Posts for MUGG


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I will watch your video. http://dehacked.2y.net/microstorage.php/info/1009141117/DBZ2.vbm VBA19-23 This is a WIP I made in 2010 but I didn't get very far. I think there are some possible improvements e.g. if Trunks didn't shoot before flying to the next map to chase Gohan, you might save a few frames. And I ran right of the stump, you ran left of it (which I think may be slower). But those are only nitpicks. I'm glad you made a long WIP. I only now see you mentioned "Testrun".
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Can you try doing those things with a core other than mgba?
It looks as though the problem I mentioned with double-clicking on the lua script entry in the lua script console only happens when using the mgba core. It doesn't happen in vba-next. When double-clicking on the entry in mgba, and then hard resetting, the emulator crashes. But it doesn't in vba-next, because when double clicking the entry in the lua console, the "(1 active)" updates correctly to "(0 active)" back and forth, whereas in mgba it does not. I can't test for other problems that seem to occur at seemingly random times. Thanks for your other replies. I will bugtrack the things you tell me to, but I will need to find the page where I can do it. The sleep mode thing may be because of how mgba handles sleep mode. Endrift has posted an explanation: http://tasvideos.org/forum/viewtopic.php?p=418979#418979
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Ever since I started using it, Bizhawk keeps crashing on me especially if I try to do certain things one after the other or when using a luascript. For example, when I play DBZ Legacy of Goku in mgba core, load a script, search for addresses, open the memory viewer and then either reset or core-reset, the emu crashes on me pretty much always. ---- When I do memory search and have got some results, but it's in 4 byte form and I want to switch to 1 byte, it doesn't refresh the results. So I click the refresh button but it seems to wipe my results completely. ---- In memory search, I can only do searches for one memory domain, apparently (which is a major drawback compared to VBA). ---- If I want to switch to a different memory domain in memory search, it does not update it until after the search is reset. It is a confusing thing for memory search to do because it doesn't indicate that it updated the memory search because it still shows the name of the old one when you switched. ---- One column of addresses is cut off in the memory viewer. http://i.imgur.com/JrpGyno.png ---- When I switch to a domain other than IWRAM (in a GBA game) in memory search, then close memory search and reopen it, it's set to IWRAM again. I would prefer if it stayed where I set it. ---- EDIT: When using lua "event.onloadstate(function() stuff end)", the stuff will be executed after the frame of the loaded state, apparently. I'm not sure if this is true and if it's a problem, but I wanted to note it here. ---- When loading a lua script, and double-clicking on the corresponding row on the lua console window to toggle the script, the toggling doesn't seem to work as it still says "1 script (1 active)" as before I double-clicked. When this happens and I click on the little refresh icon, an error occurs:
System.NotImplementedException: Die Methode oder der Vorgang ist nicht implementiert.
   bei BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.get_InputCallbacks()
   bei BizHawk.Client.Common.LuaFunctionList.Remove(NamedLuaFunction function)
   bei BizHawk.Client.EmuHawk.LuaConsole.ToggleScriptMenuItem_Click(Object sender, EventArgs e)
   bei BizHawk.Client.EmuHawk.LuaConsole.RefreshScriptMenuItem_Click(Object sender, EventArgs e)
   bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   bei System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
   bei ToolStripEx.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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@Warepire: I have said that your suggestion worked and I thanked you, proceeding to continue my livestream. @Mothrayas: Thank you for your reply. @creaothceann: When running Earthbound and running a luascript on top of it that shows future RNG values, I'm getting more lag than in snes9x. Maybe it is because the BSNES core is more resource heavy. As for domains, when I want to switch from VBA to Bizhawk, I usually have to spend at least an hour trying to convert all my addresses. As for crashes, it likes to crash on me at really unopportune times. At least it isn't going to be a huge problem in the future anymore, but there was a time where I thought I might just give up since it crashed 6 times in a row. @Amaraticando: Maybe my computer is a little outdated and I'm limited to 3GB RAM and outdated hardware, but I think that shouldn't be an excuse for Bizhawk to mess up so much. I can see now why snes9x is faster. And after Mothrayas' post I'm more willing to use an emulator other than snes9x. I will still have to look into modifying my script.
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Lua script http://www.mediafire.com/download/u4xom9823fjcnnf/DBZLua1.zip (US version of the game, for Bizhawk 1.11.1 mgba core) I will put a v2 later in this thread soon. Please don't use the above linked script anymore. TODO: - Find each enemy's health address - Make a general list of things that increase Goku's experience throughout the game. From this list we can then judge what level we will be at when at certain points in the game - Add Enemy display to lua (show various things like type of enemy, Exp when killed, pos, defense, health...) - TAS the game
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I put two links here so far, and had assumed 1.43, 1.51 and 1.52 downloads where in them. But instead you can apparently only download a 1.53 version. So I'm confused... The first linked mentioned 1.43/1.51/1.52 but the download listed there leads to 1.53... This voids my question.
If you don't want to use BizHawk, then have you tried lsnes?
I think lsnes is out of the question since neither 0x, nor me have experience in using it. From the little time I did use it to make a movie file for Masterjun's KSS, I have the impression it's more difficult to use than the alternatives.
?
Bizhawk is bad for me. It crashes often, deleting your work on occasion. It is laggy. It uses memory domains which is confusing me. When using a luascript it seems to update a frame late as opposed to snes9x (not confirmed yet though). We will still consider to use it though. We are currently considering to use bizhawk or snes9x.
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The player has put a video, see here. Also, I have made a page to gather information on those two recent glitches.
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I got that link from 0xwas. We wanted to make a run but BizHawk is troublesome to use, so we looked for an alternative. That page suggested we could get the latest rerecording version of 1.51 (or other) there. I'm posting here because it is unofficial, apparently. Edit: https://github.com/snes9x-rr/snes9x/releases
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Another person I have to drag information out of..... https://twitter.com/arkan565/status/647747441731764224 Maybe I should make a guide on how to provide as much info as possible when a never-before seen bug happens to you.
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I'm writing a new script in Bizhawk and I'm still wondering how to improve the code I posted earlier. Any help is welcome. The goal is to print all currently pressed buttons except Tilt / Light Sensor / etc..
for key, value in pairs(joypad.get()) do
    if value ~= false then
         if tostring(key)=="Up" then t = t .." ^"
         elseif tostring(key)=="Down" then t = t .." v"
         elseif tostring(key)=="Left" then t = t .." <"
         elseif tostring(key)=="Right" then t = t .." >"
         elseif tostring(key)=="Select" then t = t .." s"
         elseif tostring(key)=="Start" then t = t .." S"
         else t = t .." ".. tostring(key) end
    end
end
Edit: I'm using this now, but if you can improve it please feel free.
for key, value in pairs(joypad.get()) do
   if value ~= false then
         if tostring(key)=="Up" then t = t .." ^"
         elseif tostring(key)=="Down" then t = t .." v"
         elseif tostring(key)=="Left" then t = t .." <"
         elseif tostring(key)=="Right" then t = t .." >"
         elseif tostring(key)=="Select" then t = t .." s"
         elseif tostring(key)=="Start" then t = t .." S"
         elseif tostring(key)=="A" then t = t .." A"
         elseif tostring(key)=="B" then t = t .." B"
         elseif tostring(key)=="L" then t = t .." L"
         elseif tostring(key)=="R" then t = t .." R"
         else end
    end
end
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Some addresses: (030007D4 X pos of where you started flying) 030007AD fly energy 030007AC fly max (but can also be taken from a table, see the stat growth list below) 02013280 level(?) 02013278 ki energy 02013274 max ki energy 020038a0 xpos 020038a2 ypos 02013270 health 03000608 x cam 03000609 y cam 02013274 max pow of a punch (?) 03003b6c timer 020132a8 experience total Level up requirement: Lv1: 350 (this is what your experience total must be at least to reach next level) Lv2: 500 Lv3: 900 Lv4: 1,600 Lv5: 3,200 Lv6: 6,400 Lv7: 12,800 Lv8: 25,600 Lv9: 30,400 Lv10: 44,000 Lv11: 100,000 Lv12: 140,200 Lv13: 180,800 Lv14: 257,680 Lv15: 355,360 Lv16: 410,720 Lv17: 500,000 Lv18: 630,000 Lv19: 800,000 Lv20: 900,000 Lv21: 1,000,000 Lv22: 2,200,000 Lv23: 3,100,000 Lv24: 3,600,000 Lv25 is the maximum level. Experience chart by Mangledpixel: HP / Ki / Fly Energy / Pow growth: The Pow information (damage dealt) is taken from a test that was run against a crab enemy 500~2000 hits. However, it seems enemies do have a Defense stat so this is only for reference. I have not figured out well enough how Dmg dealt / Defense stuff works yet. Lv1: 105HP 100Ki 6Fly 78~104dmg (91 average) Lv2: 200HP 150Ki 7Fly 150~199dmg (174) Lv3: 325HP 200Ki 8Fly 244~324dmg (286) Lv4: 435HP 300Ki 9Fly 434~326dmg (380) Lv5: 600HP 350Ki 10Fly 450~498dmg (524) Lv6: 900Hp 1000Ki 11Fly 675~898dmg (784) Lv7: 1100HP 1000Ki 12Fly 825~1097dmg (959) Lv8: 1300HP 1000Ki 13Fly 975~1297dmg (1130) Lv9: 1500HP 2000Ki 14Fly 1125~1497dmg (1312) Lv10: 1700HP 5000Ki 15Fly 1275~1696dmg (1484) Lv11: 2000HP 6000Ki 18Fly 1500~1996dmg (1748) Lv12: 3000HP 7000Ki 21Fly 2250~2994dmg (2622) Lv13: 4000HP 8000Ki 25Fly 3000~3992dmg (3490) Lv14: 500HP, 9000Ki, 30Fly 3750~4990dmg (4378) Lv15: 6000HP 10,000Ki 33Fly 4500~5988dmg (5248) Lv16: 7000HP 18,000Ki 35Fly 4746~6986dmg (6122) Lv17: 8000HP 25,000Ki 40Fly 6000~7984dmg (6992) Lv18: 9000HP 45,000Ki 45Fly 6750~8982dmg (7870) Lv19: 10,000HP 60,000Ki 50Fly 7500~9980dmg (8742) Lv20: 20,000HP 65,000Ki 55Fly 15000~19960dmg (17480) Lv21: 40,000HP 75,000Ki 60Fly 30000~39921dmg (~34970) Lv22: 50,000HP 95,000Ki 70Fly 37500~44902dmg (~43650) Lv23: 80,000HP 110,000Ki 80Fly 60000~79843dmg (~69922) Lv24: 100,000HP 120,000Ki 90Fly 75000~99804dmg (~87370) Lv25: 150,000HP 150,000Ki 99Fly 112500~149707dmg (~131130) Misc info: - The ingame timer can overflow, unless it stops at a certain time stamp (it didn't stop at 99:59:59, but may stop at an arbitrary time stamp so this should be tested). Nothing special happens, the number is messed up and turns negative until it reaches 0 to count up again. You would have to wait 136 years of realtime for this to happen though. - Like with the above case, Experience can also overflow. At a certain point you will reach Level 0 and have a strange amount of HP and Ki. Eventually you will get Level 1 again and be weak. - When you are at a higher level, the same enemy will deal more damage to you. - I guess I should note here, that the Ginyu force battle can be skipped by flying in the top right left corner of the map. This will render you very weak though so it isn't known if it saves time to do so.
Post subject: Snes9x ReRecording Git
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If you or anyone wants to investigate dialogue bug, here is a savegame near where it happens. Just hit gregory and talk to Kai at the same time he talks to you. http://www.mediafire.com/download/a40ziw0fb7886l6/0434_-_Dragon_Ball_Z_-_The_Legacy_of_Goku_%28U%29.sav Doing this in mgba makes it stop emulating with an error, or crashes the emulator. Doing it in bizhawk mgba core kills the core completely even after you load savestates from before the bug.
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Edit: https://www.youtube.com/watch?v=wfuxhpxP3Fs (Kirby Super Star TAS by Masterjun) I was kind of curious why the end credits were laggy. I thought it might have been a video bug... ---- If anyone has a use for this, I'd like to paste something I made
function fadeSub(clip c, string text, int align, int firstFrame, int lastFrame, int color, int size, int fadeLength)  { 
        # makes it so that a subtitle fades in and out of a clip at a determined time
        part1 = c.trim(0, firstFrame + fadeLength)
        part2 = c.trim(firstFrame+1, lastFrame + fadeLength).subtitle(text, lsp=1, align=align, text_color=color,halo_color=$ffffffff, size=size, font="MS Reference Sans Serif")
        part3 = c.trim(lastFrame+1,0)
        Dissolve( part1 , part2 , fadeLength, fps=30 )
        Dissolve( last , part3 , fadeLength, fps=30 )
}
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There seems to be a problem with Dragonball Z Legacy of Goku 2's sleep mode. See related post. When activating it in standalone mGBA, it will cause strange behavior explained in the linked post. When doing it in mGBA core in Bizhawk, it will awake from sleep mode even though I haven't pressed L+R+Select at all. Same thing seems to happen in the game's sequel, Buu's Fury.
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Dragonball Z Legacy of Goku 2's sleep mode (which can be accessed from ingame) seems to cause strange behavior. When it activates, mGBA will not show a white screen like VBA, but will show the mGBA logo. You are supposed to hold L+R+Select to wake from sleep mode, but doing so on the logo screen does not let me awake. When going to recent ROMs and selecting the game again, it will awake mysteriously, with the onscreen message "Loaded suspend state".
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In Dragonball Z Legacy of Goku 1+2, if you select the former game, it will show the anti piracy message "this game will not run on the hardware found". Tried on VBA v24 svn391. In Dragonball Z Legacy of Goku, all screens that have the animated star background with textboxes will have a messed up music, as if the game is very laggy. This does not happen in the real console and mGBA.
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Since I found out about a "press simultaneous button" crash glitch in the main menu in Legacy of Goku I, I thought I might try it in this game. I didn't find anything except: This is only a graphical bug that happens when pressing Start+B or A+B at the file select. But it suggests the game may have other menus vulnerable to this.. - A similar graphical glitch like above happens when selecting Credits from ingame pause menu (press A+B). - I have found that if you awake from sleep mode then the game continues but may give a lag frame every half second as opposed to no lag frames at all. This happens only sometimes. This keeps going even through pause screens. I don't understand why this happens... - If you highlight Credits in the ingame pause menu and press (up+A), the game seems to attempt to show the credits but immediately cancels out. Then, none of the menu options is highlighted. You can press down once, or up 5 times to highlight something again. Nothing seems to happen when trying to select out of bounds option. I ended up being unable to unpause the game when testing with that bug. Also, pressing left or right when nothing is highlighted didn't give the "buuh" sound... Not sure how that happened to me but nothing special seemed to happen then either.
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Just finished some more glitch hunting (although I'm not done with it yet). New findings: - You can press A+B or Start+B in the options screen on the main menu, when Exit is highlighted, to crash the game. (Btw, this needs testing on the real console. I want to do it tomorrow) - Otherwise really minor unimportant stuff: -- Crab moving down sprite has an erroneous black pixel above it -- The graphical pause glitch I've been getting before still exists and it happens at random. Still unknown if emu glitch or legit. -- You can punch while entering a new room -- In the forest early in the game, in the house with the skull, you can fly on top of that skull and the old man will say something like "stop goku I want to teach you solar flare before you go" even though you haven't completed the forest yet. You will learn it early. (Useless of course) Just for future reference: The earliest point where dialogue glitch is possible is with Kai and Gregory.
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When doing one of the following glitches in Dragonball Z Legacy of Goku in mGBA core in Bizhawk 1.11.1, the core will die until you reboot it. By die I mean, it will not work even after loading a savestate from before the glitch. - Press A+B or Start+B on the main menu's options screen, when Exit is highlighted. - Press A+Start in the debug menu, when Go to Map is highlighted. (To bring up the debug menu, go to options, highlight Text speed, hold L+R+Up and press A) Doing one of the two would cause the standalone mGBA emulator to close the game with an error or crash. I wonder why the whole core dies.. EDIT: By the way, I fixed the problem from my previous post by using the Japanese ROM with which the movie file had been created.
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In one of the older nightly versions, 0.4-2646-afb29ae, I have encountered a problem. My cursor would turn invisible pretty much for as long as mgba was running. I could see it again when I paused it. I was livestreaming with OBS, but I think I had no other programs open that would have interfered with the emulator. Not sure if this happens in the newer versions. I'm just saying, in case it's a problem with running OBS and mGBA at the same time. Also, maybe we can rename the topic to reflect that this is "mGBA" discussion.
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Maybe bird guy glitch should be tried in mGBA to see if the result is the same as in VBA.
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Are all stages on one big map?
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Chest storage seems to reduce Link's collision area to 1 point. I'm asking what it is like when he is normal... is it several points? Or a cube? If it is just a few points, maybe they can be moved through the seam of a wall one after the other.
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I came here thinking this port might have similarities to the GB/NES/Game Gear versions but I guess not. It looks like a cool game still. Those loading screens at the start though.. I lost count quickly.