dependent on the character's projected ECB. EDIT: Nevermind, it looks like the base point of the ECB is used which is located at the bottom of the diamond shape and it's always the same. But for things like "landing earlier" or "walljumping earlier" there is still hope.
Bloopiero wrote:
Should the new Pika btt be on the sheet? Your rules say that you don't allow records performed in 20XX, which it is.
I did not know this. I will ask PracticalTAS to do it on vanilla Melee. I would like to be careful after seeing that 20XX can have stuff like this occur. Mothrayas response to that can be found here.
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Apparently, Captain Falcon can have a different ECB depending what skin you choose.
Magus420 wrote:
Normal 1088 White .1096 Blue ..1097 Red ...1099 Black .1100 Green .1102
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I'm basicly a living example of what Warp said. Have been diagnosed with Asperger syndrome at age 2 or so, this has influenced my childhood life (how people treated me and how I was involved in activities, what schools I visited, etc.) by a great deal. What made me skeptical of this diagnosis as an adult was because I got to know better what kind of people my parents are, who would accept the diagnosis without questioning it and raise me accordingly. I can only wonder what kind of person I might have become if things had gone differently, but I also can say that I wouldn't have met the same people that I'm having friendships with now.
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Ok, I'm still on ancient Dolphin version 4.0-9215, but maybe someone can help me anyway. I made a savestate-anchored TAS. Now I want to play back the same input starting from a different savestate. How can I do it? EDIT: After a long while of trying to hexedit the DTM and whatnot, I simply started recording from a new savestate, loaded the previous ending state (read+write), and then loaded that new starting state (read-only). Dolphin gave an error and I had to do this process a lot of times until a good RNG seed was found.
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If I want to someday continue my WIP, here are some TODOs/notes to consider: - 2 Frames can be saved in Toad from better movement (Snodeca) - Some frames could be saved from better pattern in the Fawful fight (Potato) - 1 Frame can be saved by better movement on the stairs in the top right Stardust room (Potato) - 3 Frames can be saved in Splash Bros tutorial text boxes (Potato) - 4 Frames can be saved in Tolstar dialogue, when first speaking to him (Potato) - 60 Frames can be saved in Tolstar from having no textboxes (Potato) - I need to study this post by Snodeca - I need to test the planned route again to make sure it isn't off by any numbers Right now, I think the most probable and sane option is to redo Tolstar, splice in the previous input until Hohooros, get good Hohooros luck and then splice in previous input from the abandonded WIP that made it until Woods.
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Editor, Experienced Forum User, Published Author, Expert player (2316)
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I will add the most important piece of information. Potato discovered that you become actionable too soon after walking into and away from the Tolstar trigger. This allows weird stuff to take place, if you use Highjump or Spinjump at the earliest possible moment. Useless, but very useful if Hands early is found. Could be interesting if there are more triggers in the game that make you walk a distance and make you actionable at the same time.
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If I translate the current nomination votes into a rank, I would have basicly made 11th place. :o)
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TiKevin83 wrote:
https://youtu.be/BfxDRLrz2eo Has anyone tried to reproduce this glitch before? It would be great if we could figure out how to reproduce it. There appears to be some way to cause objects to spawn offset from the expected positions, which allows for a faster 4-2.
Let us keep discussion to the Super Mario Land topic. To answer your question: What happens in the right clip is known as the screen scroll glitch. I think it first happened to speedrunner arkanias566 in 2015. You can see my investigation starting from this post. ais523 put a post with detailed insights into the glitch further down on that page. The glitch happens extremely rarely, when there is lag. I believe I have only seen it happen on 4-1 and 4-2 so far. In your video, if the clip on the right walked further on, it would look like this: The goal will be displaced further back. Your video shows an interesting application of the glitch. The falling platform is not there. That would indeed be a good timesaver, if it can be triggered fast enough.
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I'm not sure I understand the recent developments correctly but if there is a console-accurate Bizhawk-Gambatte I can try to optimize the bonus games again.