Posts for MUGG


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At 6:00 you lose downward momentum and then bump into the wall - I think the former could have been avoided. Otherwise congrats
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I actually found out it was an error in my script. Two actually.
X         = memory.read_s24_le(0x6c14),
Y         = memory.read_s24_le(0x6c18),
Z         = memory.read_s24_le(0x6c1B),
Altitude  = memory.read_s24_le(0x6c20) 
is supposed to be
X         = memory.read_u32_le(0x6c14),
Y         = memory.read_u32_le(0x6c18),
Z         = memory.read_u32_le(0x6c1C),
Altitude  = memory.read_u32_le(0x6c20) 
EDIT: What do these errors mean?
LuaInterface.LuaScriptException: 113

LuaInterface.LuaScriptException: Lua511.LuaCSFunction
When I reload my script there is a 5% chance such errors pop up and make me have to reopen the whole emu...
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I have run into some kind of problem/bug with lua, I think... I have a script that saves stats and properties of Mario and Luigi into the objects Mario and Luigi (it does this on start-up and every frame inside a while true do loop). And I have objects MarioBefore and LuigiBefore that save the values from the frame before.
local Mario = {
Health    = memory.read_s16_le(0x4866),
HealthMax = memory.read_s16_le(0x486A),
BP        = memory.read_s16_le(0x486c), 
BPMax     = memory.read_s16_le(0x4870),
Pow       = memory.read_s16_le(0x4874),
Def       = memory.read_s16_le(0x487c),
Speed     = memory.read_s16_le(0x4878),
Hige      = memory.read_s16_le(0x4880),
Level     = memory.read_s8(0x4888),
Experience  = memory.read_s16_le(0x485c),
X         = memory.read_s24_le(0x6c14),
Y         = memory.read_s24_le(0x6c18),
Z         = memory.read_s24_le(0x6c1B),
Altitude  = memory.read_s24_le(0x6c20) 
}

local Luigi = {
Health    = memory.read_s16_le(0x48a2),
HealthMax = memory.read_s16_le(0x48a6),
BP        = memory.read_s16_le(0x48a8), 
BPMax     = memory.read_s16_le(0x48ac),
Pow       = memory.read_s16_le(0x48b0),
Def       = memory.read_s16_le(0x48b8),
Speed     = memory.read_s16_le(0x48b4),
Hige      = memory.read_s16_le(0x48bc),
Level     = memory.read_s8(0x48c4),
Experience  = memory.read_s16_le(0x4898),
X         = memory.read_s24_le(0x6fb0),
Y         = memory.read_s24_le(0x6fb4),
Z         = memory.read_s24_le(0x6fb8),
Altitude  = memory.read_s24_le(0x6fbB)
}

local MarioBefore = Mario
local LuigiBefore = Luigi

...

while true do


local Mario = {
Health    = memory.read_s16_le(0x4866),
HealthMax = memory.read_s16_le(0x486A),
BP        = memory.read_s16_le(0x486c), 
BPMax     = memory.read_s16_le(0x4870),
Pow       = memory.read_s16_le(0x4874),
Def       = memory.read_s16_le(0x487c),
Speed     = memory.read_s16_le(0x4878),
Hige      = memory.read_s16_le(0x4880),
Level     = memory.read_s8(0x4888),
Experience  = memory.read_s16_le(0x485c),
X         = memory.read_s24_le(0x6c14),
Y         = memory.read_s24_le(0x6c18),
Z         = memory.read_s24_le(0x6c1B),
Altitude  = memory.read_s24_le(0x6c20) 
}

local Luigi = {
Health    = memory.read_s16_le(0x48a2),
HealthMax = memory.read_s16_le(0x48a6),
BP        = memory.read_s16_le(0x48a8), 
BPMax     = memory.read_s16_le(0x48ac),
Pow       = memory.read_s16_le(0x48b0),
Def       = memory.read_s16_le(0x48b8),
Speed     = memory.read_s16_le(0x48b4),
Hige      = memory.read_s16_le(0x48bc),
Level     = memory.read_s8(0x48c4),
Experience  = memory.read_s16_le(0x4898),
X         = memory.read_s24_le(0x6fb0),
Y         = memory.read_s24_le(0x6fb4),
Z         = memory.read_s24_le(0x6fb8),
Altitude  = memory.read_s24_le(0x6fbB)
}

...

code that compares them

...

local MarioBefore = Mario
local LuigiBefore = Luigi

When I start the script, MarioBefore and LuigiBefore seem to have wrong values though. Log of MarioBefore: Notice that the very first frame has wrong values, but all subsequent frames are correct.
"Altitude": "1316368"
"BP": "2824"
"BPMax": "-31794"
"Def": "-5757"
"Experience": "-5085"
"Health": "-1533"
"HealthMax": "-5880"
"Hige": "2060"
"Level": "-64"
"Pow": "1359"
"Speed": "-13821"
"X": "1451906"
"Y": "-8248820"
"Z": "2760235"

"Altitude": "0"
"BP": "22"
"BPMax": "22"
"Def": "23"
"Experience": "444"
"Health": "5"
"HealthMax": "18"
"Hige": "13"
"Level": "7"
"Pow": "54"
"Speed": "27"
"X": "136448"
"Y": "151296"
"Z": "0"

"Altitude": "0"
"BP": "22"
"BPMax": "22"
"Def": "23"
"Experience": "444"
"Health": "5"
"HealthMax": "18"
"Hige": "13"
"Level": "7"
"Pow": "54"
"Speed": "27"
"X": "136448"
"Y": "151296"
"Z": "0"

"Altitude": "0"
"BP": "22"
"BPMax": "22"
"Def": "23"
"Experience": "444"
"Health": "5"
"HealthMax": "18"
"Hige": "13"
"Level": "7"
"Pow": "54"
"Speed": "27"
"X": "136448"
"Y": "151296"
"Z": "0"
How come MarioBefore has such wrong values even when I made sure to run MarioBefore=Mario before it even enters while true do territory?
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Trying to run Mice Maze v1.0 in JPC-rr 11.8, as soon as the maze gets loaded, there is an error.
Exception trace generated on 'Wed Oct 07 19:30:42 CEST 2015' by version '6ab255c by Ilari Liusvaara on 2015-01-12 02:38:34 +0200' (release 11.8-rc2).

Object in invalid state for operation (Unknown uCode R480)
fullExecute of org.jpc.emulator.memory.codeblock.optimised.RealModeUBlock <RealModeUBlock>
execute of org.jpc.emulator.memory.codeblock.optimised.RealModeUBlock <RealModeUBlock>
executeReal of org.jpc.emulator.memory.LazyCodeBlockMemory <LazyCodeBlockMemory>
executeReal of org.jpc.emulator.memory.PhysicalAddressSpace <PhysicalAddressSpace>
executeReal of org.jpc.emulator.PC <PC>
execute of org.jpc.emulator.PC <PC>
main of org.jpc.plugins.PCControl <PCControl>
run of org.jpc.pluginsbase.Plugins$PluginThread <Plugins>
--- When running Boston Bomb Club, and using the mouse from the JPC menu it shows this message in the console. And the mouse doesn't seem to be operable.
Warning: Synchronous ECI invocation 'org.jpc.emulator.peripheral.Keyboard' not delivereble. [sic]
I remember it working before but now it doesn't.
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The patch download is offline. Here is a backup http://www.mediafire.com/download/4m8ur3qz1yr4zmi/patch.zip (not sure if this works but it was in my topsy turvy folder so...)
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Teleporter glitch Link to video I guess this happens because the enemy and I were on top of the teleporter destination tile at the same time. The tile glitched out: I couldn't move through it, but only hop on it. Hopping on it made something explode. It wore off when I paused and unpaused. Also, it seems like it messed up the "enemies left in floors" display in the bottom left (where floors are marked red if enemies are still in them): By the time no enemies were left, the 4th and the 1st floor were still red even though there were no enemies left. EDIT: I studied this bug. It indeed occured because the enemy was inside of me - In fact, it seems to happen always when teleporting to that room. Maybe enemies have a set start point that they can be in when you go to a room, and it just happens to be right on top of the teleport tile in that room due to the developer's oversight... Anyway, when the "glitch tile" is spawned, hopping on it causes the enemy to lose health as if you had hopped on the enemy. Hopping on it when the enemy is dead causes the explosion, the same kind of explosion that happens when you kill the enemy. If you push an object to where the enemy died and then hop on the glitch tile, the explosion will occur inside of the object. You can then walk through the object and push objects inside of each other until you pause and unpause again - but this is useless so far.
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Played through this again, this time on 1.0. I think the two versions are the same gameplay wise. The key, door and hole locations were random. The 2nd maze (where you don't use a map) was slightly different - or perhaps the little map I made in MS Paint in the first post was not accurate - but the objective was still to go up, right, down, left, up like the green arrow. The grills in the last room that get removed for each cat kill are random too. This playthrough took me 2 hours again, but I think 3 minute TAS is doable. Is it possible to look for memory addresses in DOS? Or how should I know what room to go to next? Having this kind of info without having to "advance 1 frame and then play 20 minutes each room to check which one is it" would be obviously very helpful. EDIT: Oh, btw. I discovered a little bug that is present in both game versions: When a cat moves next to you, you can move onto it on the correct frame. Your sprite and the cat will just blink back and forth until it leaves, but nothing else special happens. The game only checks if you are next to a cat (if yes, you die) and not if you are inside it. Anyway, this bug could be used to bypass cats when necessary.
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Screenshots for all mandatory levels. Sorry I messed up with some of the newspaper guys but I think they don't matter too much with the TAS planning. I think TAS would be to get only 1 bomb into the goal - Level 20 needs 2 bombs but others only need 1, it looks like. I don't know if certain levels are still easy to beat if you go hardest difficulty (i.e. is Level 25 with 1 bomb hardest difficulty possible?). Level 13 - Baby is present Level 14 Level 15 Level 16 Level 17 - Tiles in bottom left change every 15 seconds or so. Level 18 Level 19 Level 20 - Looks like this level requires 2 bombs. The 2nd bomb would roll into a switch that spawns a tile that you need. Level 21 Level 22 Level 23 - When a bomb travels onto the machine, it looks like it merely falls to the depth. - When a bomb travels onto the silver tile, it will stay on it for 2 seconds before moving on. - Clicking on the silver tile makes the thing go up and down. Level 24 Level 25 - The silver plates act like teleporters. - The switch in the bottom left has to be hit, then a switch in the top right has to be hit, in order to complete this level. - It looks like you can beat this level with just one bomb though. Level 26 Level 27 - Looks like you have 60 seconds (1 unit on the timer being 10 seconds) before the two tiles are removed. Level 28 - Baby is present Level 29 - Baby is present Level 30
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http://tasvideos.org/userfiles The Creative Commons disclaimer says by clicking on "Save/Edit" but the button is "create".
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Link to video Played on Bizhawk 1.11.1 Gambatte core BK2 download Note: This still syncs in 1.11.7.
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So I just tested it for an hour. Bizhawk(Gambatte): Crazy stuff can happen, random jumps to the title screen, game over screen, super stage screen... Random jumps to a new room with all enemies being different and glitched... Crashes... VBA 19~23 VBA 24 BGB 1.5.1: No variety in the glitch. It is really always the same flickering and the game is slowed down a lot but nothing else happens. Occasional crashes. Gameboy Advance Gameboy Player: Black screen. Black screen and literally nothing else but a black screen with no sound. I don't know if the ROM I used is different from the cart I used. I don't know what is the correct emulation. BGB and Gambatte both have 89.4% in the GB Accuracy test but have a different emulation of the glitch (with the same ROM used). And the real consoles had a different outcome with no visual glitching whatsoever.
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You can do anything you want, with or without left+right. You are the runner/TASer. Do what you think is the better choice, and make it a good run. If you want to make a left+right run, it will have to be equal to or better than my youtube video from earlier (sans the "initialising" screen, which you can leave out if you want, or include. That is your choice). If you want to do that, I can give you my old VBM (VBA TAS Movie file) and a download link to VBA v21 so you can see exactly how many frames each level took, then try to reproduce/improve that in your new run. Note, you should not use VBA v19-23 for TASing anymore. Use VBA v24 svn480 or Bizhawk VBA-next core. If you kindly ask me, maybe I will even make you a lua script or a watch file so you can see your position and speed.
Post subject: Daffy Duck The Marvin Missions
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Looks like I'm not getting around making a topic for this game. Apparently the health bug from the SGB version is actually still present in the GB version. Nobody just ever bothered to check it properly... When you do it and the health runs out, the game will glitch up severely, slowing down and not showing sprites anymore. It will need some investigation...
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For me it works like on every other emu, except that there is a 1 frame delay when playing with keyboard (there seems to be no delay when using TAS Input window). When pressing a button from keyboard, then loading a state, the input will be executed on the loaded frame. Which is really annoying.
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@PikachuMan, I used to surround myself with spoilers but I have learned that it diminishes the fun and excitement too much. I would rather not want to know about any of the things that will happen in the finale, and I think so does anyone else here. Luckily I'm managing to resist reading your post so far. Here is some speculation from me: I hope that the main storyline is going to advance (you know, the chest castle map thing). Still can't get it out of my head that some ancient being has left those things behind for the future generation... At one point, holograms of the ancient defenders of Equestria might as well pop up before the main 6 to tell them what all the chest castle map thing was all about. I think that's not going to happen anytime soon though, since that's exactly what's driving the series forward in the first place. If anyone knew what the One Piece was, nobody would want to watch One Piece, right? Btw, the last 3 minutes of the latest Ep were really sweet - I want to see more of that.
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Ok, 4 towers can be skipped. It is a bit difficult to explain everything right now, but I will put this "route" so you understand it: 1) Play tower 1, 2, 3, 4 normally 2) In tower 5, make a savegame A near the lever that opens/closes two doors, one after the other 3) At the end of tower 5, make a savegame B 4) Load A, pull the lever and bring up the load screen again immediately. ( 5) If necessary, start a fresh tower at this point - by starting new quest cycle, starting a practice tower, or by watching the demo. While the rapid doors opening and closing glitch is active, enter a new room. If the demo plays, watch the demo walk into the next room.) 6) Load B and walk into the goal 7) In tower 6, the rapid opening and closing of doors will sometimes open the goal door. When it does, bring up the save screen and save savegame B. If it does never open and the glitch stops, redo from 4) and include 5). 8) repeat 4)~7) for tower 7 9) play tower 8 normal, save savegame B at the end 10) repeat 4)~7) for tower 9 11) play tower 10 and 11 normal, save savegame B at the end of tower 11 12) repeat 4)~7) for tower 12 13) the end This way, you can skip 4 towers: - 6 (A6) - 7 (W1) - 9 (W3) - 12 (W6) It is not known if the goal door in 8, 10 or 11 can open if you do something special before entering those towers. They did not open in my extensive testing at all, on both versions of the game. Also, when doing the door glitch there is always some risk of the game crashing. Just a heads up. All the testing in this thread done by me so far was on DosBox 0.74, and I don't know if the glitch will behave different in JPC-rr (the emu that I still don't know how to TAS with - someone please teach me).
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I have thought a bit more about the door glitch (which I had deemed useless) and I think it is actually very useful. The doors opening and closing only happens when you start a new tower and from the main menu that means it happens only when selecting a new quest cycle, a practice tower or the demo, yes. But I figured, it can also happen when you load a savegame near the exit of a tower and then starting the next tower. I'm investigating the usefulness right now. Maybe a TAS that beats 5 towers and skips the other 7 is possible after all.
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I have done such a run, see here http://tasvideos.org/2624S.html but it isn't optimized by any means. It was more a "last minute" effort at submitting something for April Fools. Please use the existing topic next time. When you look at the forum topics list, it was right at the top - how did you miss it?
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Note: The run linked by Samsara starts from SRAM, thus skipping the game's "initialising SRAM" screen and saving a few seconds. And Bowser short hop trick was not figured out. If possible, it should be done. @KnucklesMaster, feel free to post WIPs in the GBA forum section.
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I guess it is now possible to get free bombs from bomb traps. This works only in v1.1. All glitch hunting I did previously was done on 1.0, so I didn't find it before. The game crashes on v1.0 when the bomb glitch is done. The game will count it as a random amount of bombs in your inventory though, but at least you can destroy the monster generator with it. This should save time in a speedrun. Link to video EDIT: The bomb glitch as seen in the video still has potential to crash the game later on (by pausing - pressing P -, by loading a saved game or by starting a new tower). It depends on where the glitch is done. Also I have a better insight on how the glitch works. Basicly it will overwrite any item it finds, starting from the furthest point in the room and approaching the closest point in the room. When the glitch is done, it takes the furthest object and tries to convert it into a bomb. This can overwrite fire, water springs, switches, levers, platforms that can be pushed, poison tiles... When the object that was overwritten was pickable before, it may still be pickable and give you a random amount of bombs as seen in the video (although it still counts as only 1). When you convert any treasure into a bomb, it will count as 254. When done with an apple or meat, it counts as 4. Some other items count as 4, 5, 7, 8, 9, 33, 44, ... EDIT: It looks like in v1.1, the door glitch can be done as early as tower #5 (A5) instead of #7 (W7). Maybe it was possible in 1.0 and I just overlooked it, though. Did a long streaming session today but did not find anything new. Door glitch behaves the same on 1.1 as it did on 1.0. EDIT: Savegames for anyone who wants to test stuff http://www.mediafire.com/download/ueuozoancx66vnx/savegames.zip (A2, A3, A4, A5) (v1.1 was used, idk if these savegames work in 1.0)
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There seem to be a few versions of the game: - 1.0 Shareware (?) - 1.1 Shareware - 1.1 Full game 1.0 is said to be an incomplete version released to a magazine in the UK. 1.1 is the finished game officially released as shareware and then fullgame. There also seems to be a 1.0 fullgame version. The 1.0 fullgame and 1.1 fullgame versions should be compared. Cheats:
Cheats are activated by typing "BALDRIC" during a level. Once activated, your score is reset to zero, and you can press the following key combos to achieve what is listed: [lshift] R xx - where xx is a number of a room to jump to (01-45) [lshift] H - to get maximum health, also food and drink [lshift] K - to get all keys except the end tower key [lshift] W - to get full weapons [lshift] C - to get ten coins Only the health cheat works in the shareware version; the rest require the registered version.
You can set the game speed high, which could be used in speedruns (TAS should be ok, normal speedruns it depends what the community wants - but this game doesn't have any active speedrun community). The dropping bomb glitch can cause other items to change into bombs (that if picked up, don't add to your bomb count - you still have none). It seems this can render a level unwinnable. ------------------------ Version differences between 1.0 and 1.1: - In 1.1, the main menu's option "Ordering information" is highlighted in yellow, whereas in 1.0 it is the same color as the other options (purple). - The helpscreens have been changed between 1.0 and 1.1: In 1.0, there are 13 help screens and 3 preview screens that show monsters in future towers. In 1.1, there are now 14 help screens and the 3 preview screens are not present. The 14th screen basicly tells that there are 6 harder towers after you beat the first 6 easier ones. - When you start to play the game, there are three options 1) Play 2) practise a tower 3) load a saved game. In 1.1, a note was added below "Practise a tower" that says "(allows you to preview Towers)". - one screen in the "story..." option has been updated. http://i.imgur.com/PrIWIYS.png - The config screen has been visually changed. You can now select Sound option digital-lo and digital-hi in 1.1, which replaces 1.0's soundblaster option. - When bringing up the load or save screen as a dropping bomb touches the ground, you can then pick up the bomb - Alternatively, you can walk across the trap tile, turn around and pick it up (it will explode but it will count). The game gets confused if the dropping bomb was actually spawned and may try to spawn another, invisible object when you walk across the trap tile again. When this happens and you try to load, save or quit now, the game crashes (in 1.0). This does not happen in 1.1. - In the pre-title screen screens, there is a text beneath "Apogee". This text differs between the versions: "The height of gaming excitement" in 1.0 "Apogee means Action(TM)" in 1.1 - Cheat mode does not work in 1.0 practice mode it seems
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Notes about experience gaining:

*magazines: 350exp
*takes 6 energy across trees
chaotzu: 500exp
tien:500exp
old man(3 stones):350exp, speed
*boat: 200exp
*yamcha:500exp
*puar:500exp
*flowers:400exp
*sue:500exp

*radditz: 
8000hp
at lv5 dealing 589dmg max
4000exp

snake woman:
3000hp
can be killed in 3 hits
3500exp

killing a soul:
4000hp (4 hits)
1000exp

*3 ghosts:
500exp each

*kaio:
1500exp, speed, kame wave

dino:
18000hp
4000exp

three robbers:
7000hp each
6500exp

capsules:
1st: 1500exp 
2nd: -

*nappa:
14000hp
1084 max dmg at lv7
20,000exp

*vegeta:
16000hp
1444 max dmg at lv9

20000hp
1412 max dmg at lv9
30,000exp

killing a soldier:
10000hp (6 hits)
1964 maxdmg at lv11
10,000exp

three trees:
7,000exp

*namek temple:
30,000exp, speed

recoom:
60000hp
40000exp

burter:
90000hp
70000exp

jeeze:
90000hp
70000exp

ginyu:
150000hp
5964dmg max at lv15
90000exp

*freeza:
300,000hp
1996dmg max at lv11 = 201 sec
300,000exp

400,000hp
6986dmg max at lv16
500,000exp

600,000hp
19960 dmg max at lv20
800,000exp

1,000,000hp
49414 dmg max at lv22
-
Things marked with * are done (or mandatory). I have to test how long the late-game fights take at different levels. These notes assume that you talked to Yamcha and Puar to get 1000 exp early on, but other than that only mandatory stuff is done - no extra experience is gotten, and the Ginyu Force is skipped. todo: - Yamcha / Puar worth it or not? - Grinding levels for Ginyu Force / Frieza --> How long would a fight take with those at higher levels? If it looks good, where should levels be grinded? Nevertheless, I will want to wait for the mgba core to be updated in Bizhawk before I make the TAS.
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Posts: 3856
Location: Germany
I have improved on my script a lot and here is the new version: http://www.mediafire.com/download/eve19onfsg39618/DBZBizLua2.zip http://www.mediafire.com/download/c33d422m2wlygw2/DBZLua3.zip (I ditched the Defense display - which seemed erroneous - and added an invulnerability span display and fly energy drain display) It can now display various data for each enemy in the game, such as health, damage received (i.e. damage I dealt to it with my last attack), experience it will give when killed, defense. I have spent a lot of time to make this and fixed a lot of things. If someone finds my script malfunction or behave strange, please message me. Unfortunately I have not figured out yet how the defense value plays into the damage calculation. The algorithm is a mystery still, but at least we can now see it. Maybe someone else can find it out. (Unless the def value is wrong, but it shouldn't be. I edited it and it behaved as if it was a Def related value) I guess this is my todo now: - How does RNG work? Is it based on the global timer of the game? - Find out how invincibility works, find invincibility span addresses for goku / enemies - Check for stat differences between US and EU version - Find out damage algorithm <-- RNG plays into this? - TAS the game ... or not. Idk EDIT: OK I'm really not sure on that defense thing so maybe the value the script is displaying is wrong... I only can tell this: If that value (it has to be 4 byte instead of 1 byte btw) is 0 then you deal almost always high dmg but if it's a relatively high value then sometimes you deal miserable damage inbetween. There can be "flop hits" that deal much less, and I think it's dependent on that value. EDIT: I updated the script again. The new link is at the beginning of this post. Also facts about invincibility: - When an enemy hits you, there will be 16 frames where you can still hit the enemy. But if you don't, then the enemy will become invincible for 45 frames thereafter. I.e. when you get hit, the enemy becomes briefly invincible. - When you hit an enemy, he becomes invincible for 80 frames right after. If either of those two timers (the 45 one or the 80 one) is active, the enemy can't be hurt. So you can hit an enemy every 80 frames (1.33 seconds) at best. As I pointed out before, only when your attack makes a distinctive sound (crashing sound when punching), your attack deals damage. Otherwise it deals no damage.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I COULD implement this, but it would be a bit confusing to use.
Perhaps it would be, but it would be the correct emulation. http://www.mediafire.com/view/qymjk11l13b3xk2/0434%20-%20Dragon%20Ball%20Z%20-%20The%20Legacy%20of%20Goku%20%28U%29.ss1# Here is a savestate. Edit: Looks like the (E) version of DBZ Legacy of Goku crashes bizhawk(mgba core) on the intro movie, and on the movie that plays after you finish the planet Kai portion of the game. It crashes on the latest standalone nightly as well for me. I'm going to wait for endrift's enhancement with which I can see if my ROM is clean.