Posts for MUGG


Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Freezard wrote:
Can you post a video with Mario up b in HRC on NTSC 1.2? Maybe there is a difference between NTSC-J and NTSC, I didn't test any Japanese versions. But on American version 1.2 and PAL there should be lag.
I just tested and you were right. Certain parts of Mario's Up-B have no lag on NTSC 1.0 and 1.1, but they have lag on 1.2 and PAL. Perhaps I did mix up the versions in my previous testing. As a result,
  • I added a note for 10-MM Mario on the SSBM records page, telling that it's 1.0 and 1.1 only.
  • I moved a note on the ssb wiki from PAL to NTSC 1.2: "Attacks that deal less than 1% damage, such as Mario's Up-Special, now cause stun for the attacker."
I'm still not quite certain if this difference is specific to all attacks or just Mario's up-b, though.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Thanks Freezard. I updated the page with your changes. * A video will always be required in order to be added, so unfortunately I cannot add btt link by samthedigital. * For 10MM and 100MM I will add region icons at a later time. * For 10MM Ness, I recognize that it only works in NTSC 1.0 or 1.1 because of the difference in PK Thunder. However as far as I tested and notified you, in 10MM Mario, Mario's hitstun is different only between All NTSC and PAL. Mario's Up-Special has no hitlag (for the attacker) during some parts of the attack in all NTSC versions but it does lag at least 1 frame during all hits on PAL. I verified the MD5 hash for all versions I tested on; They match the sums listed on the regional differences ssb wiki. If you still think this is not true, then let me know so we can get to the bottom of this. I can try to offer additional video clips.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
This is pretty insane. Trying to skip the barrier has a long history. It seems so magical that it is possible now. Maybe you can use this technique to clip through other walls too? I'm not sure where it can be helpful but I'm just saying..
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
GC Tony Hawk's Underground (USA) in 44:11.8 by The Packle. Genesis Earthworm Jim 2 (USA) in 21:15.06 by YamiAmarillo. GB Super Mario Land 2: 6 Golden Coins (USA v1.0) in 20:49.86 by dadinfinitum. I might add links later. I got to go right now.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Mothrayas wrote:
my point was about the claim that NTSC strong knee has more damage/knockback
It looks like I misunderstood the ssbwiki page. It talks about a knee difference which only counts for the late hit. So my bad.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
@Mario 64 Master, thank you for verifiying. I think addition of all Meters scores to calculate the total is correct. @Mothrayas, I did a brief test yesterday, running across Final Destination. Today I did another test and the running speed seems the same. So my claim doesn't hold true. The difference happened because my Final Destination test was done in PAL 50 Hz mode, this HRC test was done with 60 Hz mode. I tested Falcon's knee hitstun on a target few days ago, see previous posts. I tested again with Falcon kneeing a Samus on PAL60 and NTSC and it is 8 frames hitlag for both versions. However, I was not able to save any time over SW-1988's 9.93 TAS. If you are interested in version differences, you can find a good documentation here. It covers pretty much everything. I contributed what I know to that page. The only thing not yet documented there is Mario's Tornado difference between NTSC 1.0 and other versions, which saved time in Event 1. Of course there is always the possibility for more stuff that hasn't been found yet. I think PAL is the most balanced version of Melee for competitive play, but I might be biased.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
The knee difference I wrote about in my previous post was already put to good use, 7.41 RTA by samthedigital. ----- Aside from these interesting BTT differences quoted below
  • Bowser TAS 7.62 uses PAL (117 weight), Bowser RTA 8.15 uses NTSC (118 weight)
  • Yoshi TAS 6.80 uses NTSC (108 weight), Yoshi RTA 7.21 uses PAL (110 weight)
I also found the following interesting differences worth looking into: * It seems Fox can run very slightly faster on NTSC (maybe because of his weight difference or an overlooked dash speed difference). Event 6 TAS uses PAL Fox. Maybe you can save time if you use NTSC Fox. (Not true) * Falcon has 8 hitstun frames for both NTSC strong knee and PAL strong knee, however NTSC has slightly higher damage/knockback. Event 8 uses PAL Falcon. Maybe you can save time if you use NTSC Falcon. (Not true) * Event 14, NTSC Fox has more weight. Use PAL, where Fox has less weight, to knock him out faster? * Event 16, NTSC Kirbys have less weight. Use NTSC to knock Kirbys out faster? * Event 20, PAL Fox has less weight so you might save time using PAL version. * Event 22, PAL Mario has less weight so you might save time using PAL version. * Event 23, PAL Fox has less weight so you might save time using PAL version. * Event 26, PAL Fox has less weight but Yoshi has more weight. Maybe you can save time by manipulating different characters. * Event 31, doesn't have a TAS yet. Consider that PAL Mario has less weight so the PAL version might be better to use. * Event 36, TAS uses the PAL version. PAL Kirby has more weight (70→74), but PAL Fox has less weight (75→73). * Event 37, TAS uses the NTSC version. NTSC Ganondorf Down Aerial: 22%, 50 knockback PAL Ganondorf Down Aerial: 21%, 40 knockback It seems Down Aerial has a late hit. As far as I tested hitstun, I got these results: NTSC 9 frames first and late hit. PAL 8 frames first, 7 frames late hit. Both hits deal 21%. The late hit starts pretty much 2-3 frames after the first hitbox is out. I don't think you can save time by switching to the PAL version, as reducing hit stun on Ganondorf isn't worthwhile. Hit lag on female Wireframe in this event was 14 frames in both NTSC and PAL. * Event 38, it seems Mario is the last character to die (only by 1-2 frames). There is no TAS yet, and the RTA uses NTSC. It might be worth using the PAL version has Mario has less weight. * Event 46, there is no TAS yet. PAL Marth has less weight so it may be better to use the PAL version. * Event 51, I tested for Giga Bowser's weight but there doesn't seem to be a difference between NTSC and PAL.
Post subject: fix PAL and NTSC confusion
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Thank you sockdude1. I'm improving the page every day, step by step. While looking at regions for each record, I noticed the knee difference for C. Falcon. The 6.92 TAS by AJP_anton was done on PAL. Does not use knee at all. The 7.43 RTA by marth1 was done on NTSC. Uses one weak knee. --- So I tested hitstun for the aerials: PAL weak knee 3 F NTSC weak knee 4 F PAL strong knee 8 F NTSC strong knee 8 F PAL Upair 6 F NTSC Upair 6 F PAL strong nair first hit 4 F NTSC strong nair first hit 4 F PAL weak nair first hit 3 F NTSC weak nair first hit 3 F --- I guess Upair is very practicable in TAS as it is quick enough to compensate for the higher hitstun, and weak knee takes too long to come out. So this knee difference might not lead to a timesave after all.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I added Events RTA records to the SSBM page. For HRC I need more information: 1) Where can I find all the current RTA HRC world records? 2) How can I calculate meters <-> feet? 3) How can I calculate the distance total? --- I have added both console-only and emulator times in the RTA section of the SSBM records page. I think with this I can satisfy both parties, those that want the inclusion of emulated times and those that don't. With this change, I need more information: 4) What is the WR for Btt Samus (on console)? 5) Are any more RTA records emulated and not marked as such? --- Also 6) Are there any RTA records I missed (especially for Events)?
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I have calculated that the Btt total is now 02:44.06 and the Events total is 07:18.11. @Mario 64 Master Can you verify this? If my values are correct I should be able to calculate the time in the future. Lua https://pastebin.com/9qfhAVG6 ---- I added real-time records to the SSBM TAS records page. While comparing TAS vs. RTA, I found the following which might be interesting to look at:
  • Bowser TAS 7.62 uses PAL (117 weight), Bowser RTA 8.15 uses NTSC (118 weight)
  • Yoshi TAS 6.80 uses NTSC (108 weight), Yoshi RTA 7.21 uses PAL (110 weight)
I don't know how much weight influences falling speed or landing lag.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Thank you, Mario 64 Master. I corrected it on the records page. --- I'm looking for Action Replay codes / hacks / mods: Any one of the following * Make the distance display in Homerun Contest work for Player 1 * Make it so you can change character for Player 2 and control Player 2 when entering Homerun Contest. * Enable distance display when entering Homerun Contest from debug menu. And * Enable the "How to Play" texture in the background of the Pokémon Stadium stage. See How to Play video and TCRF. If anyone can provide help for these, thanks!
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
This is a problem since on vba-next, it appears for the game Monster House at least, saving seems to be broken (SRAM doesn't change on save). You can save on mgba, but not poke around ROM in that core, so I have to constantly switch cores to get further into the game before poking around ROM.
I know that VBA-Next SRAM domain has been broken at least since November 2016 since that was when I was working on Mario & Luigi Luascript and I ran into the same problem. I can't tell for certain if the problem has always existed or if it was introduced at some point.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
@Mario 64 Master, I changed it. I tried to calculate the Btt TAS total here, but I'm bad at it. I came up with 2:43.30 but I'm not sure it's correct since it's a large margin from the previously listed 2:44.10 (actually 2:44.08 if you add each time). I used a lookup table from Practical TAS' Peach record history video and went over each character's time.
12+7+3+7+7+6+7+6+4+3+5+11+8+10+7+5+3+4+5+6+6+3+2+7+4 seconds of all characters
=148 sec

