Posts for MUGG


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I can't come up with any useful result from the glitch so I went back to working on a fullgame TAS. I only did advance planning until where I set off on the raft - I wasn't calculating in the route that you would come back to the first half of the isle. It seems that you need to use a one-way in the swamps to go from 2nd half to 1st half. You collect the round gem (and rhombusgem if not yet collected), and inspect the campfire (I aim for wedding ending). Apparently you need to visit the cave behind the waterfall to go back to the 2nd half. In order to go there you need to bring arrow + bow to shoot a rock down to unlock a path. This means that you need to make preparations, so I edited my route here. --- open questions, maybe someone can help me: 1) Can the square gem be collected before going back to the 1st half via one-way swamp exit? This would drain the swamp. Is going through the swamp faster than through the cave? 2) Is there a timelimit for when the other kid has to appear? Could I collect most gems (except for the one where either the gem or the pendant appears), and only then inspect both campfires for the other kid to appear, then just stuff honey into her to make her my bride? 3) On the map with the hut, there is a secret passage at the top with trees that you can cut down. Is doing so permanent? 4) Can I collect and bring from the 2nd half: bird feather, stick, flexible stick? This could skip a trip to the hut after I use the swamp one-way exit. This question is actually almost answered. I saw in a gameplay video that there is indeed a flexible stick, a stick and enemy spawns there. I'm going to need to spawn a bird and kill it - might be unfeasible, I don't know... It has to be quicker than the time it takes for a detour to the hut. However, if I'm going to need an axe and I can get one from the hut, I might as well go there anyway. 5) What items are exactly lost during the trip on the raft? All items? I think that I read in a guide that the axe and big stick would be lost during the trip, but I don't know if that's when I bring them along or even if I store them at the hut. --- Here is a WIP http://dehacked.2y.net/microstorage.php/info/1442324130/6.vbm (VBA v24, GBC English) Notes: - Used outdated route. I need to go back to make preparations for getting an arrow/bow. - Actually I would need to redo all of it because I used inoptimal way of clicking away dialogue. 0.5~1.5 secs are lost because of this in the above WIP. - The above questions should give you an idea how lost I am, routeplanning-wise... I could continue trying to make test runs and making optimisations to the route, but only until my motivation for this project expires as it does whenever I work on anything...
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Now testing Japanese version and on Bizhawk. The results are more or less the same; What would crash on English would not on Jp, and vice versa. GB mode resets work the same (although the extent of the graphical glitching varies). I noticed that items on the ground are different between English and Japanese in some places (Japanese seems to have additional items over English, such as 1 more mushroom in the swamps or 1 more berry at the river. Sadly, you can't skip the intro in Jp making it 1 minute slower. EDIT: I noticed on Japanese you could have an effect on the outcome of the glitch, by holding buttons or by trying to use items before entering the hut.
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I better check if this stuff is doable without cheat.. It is. You have to eat a thin grass (found near river) before entering the hut. edit: Ok here are the results from my testing. Underlined is what you do before entering the hut and the text below is what happens. Unfortunately I didn't find any uses yet and I triggered pretty much all the possible text... Only the jump rope part has potential (because it has different kinds of game freezes) but seems useless to me. Eat thin grass beforehand Lot of glitched text. The menu would be graphically glitched (cursor is missing and some symbols are glitched) and you can't seem to "stop Game" but otherwise seems to work normally. Doesn't seem like you can select out of bounds menu entries. Use match beforehand Inspect a fire that you set Use sword against a tree Get the battery (cheat was used) Use mask beforehand Use costume beforehand (cheated inventory) Use big fan beforehand (cheated inventory) Use charm beforehand (cheated inventory) Use trash beforehand (cheated inventory) Blue text freeze. Use broom beforehand Use jumping rope beforehand Use whip beforehand Use baseball gear beforehand Different glitched text and freezes. Hard reset Use flint beforehand (cheated inventory) Glitched texts and game resets itself in SGB mode? Use fox cap beforehand (cheated inventory) Use bear cap beforehand (cheated inventory) Use deer cap beforehand (cheated inventory) Blue border text box freeze. Use big rock on swimming fish twice "Once a day is enough" Crash Can cause a reset with heavily glitched graphics Use jump rope beforehand Strange freeze (scrambles RAM and freezes but also sometimes hangs on same frame) Can cause a SGB reset Potential?
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I noticed when you skip the first hut cutscene trigger and enter the hut, the kid would talk much of the ingame text one after the other.
(empty)
(looking around) hey my knapsack is buried here
dig dig
everything inside is intact. good.
Nnnh.. second dawn. Got a good night's rest.
I should go out now.
I'll go back and search some more.
Rumble
Heh. My stomach's rumbling.
(pause screen opens)
This looks like potential for a "reach ending early" glitch by doing stuff out of order? I'm sure that klmz knew about this though, and seems useless right now but maybe some testing could lead to something in different places. EDIT: Game crashes on a glitched text screen when you collect the battery, make the WrkRadio and go to the hut without ever using it (when the 1st hut cutscene was skipped). I used a cheat to bypass a big rock in order to get the battery, but this goes to show what can be possible... EDIT: Ok, we can get a lot of text to display from that hut just by displaying certain text beforehand (such as from the radio but it also works when using different items or inspecting different things). I had it display text like "oh there's a helicopter" but there was none on the beach after it displayed that text. Haven't gotten events to run yet from this.
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This post is for a fullgame TAS. Building the raft So at the beginning of the game, you basicly find the battery and create the WrkRadio and find out that the search for survivors has been called off. After this, the character wants to build a raft (needs 1 nail, ivy, 4 lumber and have a rock to pound the nail). When 1 lumber has been brought to the beach, the typhoon will start. When the player approaches his hut, he will automatically go to sleep and wake up with his hut broken down and the monkey trapped next to the hut. It is possible to pause/reset skip the triggers that make the player go to his hut automatically and build the raft until it's finished. In order to survive the trip on the raft you need 1) to save the monkey (use big stick on him) 2) bring water and food (gamefaqs says 1 full canteen, and at least 4 of: berries, cooked meals, fruits (Interestingly, if you sleep in your hut after the raft is finished, the raft will disappear although you can still set sail anyway.) Because of condition 1), it is not possible to skip the "hut breaking down" event. TLDR: When building the raft and the typhoon comes, the player has to go to his hut and then save the monkey. It's not skippable. Surviving on sea When you set off, the monkey would appear and you can decide wether to bring him along. If you don't bring him along, he would give the player a WeirdBerry that completely heals him so a TAS should probably abuse that. A critical part of surviving on sea to avoid the Bad Ending (death at sea) is to bring enough food. GameFAQs says to bring a full canteen and at least 4 "good foods" (fruits, berries, cooked meats). I survived with:
  • Canteen (3) , Plain Mush, Sweet Fruit, Hard Fruit
This seems to be considered "bad foods":
  • HlwMush
  • SoftMush
  • Raw clam
This seems to be considered "good foods":
  • ColorMush
  • Plain Mush
  • Sweet Fruit
  • Hard Fruit
  • Cooked Meat
  • Cooked clam
  • Short Grass
  • Thin Grass
  • Sharp Grass
This seems to be required:
  • Canteen (3)
Canteen (2) won't do. I think you would just take the canteen to the river and fill it and somewhere collect mushrooms/grasses/fruits on the way. I found out you need to have 31 health at least in order to survive on sea, regardless of the other conditions. The other stats can be 0 H, 0 W, 100 F, it doesn't matter. Route Building the raft takes energy. And the inventory space is limited - You don't need WrkRadio, axe, big stick, rock, torch anymore so you're going to store some of that in the hut (you are going to visit the hut anyway). Note about item management: You can throw away: rock, big stick (you want to keep big stick to save the monkey and rock to pound the nails) You can't store kindling. Note about inventory size: The inventory space seems weird. I think you can normally carry 10 items, but canteen is considered an extra item(?) so you can carry 10 + canteen. The continuous need to skip the 1st hut cutscene trigger might mean that you would not skip it since it doesn't save enough time. I'm going to try to put a route together. - Get knapsack (have knife, radio, match) - Get Canteen - Get tree bark - Pause skip only if it saves time - Get stick - Get rock somewhere here? - Get ivy somewhere here? - Fill the Canteen at the river - Get big stick - bird feather + stick + flexible stick need to be collected and stored in the hut (when comin back to 1st half of the isle via the swamp one-way, collect ivy + pointy rock, go back to the hut and combine the stuff for bow and arrow. Alternately, maybe you can get a bird feather/stick/flexible stick from 2nd half and bring it along, which would skip the trip to the hut.) - Get fruit somewhere here (or even two fruits depending whats faster) - Make kindling (have knife, radio, match, kindling, big stick, rock, ivy, fruit, fruit, Canteen(3)) - Store all fruit. Might need to store the Canteen... - sleep - Get stick - Use big stick on big rock - Enter forest and get sticky mass - Make torch - (have knife, radio, match, kindling, big stick, stick, torch, rock, ivy, canteen(3)) - Get stick - OoB skip - Get iron chunk and make axe (have knife, axe, radio, match, kindling, big stick, rock, ivy, canteen(3)) - Get battery and make WrkRadio - Get RhombusGem (?) - Use big stick on big rock - Get rock - Listen to the radio about the search - Use axe on tree (near the hut) to make 1 lumber (have knife, axe, WrkRadio, match, kindling, big stick, RhombusGem, Lumber, rock, ivy,canteen(3)) - Sleep in the hut until "search called off" cutscene (day 3 - if doesn't work, well, I got it to work on day 3 by sleeping in the tree at the mountain.) - Go to the beach, get nail from wreck - add the Lumber and nail to the site (3 lumber, 1 nail, 1 ivy left). Typhoon starts. (have knife, axe, WrkRadio, match, kindling, big stick, RhombusGem, rock, canteen(3)) - Go to hut and sleep. Hut broken down. - Store WrkRadio, match in hut (have knife, axe, kindling, big stick, RhombusGem, rock, canteen(3)) - Use big stick on monkey - Axe the other 3 trees near the hut and bring the lumber to the beach one by one - Maybe you're going to sleep somewhere here ~ - On the last trip: store axe, big stick and bring fruit (and canteen if was stored) - Get grass or mushroom on the way to beach. Have 3 good foods at this point. (have knife, kindling, RhombusGem, rock, Lumber, fruit, mush, grass, canteen(3) ) (Instead of bringing 3 foods, you can also bring 2 and bake a clam at the beach if its faster) - Finish the raft and set sail right away You could also not worry about fruits and just go the right way down the forest, to the beach. There would be two clams on the way to the raft and you can manipulate for an animal so you can bake 3 foods.
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Here is part of a post I made in another forum, translated: What I'd like to see in S5: 1) Story arc: I want the story arc to continue in a believable and exciting way. Who created the tree of harmony? Why did it contain the chest, the castle, the elements? Did whoever planted the tree want to protect himself or his kin? I always imagined some kind of goddess of friendship to be behind all this. This goddess will show up in front of Twilight at the series finale. But maybe it will develop a whole lot differently than what I imagine... 2) CMC development: Sweetie Bell can use magic. Her talent is singing but I was under the impression she rather takes after Rarity, trying to become a designer. Scootaloo can't fly - maybe she will someday or she won't, just like Rainbow said. She is good at her Scooter and acrobatics. Rainbow took her under her wing but we haven't exactly seen Rainbow training Scootaloo or them hanging out. Apple Bloom is a bit unclear for me what her talent is exactly. She is seen painting, performing carpenter work and using chemistry. Can't really see how she developed, as a character and skill-wise. So I hope to see them evolve. Sweetie Belle was already seen in S5 trailers to sing in front of Octavia, DJP0N3 and Rarity. And Applebloom will get an episode where the synopsis says her life will turn to a nightmare - maybe this will be her "meet Luna in a dream" episode. Would like to see only one (and not the other two) get her Cutie Mark and see what happens. That could make for an interesting story but it would also end the CMC arc as well. Understandably, the showrunners are more comfortable leaving things as they are (Status Quo is god). 3) Villains: We have seen a few very tough villains. Sombra, Chrysalis, Tirek. Unfortunately they ended up being onetime only - we haven't seen them again since their debut. I would like to see them make returns instead of seeing new villains each season. It becomes less believable and new villains feel whatever to me, they are only going to get defeated anyway and we will never seem them again. So instead of "defeat the bad guy" plots, I would like something new. Maybe quarrels between the good guys. Twilight is now evil and the rest must save her. CMC are splitting up after an argument. Generally would like to see plots without bad guys. I liked Magical Mystery Cure for this. Twilight vs Tirek was epic though. It will be hard to top that. Maybe Tirek can make a return sometime.
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Ok wasn't originally intending to do this but I thought I could give this camhack thing another shot. And I managed to get something useful done this time (Well, kinda. It's not working well yet. Character's X displacement hasn't been accounted for - for now there also seems to be the need to manually edit the line where it says "mostly reliable" for each case.)
