Posts for MUGG


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this guy know's what he's doing yes
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Also, those Japanese TASers make up their own community. Some of them don't even know we exist.
Post subject: Might & Magic 8
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I'm posting this here more for curiosity than for wanting to see a TAS of this. There's the PC game which is popular and well known, it has some useful bugs like skipping the alliance or casting Fly right at the start. Maybe one day, we can TAS that with hourglass or something... Then there's the PS2 version which only appeared in Japan, and I found out about it just now by chance. It is said to be mostly the same. From what I've seen, they added a bit of a level to the beginning, and music tracks are different in each area. questions - Do the glitches that work on the PC version work on the PS2 version? - Since I'm not familiar with anything playstation-related at all, I want to ask what's the current best PS2 emulator? Can games be run full fps? - Is there PS2 TASing yet? I saw PS2 TASes from nicovideo - how are they made? - I would like a list of differences between the PC and PS2 versions. I would like to investigate when I get the chance.
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http://pastebin.com/AbvNGj3N - some info http://www.twitch.tv/kaffelon - livestream of kaff doing it does anyone want to tas this trick? where is ItsPersonnal? if not, maybe I'll do it. :))
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Can't seem to do it in the e levels either. I know it was super easy in the normal game.
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episode 104 what did they smoke?
Editor, Experienced Forum User, Published Author, Expert player (2315)
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not encoding or now encoding? ;)
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I regained interest again. I have a freedos image and I have a harddisk image with my game on it. I was told I need to run sinstall.exe in the game folder (the sound installer) before the game can run. How am I supposed to do that in JPC?
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I had a similar event happening here to the one that initially made me speak out in this thread. I'm practically in the same situation as I was before. My life is going to keep being shit as I get older and older. I will be alone forever and die in my regrets. I hate this.
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I'm trying to use "r to jump" code from here http://bsfree.org/?s=15&d=6&g=5877 with the japanese game, cheats are enabled. Why does it not work?
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I think there are only actually 4 places that really matter. Those 4 places have a stronger influence on the RNG, or maybe it's just that I already tested all combinations and testing those 4 places has given me new, never before seen results. I can't really tell. 4 places are: title screen, 1-1 after the time scoring finished, 1-2 after the time scoring finished, 1-3 after the time scoring finished. http://dehacked.2y.net/microstorage.php/info/1724853706/5df%20scenario.vbm http://dehacked.2y.net/microstorage.php/info/1536722880/5df%20scenario%20-%20Kopie%20-%20Kopie.vbm I didn't check those VBMs but they should be correct. These two scenarios are equally fast and both save 7 frames over the published normal mode run. But I think they have different RNGs. And more different RNGs may be possible to achieve. So in order to optimize the next bonus room, one might have to go back and look for the best RNG to use.
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Ok this post is going to be a mess but here goes. I found that the difference between FF04 and FF05 (the two RNG addresses) changes sometimes. At first I assumed it only does at the title screen but now it can change in subsequent levels if you insert delay frames. What this means: - The 5 hours of testing I did a while back is kind of meaningless since not all possibilities were tested. It isn't so bad though, since Hard mode can start whenever you want. With normal mode it's a different story, since you have to start out with the RNG you get at the beginning. Anyway: - Just by testing for 10 mins, I saved 7 frames in normal mode by merely inserting delay frames after the scoring process of 1-3. Not before and not during, just after it. Normal mode is improvable. - At first sight, there seem to be... (amount of delay frames you want to test) ^ 13 possibilities ...as to how you can insert delay frames and that need testing in world 1. Explanation: If you were to insert delay frames by pausing and unpausing the game, you could do it anytime before the world 1 bonus game. But I found that it matters exactly when you do it. You have to check the difference between the two RNG addresses - It's fixed normally but it changes on the title screen and when you insert delay frames, which causes luck to be different*. Right now I'm considering 13 different places where you could insert delay frames, and each combination between those need to be tested. (* Example: If you go as fast as possible and the difference in the next level is 80 but the bonus game luck is bad, you can try inserting 1 delay frame in the level and check if the next level's RNG difference changes. If it's still 80, try inserting the delay frame after finishing the level / during the scoring / after the scoring / try inserting more delay frames. You want to test the scenarios that have different differences.) The 13 places are:
  • Title screen
  • In 1-1
  • After 1-1
  • During 1-1's time scoring
  • After 1-1's time scoring
  • In 1-2
  • After 1-2
  • During 1-2's time scoring
  • After 1-2's time scoring
  • In 1-3
  • After 1-3
  • During 1-3's time scoring
  • After 1-3's time scoring
The current normal mode TAS: I didn't check but to sum it up, it has 1 delay frame in title screen, no delay frames in 1-1 and 1-2 and quite a few delay frames during 1-3. The improvement I found:
  • Title screen = 1 DELAY FRAME
  • In 1-1 = 0 DELAY FRAMES
  • After 1-1 = 0 DELAY FRAMES
  • During 1-1's time scoring = 0 DELAY FRAMES
  • After 1-1's time scoring = 0 DELAY FRAMES
  • In 1-2 = 0 DELAY FRAMES
  • After 1-2 = 0 DELAY FRAMES
  • During 1-2's time scoring = 0 DELAY FRAMES
  • After 1-2's time scoring = 0 DELAY FRAMES
  • In 1-3 = 1 DELAY FRAMES (by slowing down. I don't know to how much delay it actually amounts, i.e. taking pixel positioning and timers into account)
  • After 1-3 = 0 DELAY FRAMES
  • During 1-3's time scoring = 0 DELAY FRAMES
  • After 1-3's time scoring = 3 DELAY FRAMES (by pausing and unpausing)
You could possibly improve this further by doing what I suggested: Try to insert different amounts of delay frames elsewhere. Test all combinations. I think it would make sense to only test the same amount of delay frames that we already used, or less (5 or less). That means... 13 ^ 5 possibilities ... need testing, which is 371293 possibilities. I don't know how to bot this. We didn't even figure out how exactly RNG works and why the RNG difference changes sometimes but not at other times. It's possible that we can narrow down the places that matter, i.e. maybe it doesn't matter if you insert a delay frame "in a level" or "after the level but before the scoring". Also, if we find a scenario with less than 5 delay frames, the calculation changes as there are now only 13 ^ 4 possibilities we need to test, etc. We will no longer look into combinations that use more than 4 delay frames. Then we might find one where it takes only 3 delay frames. So even though the huge number of possibilities above might be discouraging, I think we might find the best scenario soon even without botting. EDIT: I'm going to test with 1, then 2, then 3 etc. delay frames. Feel free to check here to see my progress (although it may take me a few days before I feel like testing it). https://docs.google.com/spreadsheets/d/1z7oI6oL9X-bIF0IPLcVdGEByk7U_ER2zwe6gxgz2XFI/pubhtml?gid=0&single=true
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MUGG wrote:
$50 for barrier skip in Zelda Wind Waker http://forums.zeldaspeedruns.com/index.php?topic=1955.msg31033#msg31033
My pledge has caused others to pledge as well. I'd like to keep track. - Mugg $50 [TASVideos] - CryZe $50 [ZSR] - Abahbob $25 + TAS [ZSR] [ZSR] - Vulpone $10 [ZSR] - Demon9 $100 [ZSR] - Chaotic_Ace $100 ($150 if console-doable) [ZSR] [Twitter] - Arizoto $20 [ZSR] - thiefbug $20 [ZSR] - TrogWW $25 [ZSR] - TheMirrorShield $25 [ZSR] - romscout $100 ($300 if console-doable) [Twitter] - adefgames $10 ($20 if console-doable) [Twitter] - demolition14 $1000 if TWWHD-only [ZSR] - Goldphnx $10 [ZSR] - Luoth $10 [ZSR] - Angrevol $20 ($30 if console-doable) [ZSR] ________ Total: * $575 if it works on TWW * $845 if it works on TWW and is console-doable * $1000 if it works on TWWHD only
Editor, Experienced Forum User, Published Author, Expert player (2315)
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To clarify, I would like to give the $50 to the finder of the trick. Due date 1st Jan 2017 2018.
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Yes, too much pandering. But I don't mind too much as long as whatever happened isn't going to be spoken of or seen ever again.
Editor, Experienced Forum User, Published Author, Expert player (2315)
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this looks like the most obscure game I've seen in a while
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Maybe someone (or me when I'm not particularly lazy) can try doing one of the action command glitches in Mario & Luigi, such as this one where emulator and console differs. I'm wondering if mgba emulates the glitch correctly.
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1) What was the GBA emu that was already integrated in bizhawk again? 2) Will it be replaced or will bizhawk users be able to choose between mgba and the previous emu?
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I figured as much. I bought The Cave a few days ago, a 2D platformer (just the genre I really like) and decided to watch speedruns only after I finished it. I was disappointed to find out a major glitch that allowed a whole level to be skipped was patched. If I ever were to get back into speedrunning and I'm only sitting on a pile of patched steam games, that would be sad. Well, I can still run glitchless then, I suppose. Oh, by the way, I did go for the tomb raider offer. Got all Tomb Raider games on steam now, for 16€. I hope popular bugs such as corner clipping aren't patched.
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Ok I did intense 4.5 hours of testing. - Normal mode TAS still has the best execution in world 1. There is no way around having to delay for ~10 frames due to the bad luck. - Hard mode TAS: I tested a window of up to 20 delay frames. The best outcomes:
mode13 at '524 - 2DF (lag:109) -->flower
               = 522

mode13 at '530 - 6DF (lag:108) -->flower
               = 524

mode13 at '530 - 7DF (lag:108) -->flower
               = 523

mode13 at '530 - 8DF (lag:108) -->flower
               = 522

mode13 at '530 - 9DF (lag:108) -->flower
               = 521 !!!

mode13 at '542 - 19DF (lag:108) -->flower
               = 523

mode13 at '542 - 20DF (lag:108) -->flower
               = 522
518 is possible but the best I reached was 521. I can now test further or go on with the 521. VBM of 521 scenario: http://dehacked.2y.net/microstorage.php/info/1156741651/9DF%20%282DF%20in%201-3%2C%20bonus%20at%20xxx30%29.vbm - Lagcount after 1-2 should be 102 - Lagcount after 1-3 should be 108 - Reach end in 1-1 and 1-2 asap. In 1-3, you have 2 delay frames to spare.
Post subject: Question about Steam games patching
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Hi, there's this Steam Summer sale going on and I'd like to buy some more games. But I'm a little worried games on Steam are patched so certain glitches I'd like to try out don't work anymore. My question is are the games I would like to buy affected? - Tomb Raider collection (all PC Tomb Raider games) - Ori and the Blind forest - Thief 2 Thanks.