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I'm gaining interest to come back and do Hard mode again. But I'm not gonna do it without a script that tells the bonus game each frame this time. I think addresses FF04 and FF05 are responsible for it. They seem to increment at the same rate each frame, one seems responsible for Mario's positioning and the other for the item order. Ladder seems to always appear at the top (?). This is so far just guessing and not confirmed. Unfortunately I have already researched and tested a lot but I can't figure it out. If someone helps me I may be able to return to this game earlier. ------ EDIT: In VBA24m, I think the game uses FF04 and FF05 one frame before white screen (into the bonus game) to determine the item placement. However, Mario's positioning is not determined in that same frame. It's determined a frame later and it doesn't use FF04/FF05. FFB3 (game mode) may be an indicator. When entering a bonus game, that address turns 12, then 13, then 14, then 15. Maybe it performs different calculations within those modes.
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TheReflexWonder wrote:
DrJones wrote:
In the commodore version, at least, you can die from the portcullis that falls on floor 2.
The same can happen in the GB version.
I move forward and instantly backward which triggers the door without me dying. When the door lifts, I go through it. The door would kill you if you even so much as touch it.
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Well I wouldn't know but I don't think credits can run without the game then fading into a "Ending x was achieved" screen. If the game freezes after the credits, then that shouldn't count, but if it goes over to a black screen saying "Ending 8", that would be a good accomplishment to me. The full ending would be even better, I guess. As I mentioned, if you want to go for an ending, endings 4 5 6 or 8 have credits. The best ending is ending 8.
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Well, there are 8 possible endings. Only some include the credits, and some endings are bad. Would be a bit disappointing to reach an inferior ending... I apologize in advance for some redundant information there may be below. You probably just want to grab the VBMs and do your testing, heh... Saved by heli (ED1) http://dehacked.2y.net/microstorage.php/info/1009492152/heli.vbm (VBA 24m, svn391, U C ! game version) Other kid ending: - I edited memory to save me some trouble. Unfortunately I didn't find out how the game exactly keeps track of whether or not the other kid was found. Also, I edited my items so I had all the gems from the start. If you use them on the ship place too early, it seems ending 5 (leave by ship with other kid, other kid dies) can't be reached even if address $C5F6 (other kid's love towards you) is zero (I'm really confused about this to be honest but oh well*). Instead, Ending 6 (normal ship ending) will be reached. If you give the other kid honey so love address is 240 or more, ending 8 will be reached (wedding ending). - I think that only endings 4, 5, 6 and 8 give credits, but I'm not sure. Those will be the endings that are the most viable for us. 4 = you leave alone with ship 5 = you leave with other kid with ship, other kid dies 6 = you leave with other kid with ship, normally 8 = you leave with other kid with ship, wedding ending - Just for your information, since I don't know if you're familiar with the game: After the raft trip, two campsites will appear in the first half of the isle. You need to inspect at least one of them so a trigger field appears just outside the ship place. When stepping on that trigger, the other kid will be found. Once the other kid has been found (doesn't need to be brought to ship), the ship ending will automatically be "two kids" (endings 5,6,8). Otherwise, the ship ending will just be you alone "one kid" (ending 4), regardless of whether or not you inspected a campsite. The trigger field can be skipped past without cheating. Other kid normal ship ending (ED6. Can be ED8 if you give all honey to other kid) http://dehacked.2y.net/microstorage.php/info/1021841373/other%20kid%20ending.vbm Leave by ship alone ending (ED4) http://dehacked.2y.net/microstorage.php/info/1739907163/single%20kid%20ending.vbm * - It may be impossible to reach ED5 (Other kid dies) if certain other conditions are met, such as whether or not you have taken Bub along on the raft trip. If I ever decide to make an all endings run this will be something to test. It may split open the endings map I made in a previous post (which would be unfortunate - Looks like 20 more minutes of play time unnecessarily).
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Can someone post a small movie/savestate near Zelda, 2nd quest, Japanese version 1.1? The glitch TAS desyncs for me on all Fceux versions I try. Sorry, it turns out I don't need it anymore.
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I never used this emulator and I'm not sure if this is going to work but maybe you can write a .bat that does what you want it to do. https://code.google.com/p/mame-rr/wiki/CommandLine
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I came across this condition to reach an ending: While text is displayed on the screen (not "Nothing's here" but actual text), $C162 onwards must store certain values for something to happen. FF 34 02 01 Pressing the text away will then reach the "leaving by ship" ending. FF 34 01 01 Will close the text and start the ending on its own. FF 32 01 01 FF 31 01 01 Would display the staff credits and wedding sequence and assume Ending 8 was reached. FF 28 01 01 Helicopter ending. 00 28 01 01 Kid arrives at hut during the typhoon. 01 26 01 01 Kid finds the skeleton in a cave. 02 24 01 01 Kid finds waterfall cave.
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When I use my sword against a tree (that can be made to lumber with an axe) and then go into the hut, it would execute addresses $C900 or so ~ $CFFF. Don't know if this is useful, just saying. (Edit: Using costume, then entering hut can sometimes make the whole screen black and execute from $BC10) What would be the best code to reach the ending? ----- Edit: I've been working on this script (Masterjun helped me).
Language: lua

local function hex(num,dig) if not dig then dig = 4 end return string.format("%0"..dig.."X",num) end local addr = {} t = "" memory.registerexec(0xA000,0x2149,function() table.insert(addr,memory.getregister("pc")) end) memory.registerexec(0xc14a,function() table.insert(addr,memory.getregister("pc")) t = t .. "(buttonpress)\n" end) memory.registerexec(0xc14b,0x05b4,function() table.insert(addr,memory.getregister("pc")) end) memory.registerexec(0xc700,0x000b,function() table.insert(addr,memory.getregister("pc")) t = t .. "(inventory)\n" end) memory.registerexec(0xc70c,0x0440,function() table.insert(addr,memory.getregister("pc")) end) memory.registerexec(0xcb4d,function() table.insert(addr,memory.getregister("pc")) t = t .. "(name)\n" end) memory.registerexec(0xcb4e,0x04b1,function() table.insert(addr,memory.getregister("pc")) end) while true do if #addr>0 then local group = {} for key,value in pairs(addr) do if #group==0 then table.insert(group,{value,value}) elseif math.abs(group[#group][2]-value)>3 then table.insert(group,{value,value}) else group[#group][2]=value end end group[#group][2]=addr[#addr] print("== frame " .. emu.framecount() .. " ==") for key,value in pairs(group) do print(hex(value[1]).."~"..hex(value[2]).." executed!") end print(t) if t ~= "" then print("") end t="" end addr = {} emu.frameadvance() end
Using a match, then entering the hut (US ROM with VBA): I just need to find out what code reaches the ending. I've already tried a bunch of C3 xx xx C4 xx xx and it keeps hanging....
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I have a new inquiry to make. Survival Kids has a glitch that potentially leads to another ACE, similar to Super Mario Land 2's pause glitch. Those glitches would make the game execute code not from ROM but from other places such as SRAM, RAM, WRAM etc. My question is would it be feasible to use a script that checks if any of those addresses are being executed each frame? For SML2, I only checked a dozen addresses that really mattered (because I knew which one mattered). With Survival Kids I don't know which addresses matter. EDIT:
Language: lua

function hex(num,dig) local dig = dig or 4 --assume 4 digits if not given local hexstr = '0123456789ABCDEF' local s = '' --while num > 0 do while dig > 0 do -- use digit instead so there is padding local mod = math.fmod(num, 16) s = string.sub(hexstr, mod+1, mod+1) .. s num = math.floor(num / 16) dig = dig - 1 end if s == '' then s = '0' end return s end while true do t="" for i=0xC000,0xCFFF,0x0001 do memory.registerexec(i, function () vba.print(hex(i).." executed!") t = t .. hex(i) .. " executed\n" end) end gui.text(2,0,t,"orange") emu.frameadvance() end
Looks like this is what I wanted although it's reaaally slow.
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Not that I'll be back to TASing this game anytime soon (I don't feel like it) but... I'm not actually up to date with all the new small strategy changes and whatnot that altabiscuit found and uses in his runs. A big one seems to be the minigame in the cave that can give you 500 coins and going there also gives you hammers thus no need to glitch past two rocks in Teehee Valley (but glitching through them isn't so much slower). I don't know if 500 coins is worth the detour in TAS.
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Hey, I'm not sure why, but using on VBA 24 gives C:\Users\User\Documents\wl2\WL2Overlay.lua:34: attempt to index global 'mainmemory' (a nil value)
Unless I'm confusing something here, it's because the script was made specially for Bizhawk. Memory related functions have different names between VBA's and Bizhawk's Lua adaptions. In my previous post I also already requested the script to be altered so it can be used in VBA.
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So make a Youtube account and flag for copyright infringement.
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First thing I thought of was a user called ToS but it turned out that's the guy who made the video you linked. He has a few good videos.
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If anyone wants to work on Kirby Superstar, I have the latest SMVs for any% and 100% for snes9x 1.43 (from 2010 or so). E: In Dragonball Advance Adventure you can use general optimization and manipulate for better spawns in battles. You can divekick as long as you want rather than over and over.
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Someone mind explaining what GIM is?
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Do you plan on submitting it? I watched 2 minutes so far, I liked the switching off and on of the map. I watched it all now. Really interesting that trick to get a bottle. I liked the switching on and off of the map during the rupee collecting.
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Ok I figured out what's up with the pendant in the desert. Before the raft trip: it will be the oval gem but there is no way to reach this place yet. If you leave Bub behind: it will always be the pendant even if you didn't trigger the other kid yet (by looking at one of the two fire sites) If you take Bub with you: It will be the oval gem. If you look at a campsite, it will change to the pendant. If you pick it up as the oval gem, the campsites will disappear. What this means for an All Endings run: It would be the best for an all endings run to play as far ahead as possible before splitting into different endings. I still haven't tested if you can save your game, achieve an ending and then continue on that save to reach another ending. But if it possible then Bub should be taken onto the raft trip (so we can decide later if we take the oval gem or the pendant from the desert), then play 2nd half of isle similar to ED8 and save at the hut. Play single kid endings, and then load a savegame and check a campsite to do the "two kid" endings.
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The initial glitch can be altered by changing the input before the "> A B" frame. That gives me a different inventory: (achieved with this input: F14483 < F14484 < F14485 < F14486 < F14487 > F14488 A B )
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I noticed you have access to glitched items with which you can execute more random code. I briefly tested some and here is a short list about them: So I'm not so familiar with how the game is programmed but I would image it like this: Each item is a pointer to a certain part in ROM. Out of bounds items would jump to random (but sequential) parts of ROM, and execute code there. Potential for jump to the end looks very good. I give this 3 days at most until credits glitch is found. (This does bring back memories from when you found something in Super Mario Bros 3. Huh.)
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Wow! Does this work on the English version? I'm playing around with it to see if I can find something interesting.
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Yes but I don't really know how to find out when or where it jumps. I would need some assistance. Maybe I can collab with Masterjun again lol
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I'm checking the european game "Stranded Kids" for the text glitch. It seems to be much more of a goldmine of glitched text/crashes than the other two versions. For example, using broom before entering the hut would glitch up the screen a bunch and then randomly freeze or reset the game. Another item (forgot which) would change the music. This was with the english language. Haven't tried French and German yet. (The german translation is horrible btw. Cancel becomes delete, spicy becomes spiced) Again I want to emphasize, the crashes have some variety. The same crash can be slightly different if you hold different buttons before it. Sometimes the same text pointer would cause the game to hang instead of crash, etc. I can't do much more but test a lot. Maybe someday someone will find a small gap of opportunity in all this that leads to ACE..
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I think 1P TASes are boring. Even the published one was rather uninteresting to me... Someone just make a 4 player 99 stock video and optimize that for entertainment. Now that would be something I would really like to see, same for SSBM. Use all controller ports and be creative! Does Bizhawk run N64? Does it support branching between controllers?