Language: lua

local toggle = false displaceStuff = function() --overwrite cam pos: memory.writebyte(0xc126,ypos*8 - 64) --ycam (mostly reliable) memory.writebyte(0xc127,xpos*8 - 176) --xcam (mostly reliable) --memory.writebyte(0xff86,ypos*8 - 64) --ymap (kinda glitchy) --draw player sprite displaced: memory.writebyte(0xdc04,80) --yleft1 memory.writebyte(0xdc00,80) --yright1 memory.writebyte(0xdd04,80) --yleft2 memory.writebyte(0xdd00,80) --yright2 (1 and 2 alternate) end while true do -- player position xplayer = memory.readbytesigned(0xc5c1) yplayer = memory.readbytesigned(0xc5c0) -- player position on screen and in map xpos = memory.readbytesigned(0xd904) ypos = memory.readbytesigned(0xd905) --cam pos xcam = memory.readbytesigned(0xc127) ycam = memory.readbytesigned(0xc126) -- display gui.text(10,10, "xplayer: " .. xplayer) gui.text(10,18, "yplayer: " .. yplayer) gui.text(10,30, "xpos: " .. xpos) gui.text(10,38, "ypos: " .. ypos) gui.text(10,50, "xcam: " .. xcam) gui.text(10,58, "ycam: " .. ycam) -- camhack gui.opacity(0.5) gui.drawbox(100,8,152,18, "red", "white") gui.opacity(1) keytable = input.get() -- keys currently pressed on keyboard/mouse if keytable["xmouse"] > 100 and keytable["xmouse"] <152> 8 and keytable["ymouse"] < 18 and keytable["leftclick"] == true then toggle = not toggle end if toggle then displaceStuff() -- edits cam location and edits location of the drawn character sprite gui.text(105,10,"camhack on") else gui.text(105,10,"camhack off") end emu.frameadvance() end
Try playing this VBM with the lua above in VBA v24. Click on the red field to toggle camhack. It should have same outcome with the camhack off and on:
xplayer 106
yplayer -74
Unfortunately, I cannot resolve the 30 Hz flickering yet but you can very well see what's going on. The particular room from the VBM loops diagonally. Maybe this will lead to some timesavers. (Todo: displace sprites, just like I did with the character) (Todo: Resolve the flickering) (Todo: Account for character being displaced horizontally, not only vertically)
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Editor, Experienced Forum User, Published Author, Expert player (2316)
Joined: 5/15/2007
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Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2316)
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Enter doesn't always work which is why I'm bringing this up.
Post subject: Wiki linebreaks
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I still have to use %%% markup in order to do a linebreak. There's no other way to do one, at least not according to the preview.
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BioSpark wrote:
MUGG wrote:
Fish clip https://www.youtube.com/watch?v=fXJrBN8vTqQ
does that save any time? it doesn't seem like it would...
Yes it's likely to save some seconds. There is a fish clip with the ceiling enemies later that I found that has a chance at saving time also. Which means there are now 3 different clips in lv3 (at best). Lv2 and halfway Lv3 WIP -Lv 2 is almost unchanged. -Lv 3 uses the new fishclip which saves 3.5 secs. Using fishclip on ceiling enemies isn't worthwhile - going to fly through those rooms instead (faster than walking by about 150f).
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Post subject: fixed broken link
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Level 1 WIP VBA v24 svn3?? Trip World (J).gb Saved about 45 frames. Lost about 70 frames to new LCD lag emulation. The WIP is 19 frames behind the previous TAS overall (it was behind ~52 frames before level 1) Room1: 3f saved Room2: 5f saved Room3: 22f saved Room4: 10f saved Room5: 4f saved Room6: 1f saved Room7: 2f lost Boss: ?
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EDIT: Newer version of luascript I'm using. Runs on VBA v24 svn422.
