Posts for MUGG


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Editor, Experienced Forum User, Published Author, Expert player (2315)
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For everyone's awareness, altabiscuit's time is now 1:27:37. Also, I might get back to TAS planning sooner or later. Back in January when my computer died, I lost access to some important files. I could have those files back now but I wouldn't really be able to understand them anymore. I'm going to have to look at this game from the very beginning and build a new textwall of information to summarize everything in. It's going to take forever and I'm not particularly motivated but I want to go at it someday. (have to plan - item collecting - hige/pow levelups - mushroom plan - battle plan (I'm not really sure how many mushrooms are best to have to take down Birdo and Cackletta with Chopper Bros (unadv))) ---------- >Maybe TAS can come very close to going sub 1 hour. ---------- >I'm not really sure if English or JP is now the fastest version... ---------- >I was rereading part of this forum topic. Someone said they'd have liked to see a glitchless any% TAS - and I agree such a run would be a nice project but it would take way more time to plan out and I'm just not interested. Later on I saw old posts where I feel like I was behaving like a child, not submitting the old run for stupid reasons - in particular, I don't know what happened here. I would have liked to submit my old run but it feels wrong to submit a run that's years old and outdated. I'd like to submit a new version once I finish it (and if I fnish it There have been TAS projects I ditched). ---------- About Zero Def Glitch: Video. This glitch is from December 2012. Back then I deemed the glitch useless because getting Thunderhand takes too long. More importantly, I think you needed to get the scroll from the hammerguys' new home's bonus room which took too long and costed money (?). I also never got the Youtuber's demonstration VBM to sync. Somehow, now I get it to sync using VBA 23 instead of 24m. I might be looking at the usefulness of this glitch later although I still deem it useless.
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This is geting even better? No glitch message? :o
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I would like to note here again that I would love to see a glitchless Blue/Red TAS.
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I hope we'll see a TAS of the "glitchless" RTA category.
Good call. As one of many who like to tune in to werster's and others' Red/Blue speedrun attempts, I can say it's a good and important category. I would love to see a TAS of it.
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The previous run used a memory corruption glitch to warp to the end. Can this walk through walls trick not be used to reach a place where you can perform that memory corruption glitch in order to reach the end earlier?
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Please record a fm2 so people can look into it.
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with this opening that was released back in February? https://www.youtube.com/watch?v=JgeTpfCv6zE
Post subject: Problem with my computer mouse
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Hello, I have a problem with my mouse that I don't know how to solve and I don't think it hurts if I start asking for help in as many places as possible. I was using this mouse http://cgi.ebay.de/ws/eBayISAPI.dll?ViewItem&item=270911436924 , it worked perfectly. Then it broke and I got a new one from the store which didn't work well. Then I bought the mouse from ebay again and it works fine, there's just one problem: Whenever I place the mouse down, it hangs for 1 second before it moves around. No matter how fast the motion is it would always hang for exactly 1 second. When I plugged this mouse in it installed driver software even though it was the same kind as the original one that broke... I don't really know what I could do. The settings don't show any option that has to do with locking the mouse after laying it down - I didn't change settings and the problem didn't occur previously. Rebooting PC didn't help. --- I notice that when I hold the mouse upside down in my hand and move my finger across the light, the cursor moves instantly. So there isn't a lock in that case. I've always been using a paper as my mouse pad and it always worked.. --- it seems that I'm now in need of a mousepag with a rough surface. That seems to work. Still it's bothering me why I it always worked in the past and now I had to face this problem... --- I confirmed that this is a technical defect in the new mouse. The old mouse (of which only one key broke so I could still plug it in and move around with it) always moved around instantly after I placed it down on any surface. It seems to turn out that this was about a defect in the mouse I was using, rather than a bad driver or a setting that I needed to change. The new mouse which had this issue seems to be from a different kind than the one that I used previously. I'm currently contacting the ebay seller to negotiate what we should do.
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I too have thought about if the sign glitch findings could influence the peach speech glitch. But in the end, I don't think those findings have any influence.. The glitch effect doesn't only occur when Luigi gets the "ID 255 blank" command; it can also occur for example when Mario pounds on Luigi. (I don't know if this is going to make sense for you, but the "ID 255 blank" command is the only blank command that makes sign glitch happen, and I don't see a connection between that blank and the peach speech glitch) As for Mario barrel having any special or different effects, I doubt it. I can test it quickly and will edit this post if I do find anything. The credits glitch is conflicting for me because I haven't been able to console verify it (or any of the other glitch effects that wasn't a crash). So if it's like an emulator glitch, I would rather not investigate it any further at the moment. I would love it if players like you could look into console verifying it in my stead (I did test it for 2~3 hours and the game always froze or got to the yellow battle screen).
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- In case this got lost and forgotten yesterday: https://www.youtube.com/watch?v=eYPFaTZOdhQ coffee shop clip - It seems like the loading zones for the throne room and for 1 house I tried outside of the coffee shop aren't even there.. (- The advice guy in the east town just tells you about Cackletta being in the university.) - Using the sign glitch, I got barreled Luigi to hop on barreled Mario lol
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Really nice! We're close to the 1 hour mark in the TAS now. The way I got it to work seems to differ slightly from your way.. I'm going to post the instructions that worked for me in VBA-24m JP ROM: - Barrel glitch, Luigi(front) breaks out and gets blank Mario(behind) can have anything. - Luigi(front) sees sign, switch brothers, press L 4 times. - Switch them, Mario(back) starts and stops spinjump mode, switch them. - Luigi(behind) now has spinjump. Start it. if Mario(front) had hammer, press R 5 times. if Mario(front) had regular jump, press R 6 times. Should have hole now. - Emerge from it, switch them. - Mario(behind) should have hammer. Now Mario(front) with blank walks to the sign, switch them, press L once (should have X). - Luigi(behind) pounds Mario twice, Mario(behind) should have hand now. (This was written down without having read your edits)
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(from phone) well the TAS is improvable by slight changes and by getting a mushbadge. but youre not going to improve past that unless you really can get to the deeper stuff in the forest already. and from my testing i dont think you can. or do you have any certain ideas? cant seem to read any idea from your last post EDIT: Sorry I was kinda sleepy earlier. Now I understand your instructions better and I'm playing around with them. Looks like it's indeed possible for Luigi (front) to scroll through all the action commands. EDIT2: It's been so long since I did this M&L stuff.. I can't seem to remember why we had to go get firehand in the first place... -> to get Mario to have firehand which leads to him getting ACG. I guess this is useless since it's not Mario we're giving the ACG. Only he would benefit from it since him having a certain hammer makes it possible to pound Luigi and keep ACG, leading to teleportation later on. Luigi in front having ACG doesn't seem useful. EDIT3: Mario(small, behind Luigi) can have Firehand but you cannot switch places. Otherwise Mario could get ACG early. My last idea was to make an enemy encounter make small Mario big and then you could have acquired ACG with Mario's firehand (behind Luigi). However, you in fact lose the firehand as soon as you become big.
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There isn't a skype community to my knowledge. The only thing I was able to get in the forest was Luigi's hand (don't remember if Luigi was in back or front). So if you were able to get more than that, I'm really interested. I'm going to look at your instructions later today. Just looking at your very first instruction what does " barrel store with hammers" mean?
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
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Cosmo never disappoints to provide great commentary
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I think that's one of the only (if not the only) appearance of "filly Derpy". Otherwise they show Dinky
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Oh, so that's what the blackscreen I encountered yesterday was. I could only see the hands but not the text... I deleted my savegame by accident too... haha
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I tested the glitch on console in "To the Castle" with the GBC version. The garbage area seems accurate but it's difficult to find anything interesting. I remember from the testing I did long ago: - in the very first level, I could climb upwards and it seems like I was below the ROM area (switchable) because I noticed memory change when I broke something so I knew where I was. I couldn't climb any higher because the bottom of that ROM area was made up of air. - I think there is a goal door somewhere nearby on GBC in "To the Castle" but it crashes the game later on. - Climbing downwards through the garbage is tedious and often leads to dead ends or crashes. The only really interesting stuff I remember we found back then was a caution screen that suddenly pops up. It would be interesting if we could make the credits pop up like that. - Otherwise the glitch area isn't much explored. There might be some more interesting paths to follow in other levels. --- By the way, you using an emulator for speedrunning gives you advantage since you can assign your keys wherever you want whereas real console players have to find a setup with their fingers to pause buffer correctly. That's just something I wanted to mention, but that's coming from someone who dislikes emulator runs anyway.
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I can mention you in that parts of the video you can look the places where you can use the wall jumps.
Well please go ahead and post time time stamps where you such a glitch. I'm curious. I'm curious how you managed to do it, since walljumping requires pixel precision, and a frame perfect 1-frame-long button press.
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xnamkcor wrote:
If someone soldered in jumpers to a real gameboy and we hooked up a playback thingy, could we "console verify" this?
I think we want to console verify the glitch itself even more than the behavior after the jump. In other words, we should try to verify that bytes really are executed as code at $A201 after the glitch occurs - which is only a 0.1% chance though. You'd need to test for a very long time and I don't want to waste my time on that.
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany