Posts for MUGG


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I found strange behavior at the 1-3 boss. Compare: - Running onto the pedestal, waiting. Bonusgame starts at framecount xxx33 - Same as above but paused and unpaused (2 delay frames) Bonusgame starts at xxx35 as expected - Same as the first but paused and unpaused (3 delay frames) Bonusgame starts at xxx25 (?!?) This needs some looking into. Looks like it's tied to the movement of the fake-princess monster. I don't think I considered this when I worked on normal mode so another second or so might be possible to squeeze out of that 12:08 run.
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Still didn't figure out algorithm for $ff04 and $ff05 but decided to go on. Since I can choose to start the TAS whenever the RNG is favorable, I wait at the The End screen. DF means delay frames at the The End screen. EDIT: Looks like I used inferior 1-3 strats, so all testing I did based on it was meaningless. Going to do new testing with better 1-3 strat later.
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I don't know how difficult it is to execute the game ending bug. I only know stage clear bug found by finalfighter can take days to brute force by script. I was thinking if you show off basic TASing to a crowd in 5 mins, maybe you should keep it simple. Show that jumping across a ledge is faster than walking off it, and that walking is faster than jumping (and show the speed address to explain it). That wouldn't really show off what makes TAS so special though, but it shows that you can achieve optimal play and how TASes are made (by rewinding over and over).
Post subject: nicovideo got deleted, linking youtube instead
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Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
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Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
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FractalFusion: Thanks, I found some interesting videos I hadn't known about by using "game name in japanese" + バグ. fsvgm777: Thanks, these lists help me find what I'm interested in quicker.
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Has a new host been found?
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This game looks so beautiful, I was thinking I should play it before watching the run. Too bad the cartridge is even more expensive than Trip World.
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I noticed some possible improvements. In Stage 5, the level end tile can be reached earlier by using hookshot to climb the ledge fast. (semi-confirmed) Stage 3 boss might be improvable by shooting at it earlier. (not confirmed yet) I'm currently trying to find more level warps but this game's RAM is a mess... EDIT: There don't seem to be any more warps. I saw a glimpse of a room that doesn't appear anywhere in the game. I'm thinking maybe in development it was supposed to be possible to enter caves or castles (through those big entrance holes).
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$a203 is actually the offset for the level graphics. Using pause glitch, you can mess up the level graphics rendering and freeze this address at the cost of the time it takes to pause every few frames. The idea is to run until $a203 reads "21", then freeze this value until the underground room and collect the coin there to make $a205 read "05" (it hasn't been confirmed if this strategy works, yet). $a204 would read "D4" or "C4" regardless what happens. So you end up with the code I suggested in my previous post: 21 C4 05 (...) The goal now is to stumble across an address that reads "E9" to jump to (HL). $a229 depends on Mario's x position and can read "E9" every 256 pixels. The only challenge would be for the ACE to reach this address and not kill the game in the process. If this works out I can see 20 sec saved. --- EDIT: I have tested this on three occasions and the game would never survive. Not even on the vbm of the published TAS.
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I deleted a post I made yesterday because it didn't contain new information. Here is new information though: I found that instead of CX YY ZZ where X = 2,3,4 where YY = D4,C4 or similar where ZZ = 03,05 You can execute 21 YY ZZ E9 which will load the desired address to HL and then jump to HL. I don't know if this is useful yet. I want to look at some other possibilities, too.
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I think the sequel has already been done by some TASer on nicovideo. Will look for the video links later.. edit: http://www.nicovideo.jp/watch/sm8352716 ラブルセイバーII TAS 07:24.35
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You should avoid making submissions like that. You should only submit a run if you want it published. It would be better to post your work in the corresponding game's forum topic and on youtube. If you make too many "bad" submissions, your ability to submit may be disabled indefinitely. What kind of TASes are you working on anyway?
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how much time saved? This is amazing
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I came across this video https://www.youtube.com/watch?v=X83dDg3SZo8 Wing dive glitch had been known since 2009. Another example of a discovery going unnoticed for years...
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Background music glitch http://www.nicovideo.jp/watch/sm5169653 - The glitch happens in the video at about 3 minutes in. - Notes in case the video gets deleted: In hard mode (Japanese version), in the first level, end of 2nd room near the door, where the enemies make a lot of noise, this section seems to cause the background music to mess up.
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Browsing nicovideo to look for new glitches. I found this video: http://www.nicovideo.jp/watch/sm10718767 - This is not new actually. I have already known about this video. I just wanted to mention it here to preserve that bit of history here. Who knows how long those videos will stay online ... :) - It was uploaded in May 2010 and shows the Japanese only glitch where you enter third level in the last world, go onto the slope right before the animal boss and crouch a lot. The game would sometimes teleport you through the slope. It was the only slope in the game to do the glitch on and brought to my attention that out of bounds areas were completely walled in english version but were accurate in Japanese version. ----- I also found this video: https://www.youtube.com/watch?v=d3EPFWX3ezE - In last world, first level, when floating (Kirby is full of air) at a ceiling inside water while holding a bomb, the bomb would zip through the ceiling upwards at high speed. ----- I also found this video: https://www.youtube.com/watch?v=eFVa1rK2WwI - In boss endurance, Japanese version, there would be a random glitch after collecting and mixing certain bubbles and then leaving the very first room. The first stage wouldn't appear.
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Browsing nicovideo to look for new glitches. I came across these videos: Link to video Link to video - They were uploaded in September 2013 and show the Coo Clip. Coo Clip has been known by Japanese for two years, but since that went unnoticed, our community only found out how to do it in Feb 2015. Funny - I'm kind of curious if / how this went unnoticed among the #TASers IRC channel (was0x?) If nothing else, this should be a sign to keep a better eye on nicovideo and possibly other sources in the future.
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Browsing nicovideo to look for new glitches. Found this one (a "useless for speedruns" one): Link to video - After entering the big mirror, have Dark Metaknight hit you with a tornado attack and kill him. Then die. This causes all sprites to become invisible, at least until you kill a boss. - It hasn't been confirmed if this works at all, and if it's exclusive to a game version. - I haven't investigated this glitch yet. TODO: Look for other ways to reverse the glitch effect / combine with cook glitch if possible / combine with Dark Mind 6 sprite bug if possible
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What are keywords to search in Japanese for "bugs", "glitches", "tricks" etc.? I think it might be a good idea to search for the japanese game name and then glitches/bugs. There have been at least two or three cases where someone uploaded never before seen glitches in kirby games on nicovideo (but I haven't checked for years, now).
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question, does shooting aliens lag the game? I thought that to be the case in Mukki's TAS.
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I suppose the image in the submission text's level comments' 3-3 section is gone forever?
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Do you still need help? I regret that I never made a guide because there is someone like you asking for the same help every month. Basicly: 1) Get an ISO of SSBM. It is not allowed to discuss how to do this step on this forum. 2) Get the newest version here dolphin-emu.org/download/ If you ever run into trouble (desyncs, emulation glitches), try using 4.0-4577 (that's the version I have used last time I used Dolphin). 3) Unzip Dolphin 4) open it and configure: Tab "General": - everything disabled - CPU Emulator Engine is "JIT Recompiler (recommended)" Tab "Interface": - Configure hotkeys here Tab "Audio": - DSP Emulator Engine is "DSP LLE recompiler" Graphics Config, Tab "General": - Use Direct3D - Render to Main Window (I prefer to use this, but it's up to you) 5) Usage If you save the game, the emu will create a memory card file in one of the subfolders (/Sys/GC? or /User/GC? I don't remember). This will be a .raw file. You can edit such memory card files in Dolphin in Tools>Memcard Manager. A memory card file consists of all the savegames - those savegames are in .gci format. You can extract .gci from .raw files or you can put .gci files into .raw files. You can download .gci files from gameFAQs and I suggest you download a 100% completed one to build a completed memory card. Also, whenever you make a TAS, make a backup of the memory card file before you start, and replace it every time you play back the TAS from the beginning, because otherwise desyncs may occur. To avoid this issue, you can save a state (e.g. savestate 1), set your hotkeys so you can't save over this state by accident, and always play back your TAS from that state rather than from the beginning of the movie file (which is in .dtm format).
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I'm fairly certain now that addresses FF04 and FF05 are related to the bonus game item order. There can be only four different possible orders, and the two aforementioned addresses are like RNG (changing each frame). Here is a list. The two values before the "=" denote FF04 and FF05, and the value after the "=" is the item order that happened. 12F3 = 1, <-- on the left side is the item order, in this case 1up 2up flower 3up. 2F31 = 2, 312F = 3, F312 = 4.
1 243 = 3
2 244 = 3
5 247 = 4
9 123 = 3
13 127 = 3
14 0 = 3
14 128 = 1
16 130 = 4
20 6 = 3
20 134 = 4
21 135 = 3
22 136 = 2
26 12 = 1
27 141 = 4
28 13 = 4
29 15 = 1
29 143 = 1
31 145 = 2
32 146 = 3
34 148 = 1
36 150 = 4
42 156 = 2
44 30 = 3
44 158 = 4
49 35 = 1
51 37 = 4
55 169 = 4
56 170 = 4
60 46 = 4
60 174 = 3
63 49   = 2
63 177 = 2
64 178 = 4
66 180 = 1
67 181 = 4
68 54 = 4
69 183 = 3
71 57 = 2
72 58 = 4
74 60 = 1
74 188 = 1
75 189 = 4
76 62 = 4
77 191 = 3
79 193 = 2
80 194 = 3
82 196 = 1
84 70 = 4
87 201 = 2
89 203 = 3
91 77 = 2
96 82 = 4
98 84 = 1
102 216 = 1
104 90 = 4
106 220 = 1
107 93 = 2
107 221 = 2
109 95   = 1
109 223 = 3
110 224 = 1
112 226 = 3
114 100 = 1
114 228 = 1
115 229 = 1
117 103 = 1
119 105 = 2
120 106 = 3
120 234 = 2
122 108 = 1
122 236 = 3
124 238 = 2
125 239 = 4
127 241 = 1
128 242 = 2
130 116 = 2
135 249 = 1
137 123 = 1
138 252 = 3
142 128 = 2
144 130 = 4
146 132 = 1
148 6 = 3
150 136 = 2
152 10 = 3
153 139 = 3
155 13 = 3
156 14 = 3
156 142 = 4
157 143 = 3
159 17 = 2
160 18 = 3
160 146 = 3
164 150 = 4
165 151 = 3
167 153 = 2
168 154 = 3
172 30 = 4
176 34 = 4
177 35 = 3
177 163 = 3
179 37 = 4
181 39 = 3
184 42 = 4
184 170 = 4
185 43 = 1
189 175 = 3
190 48 = 2
191 176 = 2
192 50 = 3
192 178 = 3
196 54 = 4
197 183 = 3
199 57 = 2
200 186 = 4
202 188 = 1
203 61 = 4
203 189 = 4
205 63 = 1
207 65 = 2
207 193 = 2
210 196 = 2
212 198 = 4
213 199 = 1
215 201 = 2
218 76 = 2
219 77 = 2
223 81 = 4
223 209 = 4
226 84 = 1
229 87 = 3
230 88 = 2
230 216 = 1
231 89 = 2
232 90 = 4
235 221 = 4
237 95 = 3
237 223 = 3
239 97 = 2
239 225 = 2
240 98 = 4
242 100 = 1
243 229 = 1
245 103 = 1
248 234 = 2
250 108 = 1
250 236 = 3
252 110 = 4
253 111 = 3
253 239 = 4
I reduced this list to show combinations where either the left or the right value stayed the same. With this, maybe we can figure out the algorithm behind this.
14 0 = 3
14 128 = 1

20 6 = 3
20 134 = 4

29 15 = 1
29 143 = 1

44 30 = 3
44 158 = 4

60 46 = 4
60 174 = 3

63 49   = 2
63 177 = 2

107 93 = 2
107 221 = 2

109 95   = 1
109 223 = 3

114 100 = 1
114 228 = 1

120 106 = 3
120 234 = 2

122 108 = 1
122 236 = 3

156 14 = 3
156 142 = 4

160 18 = 3
160 146 = 3

177 35 = 3
177 163 = 3

184 42 = 4
184 170 = 4

192 50 = 3
192 178 = 3

203 61 = 4
203 189 = 4

207 65 = 2
207 193 = 2

223 81 = 4
223 209 = 4

230 88 = 2
230 216 = 1

237 95 = 3
237 223 = 3

239 97 = 2
239 225 = 2

250 108 = 1
250 236 = 3

253 111 = 3
253 239 = 4

9 123 = 3
137 123 = 1

14 128 = 1
142 128 = 2

16 130 = 4
144 130 = 4

20 6 = 3
148 6 = 3

22 136 = 2
150 136 = 2

28 13 = 4
155 13 = 3

29 143 = 1
157 143 = 3

160 146 = 3
32 146 = 3

36 150 = 4
164 150 = 4

44 30 = 3
172 30 = 4

49 35 = 1
177 35 = 3

51 37 = 4
179 37 = 4

56 170 = 4
184 170 = 4

64 178 = 4
192 178 = 3

68 54 = 4
196 54 = 4

69 183 = 3
197 183 = 3

71 57 = 2
199 57 = 2

74 188 = 1
202 188 = 1

75 189 = 4
203 189 = 4

79 193 = 2
207 193 = 2

82 196 = 1
210 196 = 2

87 201 = 2
215 201 = 2

102 216 = 1
230 216 = 1

107 221 = 2
235 221 = 4

109 223 = 3
237 223 = 3

115 229 = 1
243 229 = 1

120 234 = 2
248 234 = 2

122 236 = 3
250 236 = 3

125 239 = 4
253 239 = 4
But we haven't been successful so far. One other approach was to go through ROM and see what the game actually does. I tried searching "04 FF" and "05 FF" because I assumed those addresses might be spelled out in ROM, and they do appear once respectively. Value of FF04 is saved to register A, but 05 FF is being read as code instead of an address. Neither of these are being executed during the frame where the bonus game order is supposed to be determined though. Maybe if someone who understands disassembly language better helps, we could figure out the algorithm. Thanks to rectangulartim
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GoddessMaria15 wrote:
That's great to hear that Hard Mode will be done again. Is there anything particular that Normal Mode needs to be improved on? If so, I'd like to know in case I decide to take it on.
There is strange behavior where if you collect different amounts of coins/points, then different amount of lag may occur. So you can save 1~3 frames like this, maybe.
Hard mode TAS comments wrote:
Possible improvements? I can get one more coin in 1-1, at frame 350. However, this results in one more lag frame in 4-2 so it's actually slower. If I get the coin in 1-1 and miss one purposefully in 4-1, the result is the same as when I miss it in 1-1 (the TAS syncs until the end). It seems like the number of coins has an effect on the lag in that instance in 4-2. Maybe future movies will be improved by missing certain coins in certain levels or keeping the number of coins low...
Otherwise I don't think it's improvable. Also:
Normal mode TAS comments wrote:
Possible improvements? There might be a faster way to get the good luck for 1-3's bonus game. If there isn't, than I'm almost confident that this movie is "maxed out" , i.e. not improvable.
Also: If you play this game in Bizhawk and it turns out to have different timing, the whole bonus game thing will be different. ---- Tldr: The Normal Mode run can't be improved unless you find new improvements.