Language: lua

function fn() if movie.active() then gui.text(2,16,vba.framecount() .."/".. movie.length() .. " " .. emu.lagcount(), "#ffffff", "#000000") else gui.text(2,16,"movie not recording", "#ff2222", "#000000") end end gui.register(fn) local formtable= { [0] = "fish", [1] = "fish/attack", [2] = "fish/damage", [4] = "fish/splash", [8] = "fish", [9] = "fish/attack", [10] = "fish/damage", [16] = "normal", [17] = "normal/attack", [18] = "normal/damage", [19] = "normal/damage", [20] = "normal/splash", [24] = "normal", [25] = "normal/attack", [26] = "normal/damage", [27] = "normal/damage", [32] = "flying", [34] = "flying/damage", [35] = "flying/damage", [36] = "splash", [40] = "flying", [42] = "flying/damage", [43] = "flying/damage", [48] = "transform", [80] = "ball", [84] = "ball/splash", [88] = "ball", [96] = "mouse", [97] = "mouse/attack", [98] = "mouse/damage", [99] = "mouse/damage", [100] = "mouse/splash", [104] = "mouse", [105] = "mouse/attack", [106] = "mouse/damage", [107] = "mouse/damage", [112] = "flower", [113] = "flower/attack", [114] = "flower/damage", [116] = "flower/splash", [120] = "flower", [121] = "flower", [122] = "flower/damage", [128] = "big", [132] = "big/splash", [136] = "big", [144] = "mini", [145] = "mini/attack", [146] = "mini/damage", [148] = "mini/splash", [152] = "mini", [153] = "mini/attack", [154] = "mini/damage", [160] = "goku", [161] = "goku/attack", [162] = "goku/damage", [164] = "goku/splash", [168] = "goku", [169] = "goku/attack", [170] = "goku/damage" } Color = "#ffffff" BorderColor = "#00111111" XOFFSET = 0 YOFFSET = 0 while true do xcam = memory.readbyte(0xff9d)*256 + memory.readbyte(0xff9e) ycam = memory.readbyte(0xff9f)*256 form = memory.readbyte(0xffad) paused = memory.readbytesigned(0xc2db) health = memory.readbytesigned(0xffa0) ingamecounter = memory.readbyte(0xff99) xspeed = memory.readbytesigned(0xffa8) yspeed = memory.readbytesigned(0xffaa) xpos = memory.readbyteunsigned(0xffa1)*256 + memory.readbyteunsigned(0xffa2) ypos = memory.readbyteunsigned(0xffa3)*256 + memory.readbyteunsigned(0xffa4) powerupduration = memory.readbyteunsigned(0xc2c4)*256 + memory.readbyteunsigned(0xc2c5) bosshealth = memory.readbyteunsigned(0xc102) -- ENEMIES for i=0,7,1 do xenemy = memory.readbyte(0xc106+i*32)*256 + memory.readbyte(0xc105+i*32) yenemy = memory.readbyte(0xc108+i*32)*256 + memory.readbyte(0xc107+i*32) xactual = (xenemy-xcam)/16 -8 yactual = (yenemy-ycam)/16 -26 gui.opacity(0.65) gui.drawbox(xactual-1,yactual,xactual+19,yactual+13,"#AA1000") gui.opacity(0.82) gui.text(xactual,yactual, xenemy, Color,BorderColor) gui.text(xactual,yactual+7, yenemy, Color, BorderColor) end -- DRAW BOXES gui.opacity(1) gui.drawbox(0+XOFFSET,120+YOFFSET,160+XOFFSET,150+YOFFSET,"#000000") gui.opacity(0.75) gui.drawbox(0+XOFFSET,-2+YOFFSET,160+XOFFSET,14+YOFFSET,"#001175") gui.opacity(0.2) gui.drawbox(0+XOFFSET,15+YOFFSET,160+XOFFSET,15+YOFFSET,"#001175") gui.drawbox(0+XOFFSET,119+YOFFSET,160+XOFFSET,119+YOFFSET,"#000000") gui.opacity(0.9) -- DRAW HEALTH AND FORM gui.drawbox(0+XOFFSET,0+YOFFSET,7+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) gui.drawbox(7+XOFFSET,0+YOFFSET,14+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) gui.drawbox(14+XOFFSET,0+YOFFSET,21+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) gui.drawbox(21+XOFFSET,0+YOFFSET,28+XOFFSET,6+YOFFSET,"#dd0000",BorderColor) for i=health-1,0,-1 do gui.drawbox(i*7+XOFFSET,0+YOFFSET,7+i*7+XOFFSET,6+YOFFSET,"#00dd00",BorderColor) end if formtable[form] then gui.text(2+XOFFSET,7+YOFFSET,formtable[form], Color, BorderColor) else gui.text (2+XOFFSET,7+YOFFSET, "???", Color, BorderColor) end -- DRAW STATS gui.text(94+XOFFSET,0+YOFFSET, xspeed, Color,BorderColor) gui.text(94+XOFFSET,7+YOFFSET, yspeed,Color,BorderColor) gui.text(112+XOFFSET,0+YOFFSET, xpos,Color,BorderColor) gui.text(112+XOFFSET,7+YOFFSET, ypos,Color,BorderColor) gui.text(138+XOFFSET,0+YOFFSET, powerupduration,Color,BorderColor) gui.text(138+XOFFSET,7+YOFFSET, bosshealth,Color,BorderColor) if emu.lagged() then gui.text(80,16,"************************************************", "#ff2222", "#ff000000") end -- DRAW SPEED PENALTY ON YACOPU xonscreen = (xpos-xcam)/16 yonscreen = (ypos-ycam)/16 penaltytimer = ingamecounter % 16 gui.opacity(0.40) if penaltytimer == 0 and paused==0 then gui.drawbox(xonscreen-10,yonscreen-12,xonscreen+6,yonscreen-2, "#ff0000" ) end if penaltytimer == 0 and paused==1 then gui.drawbox(xonscreen-10,yonscreen-12,xonscreen+6,yonscreen-2, "#00ff00" ) end gui.opacity(0.75) gui.drawbox(xonscreen-7,yonscreen-25,xonscreen+5,yonscreen-16, "#000000" ) gui.opacity(1) gui.text(xonscreen-4,yonscreen-24, 16-penaltytimer, Color, BorderColor) gui.opacity(1) vba.frameadvance() end