41 + 24 + 10 + 37 + 48 + 35 + 55 + 27 + 49 + 16 + 55 + 43 + 57 + 22 + 49 + 28 + 37 + 22 + 41 + 53 + 40 + 37 + 39 + 53 frames (milliseconds of all characters converted to frames with the lookup table)
=918 F

---

918 F = 15 sec and 18 frames
18 F = 0.30 sec
15 sec + 0.30 sec = 15.30 sec
148 sec + 15.30 sec = 163.30 sec = 2:43.30
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Patashu wrote:
http://tasvideos.org/forum/realsearch.php?search_id=newposts is broken.
Yes, I've been getting 404 Not Found for a few days now.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Link to video Melee TAS 3v1 (Falco, Falcon, and Marth VS Fox)
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Not like I have the time and strength to do anything game dev related right now but I'm gaining some interest again. I was thinking about making the most recent project idea I had (see previous post) not just possible to view from North, West, South and East but to make it even somewhat 3D-ish. The Love2d engine is not able to do much 3D stuff, but I was thinking about using pre-rendered graphics. If it's possible to create a sprite sheet of a 3D model at 180 (or 360) angles, I might be able to make it work. I have only very little knowledge on 3D model creation. I heard it's possible in Photoshop. Can a sprite sheet be created in Photoshop, or does anyone have more knowledge on this topic?
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
This is "G5"? I guess I won't judge this without seeing an episode of it. Hope it's not going to be like with Teen Titans Go, which had inferior style and atmosphere to the original, imo. Spike looks like a girl in that poster.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I would like to be removed from my team. Since the contest started, I haven't done anything at all and have not communicated with my team outside of small forum PMs. I feel ashamed to let my team down like this and I didn't expect it to go like this but I have to face the situation: I'm working a 100% job and barely have time except on the weekend which I need to recover health and fitness. There are a lot of things I should be doing which are difficult to get motivated for as it is, and I shouldn't block myself from doing these things by working on this contest. Also, unlike in previous contests where I had fun experiences optimizing and running the games on a serious level, this time I find it very difficult to find any motivation. TASing isn't quite as fun and enticing to me as it used to be. I will have to consider outside circumstances and my motivation better before I join future contests. I deeply apologize and hope for your understanding.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Ok, I join team 5. Please understand that I'm busy for a few days, but I will definitely check the game and do some research. It will probably be all for nothing because this will happen.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I was still thinking about joining the contest, but there are no other players right now...
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Example: If the address 0xFF000A is not 0, first wait the address 0xFF000A be 0. After that, if address 0xFF000A changes from 0 to 1 (or other value), execute function.
I like to work with modes:
Language: Lua

Mode=1 YourFunction = function() -- place your code here end while true do AddressVal=memory.read_u8(0xFF000A) if Mode==1 then if AddressVal == 0 then -- first it must be 0 Mode=2 end elseif Mode==2 then if AddressVal ~= 0 then -- changes from 0 to other value YourFunction() end Mode=1 -- reset mode? end emu.frameadvance() end
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany