Posts for MUGG


Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I found this clip in 5-2 which is better than the one I found yesterday. But there is no nearby opportunity to get UFO.
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
3-1 Wallclip (...)
This is way too slow after I tested it further.
5-2 wallclip (...) but swordsman stands too far from the wall
I tested every pixel position for the slash attack of the swordsman and it never seems to hit. So this is not possible.
http://i.imgur.com/QCtR0AP.png This spot looks promising (...)
Have gotten it to work: http://dehacked.2y.net/microstorage.php/info/1281274429/kirbys%20adventure%205-2%20clip.fm2 Not confirmed if saves time or not. I think you should mix for UFO while in the wall. Btw, have not tested if it works on the other ledge because I still don't know if that clip works on left walls or not.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Should I submit my Smurfs (Gamegear) TAS? The gameboy run I made makes use of a warp glitch in level 1 which only works on that port of the game, and is more polished as a game but doesn't have color. The gamegear version doesn't really add anything new but you know, it's in color and for completion's sake? Submit or no?
Post subject: Earthworm Jim
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Never really played this but... I just wanted to point out this port of the game seems to suffer from a few Left+Right glitches. I have already noticed this years ago, but now that I'm testing it again on bizhawk, the effects seem more versatile than I remember. I have tested a little more but can't seem to do any interesting glitching or anything right now. Interestingly, the game gear port (which is pretty much the same game but in color) suffers from the same left+right glitches.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Improvements: 2-3 Metaknight http://dehacked.2y.net/microstorage.php/info/1121243949/2-3%20metaknight.fm2 (12 frames faster, not optimized) entering 2-4 http://dehacked.2y.net/microstorage.php/info/1364854842/entering%202-4.fm2 (9 frames faster) 3-1 Wallclip is possible. I don't know if it's fast enough. http://i.imgur.com/63l8NdR.png (Note: I have edited laser position to make this work but it should be doable without cheat) I also don't know if this "get hit while hitting" clip works only on right walls or also on left walls. The original twitch vod when the trick was discovered doesn't work anymore and I have only ever done this on right walls in my 1:54 TAS. 4-4 http://imgur.com/Pn2jPK0 In this room, I can stand in the spot where the clip is done about 10 frames faster by inhaling in the air. I don't know how to do the clip so I can't make a movie to tell if it really is faster. http://i.imgur.com/0IwKOTM.png At this spot, instead of falling down and spitting on the swordman, spit it away immediately and inhale the swordman. This saves 3 frames at least. http://i.imgur.com/r9KgU5L.png At this spot, you can slide and save about 7 frames. 5-2 http://i.imgur.com/t2ZmfAV.png wallclip might be possible here and save a gazillion frames. I can't get it to work though. The swordman stands too far away when slashing. http://i.imgur.com/QCtR0AP.png This spot looks promising. I can't get it to work right now, but we should investigate this. It could be a seconds timesaver. 5-5 http://i.imgur.com/pICnCWr.gif This wallclip saves a few seconds.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
does this save time in 0 star? I thought this idea was brought up ages ago already and I thought because people where trying to get below 5 minutes
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
MeGotsThis on twitter said it might be possible to save time in ED8 run to not listen to the radio but instead wait for the search to be called off automatically. EDIT: They claimed that you do not need to listen to the radio between building it and day 3 (where the search is called off) and provided video proof. It should probably be tested if it really works on emu, but otherwise it looks like the ed8 run is improvable by 8 seconds.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
You open the config screen and set the memory card to none. Do this at a certain framecount in the movie (and do it at that framecount when playing back) and it should sync. Can you link to your TASes or youtube?
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
E-Dragon wrote:
but some other input files desync consistently at one specific point, so I wouldn´t say it´s rock solid. From what I discovered the desyncs only appear when you interact with AIs, because I think they have some RNG, however it can sync even with heavy AI interaction.
What are you doing exactly? If you play back the whole .dtm file from the beginning then you need to account for the memory card file. The memory card file is not saved in the .dtm, so the game may behave differently when the savegame is different. Make a backup of the memory card file when you start recording and replace the currently used one with that when playing back. btw, my tip for TASing in Dolphin: Save a state at slot 1 (or wherever you prefer) at the beginning of a room / level / race and disable that hotkey. Then you can not save over it and you can always play back your current work from the beginning of that room / race etc. If you encounter desyncs while doing this, then we know it's not a problem with the savegame. You may want to remove the memory card at a certain frame count to prevent the game from saving. Other than this, maybe you can contact cgn0 on twitch or crazygamenerd on youtube for help or for advice since he's the fzgx king. He may be able to tell you what is improvable and how to do something etc.
I´m very new here, so I don´t know how stuff works exactly here. So all I need to do is having a verification movie that unlocks everything for the story mode and sets everything up for the real TAS and the TAS of course, that doesn´t start from restarting the game and the verification movie doesn´t need ot be on the same dolphin version as the real TAS ?
exactly. You use a savegame as a starting point that was created in an unoptimized verification movie. However, since you're new, you might just get a 100% complete cgi from gamefaqs, put that in a memory card file and use that for now. At least that's what I would do and it's perfectly fine for a few youtube videos. I say: do that and post a few videos for us to look at for now.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Virtualdub can output gifs. You can use avisynth scripts in tandem with virtualdub to crop and trim videos. It may require some time to learn about avisynth depending what you want to do. http://avisynth.nl/index.php/Main_Page You can then use a page like this http://ezgif.com/optimize to reduce file size if needed. Then you could embed the gif on the game resource pages. You might want to ask one of the site runners (adelikat, Nach) to host the gif on the site. Otherwise it might become a dead image in a few years.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
EDIT: I have deleted this post. Anyway, I haven't figured out why it happens but it kept happening after rebooting. So I took another script that had seemed to work fine (apparently only that one yoshi's topsy turvy lua script failed all the time) and copy pasted bit by bit over to that and now I have a working script again. Really strange and I don't know what was the problem, most likely some misplaced end or something.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I wanted to check the lua script I made today again but for some reason, now lua doesn't work at all, even the most simplified print("test") script.. Even when running the emu as admin. I have also signed out of windows and back on. I tried in the v24 svn391 and a v24 svn42? and neither a) drag & dropping nor b) browsing for the script makes it work. Why has lua suddenly stopped working? Have not tried rebooting yet but just saying..
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Lua script: http://pastebin.com/muF6ZwH8 (Edit: This is a new pastebin because the old one might not work) How to use: This script can do memory search to find the dynamically assigned speed and angle addresses (that change each room). To unlock those addresses, walk left (with the emulator not paused and Yoshi not hitting a wall) and simultaneously click on the field. You might need to redo the search a few times because it can sometimes fail. (Thanks to ism because I used his lua code for memory search) (Thanks to masterjun for helping me with the timer) I don't know if I will run this game again soon. Hitboxes and object info (how gravitation affects them, swingboat speed etc.) would be useful to add to the lua.. Please note that the gold medal objectives are only filled in up until some point in world 4. The remaining levels need to be checked for gold medal requirements.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Random infos - Swingboats can be head-down and stay like that - Swingboats and other things that spin around could theoretically acquire "too much" speed, but the gravitational influence is not sufficient. If I manually edit a swingboat's speed, at about 10000 it would glitch so that the game thinks Yoshi is standing on it even though he is far away. Then the game may kill Yoshi for seemingly no reason... - Many addresses are dynamically assigned. They have to be searched for if needed: --Objects speeds (and positions?) --Your health --Depending on the objective: your timer, your coins, your current amount of killed enemies. Apple count is always $0300500 though. --Your speed I work on a lua right now so TASers who are interested can pick this up, if I don't.
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
Is it possible or will it ever be possible to branch controller input while making TASes in Dolphin? Imagine recording input for controllers 1 + 2 for 50 frames, then recording 3 + 4 while playing 1 + 2's input that was recorded before. can't wait for 4 player TASes
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
ars4326 wrote:
Sometimes, I find it effective to go to a project and resume work on it in chunks, or sections. Bursts of creativity, if you will. Then once I have, say, 700 frames worth of new content, I'll play it all back from the beginning and observe the current finished project. If I'm really enjoying what I'm seeing, I might then get another burst of inspiration and do a little bit more. Rinse and repeat. I've actually been doing that today and so far have completed 1800+ frames worth of new input (and counting).
I usually re-watch my TAS work and then close the emulator, having done nothing.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I tested darkmind sprite glitch in mgba because when doing the glitch in a specific way the game can freeze and then crash 10 sec later, which seemed weird (this happens in VBA). I wanted to test what mgba's reaction was to that glitch. Turns out instead of crashing like that, it keeps going and turns the kirby invisible. (yellow kirby had fighter) Quoting video description of the original video:
Tested abilities: Sword, Bomb, Missile (applied directly onto head), Beam, Fire, Tornado, Laser, Parasol, Stone, Burning, Ice, Cutter, Wheel, Spark, Crash (flashing), Cook (flashing), Smash (nothing special), Magic (flashing), Master Will crash the game: Hammer, Cupid, Throw (will reset game after a few seconds), Fighter (will reset game after a few seconds) Doesn't do anything: UFO Untested: Mini, Sleep
Unfortunately, I don't know what happens when done on the real console. On GBA/GBPlayer you have to be very lucky and cpu kirbys would need to have the right ability for it to work, so maybe it could be tested on wiiu(?) with the restore points if it fails. ___ More testing results below: - Cupid crashes mgba or throws an error (invalid jump to address 1c211c20) - Hammer same as Cupid - fighter and throw both seem to cause invisibility as described above ___ After 3 hours of testing, I have probably confirmed the glitch works on console as it does in mgba. I have only gotten it to work with fighter (kirby turned invisible), so can't say what happens with hammer/cupid.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Today I have checked for updated versions. mGBA-nightly-2015-08-05-win32-742296b8b9e3bec29ff16c0c1553d7e5c337ca2d : - "Remap keyboard" config is still not saved - There are still some focus-related issues, but negligible ones... When moving another window on top of mgba, mgba's screen may turn white instead of showing the current frame. When opening menu after menu in mgba, the screen isn't updated inbetween. When moving mgba's window offscreen and then back, the current frame isn't shown either. The latter two can be seen here http://i.imgur.com/KkL9gJE.png - cursor issue seems fixed. Delay issue might be fixed but I can't really say. The test I ran today looked better than before but I still feel like there could be delay.. - Setting Ctrl or alt in the "remap keyboard" config gives a weird glitched text http://i.imgur.com/9yZ9pAd.png
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Any chance getting the Stage Comparison encode added to the publication description
Can this be done? I could do it myself but I don't know if it's ok
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
This is not really the answer you're looking for, but as for screen recording I had the impression OBS worked really well. You can easily determine the quality and resolution with it and it seems to lag less than other screen recording software. If the game already lags to begin with, this won't help you though..
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
My personal experience with such programs hasn't been good. Virtual audio cable pretty much screwed my PC when I tried it. Virtual OS (not sure what was the name, basicly emulating another Windows) wasn't crash proof either. And if you're going to have so many programs open and then want to try a fake monitor, you don't want it to crash and lose progress in all of them. Just my thoughts