- shows the state yacopu is in (his form and if he takes damage or attacks) - enemy xpos/ypos display - indicates lagframes and tells if movie is recording or not - what's been there in the previous version: xspeed, yspeed, xpos, ypos, powerup duration, boss health
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Ok, I found a huge clip now. Going to make a vid and edit this post later :) --- EDIT: VBM Link to video The clam miniboss has to be put in the tight passage on the right of the room. When Yacopu attacks and the clam is on the ground, it closes. It has to close and come to a halt at X position anywhere between 00 27 and 1F 27. While it closes, Yacopu can jump at it from below to squeeze below it. If it went well you simply need to walk right and you clip automatically.
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You can clip into a wall to your right if an enemy pushes you from below into a ceiling and there is a wall to your right and to your bottom right. http://dehacked.2y.net/microstorage.php/info/1177423907/enemy%20clip1.vbm (Trip World(J), VBA19-23) I tried it with this enemy in level 3 but the wall to the "bottom right" is missing. The enemy somehow can end up clipping but yacopu can't. In the same level I tried it also with these enemies: I didn't manage to do it with these enemies (only managed it by editing memory to alter positionings). In any case, those clips would allow yacopu to end up in a space to the right of the boss and you can't actually enter the boss room so those spots are useless.
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I thought copyright law was less serious in Japan. There are some gems on nicovideo that I would hate to go deleted. That would include all the videos from first post here http://tasvideos.org/forum/viewtopic.php?t=10580 It might be a good effort to try to save what's still left to be saved. EDIT: I actually do not have the time but I would beg someone to save the following videos and video descriptions before they get deleted for good. Please. http://www.nicovideo.jp/watch/sm16291022 http://www.nicovideo.jp/watch/sm4505351 http://www.nicovideo.jp/watch/sm12592622 http://www.nicovideo.jp/watch/sm7896735
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EgxHB wrote:
Am I the only one who's having a problem where RAT926's gifs don't loop? I'm using iOS Safari btw.
You can download them and play them back in media player classic over and over.
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FractalFusion wrote:
- Using Strength on the SS Anne Truck triggered a Mew event, leading to a mysterious cave.
O____o ??
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Anyone, please do feel free to PM me what kind of Kirby videos were included this time around. (I can't watch myself because the site doesn't load for me)
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Makes me glad to see these findings. Glitch/Trick hunting is something that I'm passionate about, and RAT926 here is the grandmaster of it. Good work :)
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Here are all the Coo clip timesavers I found Link to video
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- If anyone needs this I have made a VBM of the slope clip. [url=http://dehacked.2y.net/microstorage.php/info/548592540/Kirby%27s%20Dream%20Land%202%20%28U%29%20%5BS%5D%5B%5D.vbm VBA19-23]Link[/url] - I confirmed the clip works in both directions (left and right slopes). I did not confirm if it works on ceiling slopes. - You have to be fat Kirby to do the clip. - I'm making a video about this trick since I already found 2 places where it saves time in TAS. I'm not really sure but I think Coo might be faster than Kine in the water levels.. From my little testing Coo wasn't that desperately slowed in water and Kine was slow on land..