Posts for MUGG


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Ok guys let's put his name in our signatures.
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Peach Speech Glitch (more info): 02004ACC and nearby addresses seem to be info related to what event is playing or what kind of speech bubble is displayed. 02004B6C has to be "1" in order to activate the event. Escorting Peach and approaching her after a room is done would yield this scenario (in other words, 02004ACC and nearby addresses have these values):
01 14 3B 26 08
     78 43 26 08
0A 3B 26 08
and 02004B6C is "1". --- 02004ACE seems to be some kind of event pointer, I'm not sure. If it is 22 at the time the event is triggered like above, then a wrong warp to Little Fungitown occurs. ... 6C = Goomba battle with Stardust Field background Can also cause a rumbling screen instead 7B, AF = Minecart minigame 82, A8 = Photographer cutscene B3 = Camera scrolls slowly somewhere... B7, BB = Map screen --- When on the map screen, 02004ACC seems to have an influence on what screen it displays next (However, what exactly is going to happen is also dependent on something else - I have not found out what). --- End credits scenario is
01 83 12 C0 5E
     00 00 00 00
82 12 C0 5E 01
...
                       01
FF 00 00 9C
But trying to reproduce the credits glitch by using the knowledge above, and by editing addresses to have values from the End Credits scenario does not seem to work... There are still other factors that have influence on what happens. Ultimately, on VBA, things can happen that don't happen that way on real console. I like to come back to researching Peach Speech Glitch sometimes but it doesn't seem like I'm going to find out anything useful.. other than what I posted above. ---------- @altabiscuit - When doing 2nd Rock skip, and using Luigi's Spinjump to make him float, what am I supposed to do next? When I switch the brothers, Mario will fall down and no rock skip can be done. - Big Skip. You wrote:
High jump on luigi again, press L until a high Jump appears then press L 15 more times
This is confusing to me. Did you mean Highjump until the flicker stops? I would be grateful for very precise step by step explanations. Instead of "follow Fungitown skip until across the wall" or such. I hope you understand. --------- At least, the most important testing seems to be done now. Spinjump gives Luigi Barrelhop on console-only, which may be useful but not in any% English TAS. Luigi cannot get Glitch Hammer so there is no possibility of yet unfound glitches. I will do route planning very soon, this weekend maybe. ---------- I tested Action Command Glitch on English version between GBA, GB Player and DS. Someone requested this here earlier... The glitch looks consistent, there are no differences.
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@altabiscuit: With spinjump on Luigi, how many L presses do you need to acquire Barrelhop. Or how do you do Joke's End Early? You cannot acquire barrelhop with Luigi's spinjump in Bizhawk and VBA24. If you say it is possible on console, then this is a rather serious emulation problem. Not affecting the TAS but still... Is Luigi hat clip to Fungitown the same as to Birdo? Or is there a crucial difference? @jdaster64 / llproductions2006: You have posted this formula for the minimum damage that Chopper Bros deals:
0.0466 * (Mario's POW - Enemy DEF / 2
Do you have formulas for the first few hits of Chopper Bros? Or formulas for other attacks? More information like that? This is what I got right now: http://tasvideos.org/GameResources/GBx/MarioAndLuigiSuperstarSaga.html#AttackFormulas TODO:
1. Test "2nd Guffawha Rock Skip" on VBA/Bizhawk/console between US/JP/EU
2. Test "Luigi's Hat Teleport" on VBA/Bizhawk/console between US/JP/EU
3. Test "Rock skip after Birdo" on VBA/Bizhawk/console between US/JP/EU (this is going to be the same as 1st Rock skip? Or another trick? I saw someone made a video specially for this which I will look at when testing.
4. Test "Joke's End Early" on VBA/Bizhawk/console between US/JP/EU
5. Test "Popple & Birdo door skip" on VBA/Bizhawk/console between US/JP/EU
6. Test "1st Rock Skip" on console between US/JP/EU
7. Test Action Command Glitch between GB Player, GBA, DS just in case there are differences...
8. Post all results
9. Route planning
10. TASing
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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Today I found a very minor 1 frame thing. Position the brothers in a straight line and let the back brother use hammer or hand 1 frame after you change direction. I don't really have any new ideas for new glitches or tricks that could save time in the early game. So maybe I'm going to start route planning (which items to collect etc.) soon.
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I posted in the other topic that some TASes that I've known about have vanished from Youtube. Well, I just looked in nicovideo and they're there. マリオカートアドバンス GBAコース150cc全カップ 23:47 TAS 修正版 Link to video Link to video マリオカートアドバンス 150cc全カップ スピンカット使用 14:18 TAS With banana spin glitch Link to video
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For Mario Kart Super Circuit, there have been a few TASes on Youtube, using "Banana Spin glitch" and without using it. I don't remember the person's name anymore, and the TASes have apparently vanished..
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I still haven't seen a VBM of Mario Land. Did you just talk hot air?
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got4n wrote:
(video) saved 181 frames
I have commented on your video and going to post here again: You walk in big curves near the end of the forest, instead of walking in straight lines. Also can the trick where you jump high at the ledge not be set up sooner? Couldn't you do the first jump sooner?
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I don't like this kind of "input end" where the character stands around for another minute before the game ends. I prefer fastest real time
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If you want to share it, I will be interested in seeing how you managed to save 1 frame in the first level. Je suis interessé par voir comme tu gagne le 1 frame sur le premier niveau.
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Kurabupengin wrote:
Is the credits glitch ACE, memory corruption or something?
I don't know. EDIT: It could be both of those. I have seen that the glitch will randomly give you items and more and more money, sometimes going up to 9999 coins within 50 frames... It matters if you hold buttons or not while the glitching occurs. Also, it seems again to be one of those glitches that can desync. For example, I load a savestate right before the glitching occurs and press nothing afterwards. There are two different outcomes that can happen. The glitch is not 100% deterministic. This is the case in VBA. In Bizhawk, I have done next to no testing but the glitch has always frozen the game and done nothing else so far for me. On console nothing very special has happened yet either. That's why I assume all the strange glitching that happens on VBA is an emulation issue. It would nevertheless be nice if someone could look into the memory to understand what the glitch does. Because I tried and can't figure it out.
jlun2 wrote:
I just had a thought. For "console", does the gameboy player for gamecube act the same for this game as the GBA regarding the glitches?
I assume it does. I will look into it later.
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http://tasvideos.org/GameResources/GBx/MarioAndLuigiSuperstarSaga.html This page is nearly finished. I added a ton of information and tried to explain it well. It is still hard to imagine that a newbie would come along and understand my "action command glitch" step by step explanations but at least the videos might help understand things better. Feel free to give feedback and if you see errors, please PM me or post about it here.
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- You can enter "TAS + game name in Japanese" in nicovideo. - You can search for RTA times here: http://listeners.reep.info http://listeners.reep.info/index.php?Peercast%20Record There was one other RTA site like this but I don't remember - Gamefaqs, wikipedia etc. - Youtube "game name + glitch" or "game name + tas" I used to search for new kirby, mario and zelda glitches and TASes on Youtube every week but I stopped in about 2011 because I lost interest to keep it up.
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Did you check for Left+Right or "same frame" glitches in the SNES and Genesis versions? By "same frame" I mean: die + pause die + get a health item (if there is one in the game?) die + reach level end pause + reach level end etc.
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three
Which is the third? Oh hai abahbob. You starting from the beginning on JP? Good luck.
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Can you explain to me why Ms. Mowz is skipped now? What does ultra hammer have to do with it? Sorry for not really contributing to the discussion but I am curious
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Your butterfly fight looked improvable. Why did you take damage on the rails (at least 2 times)? In the cave, you jumped into a rock and fell back although it could have been avoided.
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In his 1:26:25 video (US, console), the room before Popple & Birdo, altabiscuit lets Luigi spinjump on Mario and presses R to acquire "firebrand" for Mario in order to light the torch and open the door. In a TAS this spinjump could be canceled at a corner. That means, you could walk out of the yellow pipe and around the corner, start spinjumping, press R while Luigi's spinjump is blocked by the yellow pipe's ceiling. So I could immediately move on and have "firebrand". But VBA/Bizhawk emulate the glitch wrong and pressing R does not yield firebrand and other such commands that are at the beginning. Instead, pressing R will always go to ID 128 which is nearby "emerge", so it skips "firebrand". I will have to rely on a 1 frame trick found by vlackSR which will cost a few frames because Luigi's spinjump won't be stopped by a ceiling now. --- "Sign glitch" will probably be a few frames faster because part of the glitch requires you to press L 10 times on console but only 4 times on emulator. If US or EU version is used, more frames are going to be saved in "sign glitch" because part of the glitch requires you to press R 15 times on console but only 1(+2 subsequent) or 2(+1 subsequent) times on emulator. --- I'm really concerned about these differences. I was especially concerned about the difference at room before Popple & Birdo because I thought "firebrand" couldn't be acquired to open the door and now I have to rely on a fallback strat due to inaccurate emulation... ***** If we could clip into the loading zone here it might be possible to save a bit of time (the time save is not confirmed). --- I looked at memory addresses that might be related to the status of Mario and Luigi (such as "underground", "barreled", "full of water" etc.). So far I've come up with these for Front Mario: 02006e20 is 01 if Front Mario is normal is 28 Front Mario small 02006E7D FrontMario's height? 10 is small 20 is big This value is used to determine how high Luigi will jump when attempting to highjump on Mario. 02006f63 08 if small 00 if big 03002414 9b if bros can be switched 9a if not controls the relationship of the brothers in the overworld, if action command graphics are big or small or can be used or not (?) and where the bros are facing etc. 03002418 action command that is forced onto front mario (such as 02 ! 01 talk 00 none if nonzero, cannot switch action commands. 03002452= CA small front mario C2 big front mario --- TODO: -testing remaining glitches on remaining systems and versions, to finish my documentation. -maybe some test TASes of sorts but I might be too lazy to do those...
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What I can say from today's livestream: - Bizhawk and VBA24m seem to emulate things the same. Which means any slight emulation errors are on both those emulators. - Sign glitch ("exclamation action command") also works with people ("speaking action command"), but doesn't give Mario an X so you can't get firebrand... - I tried Peach Speech glitch again for a bit on EU version, gameboyplayer. Outcomes were mostly silent or loudnoise crashes, sometimes yellow stars appearing. Nothing special really. It would still require hours of more testing before I could make an assumption if the glitch was emulated correctly or not in VBA. - I kind of try to find new glitches in the early game. If you could get blank action command earlier, you could skip more of the game in the beginning. - If Front Luigi has blank command, and walks in the eastern part of the town, at the pillar thing that blocks your way, from the left side, he gets "speaking command" for no apparent reason. This doesn't happen if you walk at the other pillars in the other rooms. There might be some kind of "invisible NPC" there. - Complete documentation about comparison of the glitches between US/EU/JP and console/VBA/Bizhawk will be posted later.
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1) I would like you to stop making so many new topics about new games you want to TAS. Here at tasvideos some of us spend months or years to optimize and complete one TAS, but within the last 10 days you made topics about at least 6 games. Are you going to TAS them all? rayman advance kid chameleon call of duty 1 sim in the city mario bros deluxe golden axe 2. ... It is recommended you focus on only 1~3 games at a time. 2) I was kind of interested in this game, since I played the gameboy version. But the game seems a bit lacklustre and slowpaced.. Well, good luck, I will be waiting for more WIPs here.
Post subject: Re: mario bross deluxe
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You should use the same emulator that the published TAS used. You can find it here (VBA v24 svn480).
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I have already updated my script. http://pastebin.com/VXdq7UsF Did you know that Bizhawk doesn't stretch the game screen to the window but instead leaves black space, and lua stuff gets output on that space? Doesn't work with the "draw" functions though (lines, pixels, boxes still have to be drawn inside the game screen). I abused this behavior so I wouldn't have to worry about preventing visability by putting too much information on the screen. I re-organised everything above the game screen, and added an item display which can be expanded by clicking. Separation lines were done by using many " | ". I should really be done with this now, so I will hopefully get to actually testing/verifying the glitches this weekend. Most probably will be livestreaming too.
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Why do you need it? If you're going to play to music patterns, then you can just try different input sequences on different frames and play it back to see if it looks good.
Editor, Experienced Forum User, Published Author, Expert player (2315)
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