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In 2013, I used a x264 encoding setup to make my videos (mp4 video&audio). Now that I'm on a new computer, I have to create the setup again. But it seems no matter what I encode, everything is silent and has no audio (mp4 video only). My files: avs2pipemod exactDedup.dll js32.dll libgomp-1.dll mkvmerge.exe mp4box.exe mt_masktools-26.dll mvtools2.dll neroAacEnc.exe opusenc.exe pthreadgc2.dll sox.exe tvcman.exe venc.exe x264.exe x264-10.exe zlib1.dll encode.bat av1.avs av1.avs contains the video source. Whether it be avisource or dss2, I'm getting the same problem. encode.bat contains x264 --crf 0 --ref 16 --bframes 6 --keyint 1000 --colorprim bt709 --transfer bt709 --output-csp rgb --output OUTPUTVIDEO.mp4 av1.avs Why did my setup work in 2013 on my old computer, and now I'm getting no audio on my new setup? Am I missing some files? I read somewhere that I have to get ffmpeg, so I got it and ran the .bat in it, and it said it added some stuff most of which starts with "libav". Still didn't work. Aktan tells me to merge wav & mp4 to mkv, but I'm going to do it only when I can't solve my problem.
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I in fact did play through the game again until tower W1 to test the glitch with the two doors: - There is at least one lever in an earlier tower that opens a door and closes another, but the glitch will not work on it because they open/close almost simultaneously. In W1, they open/close after each other. - To do the glitch, press F2 or F3 to bring up the save or load screen at the moment one door has been opened and the other hasn't been closed. When done correctly, both doors are now open but you can no longer pull any levers for as long as the game is running. You can however save and restart the game. - On the loaded save, both doors will now be open and pulling the lever again will close them both. Other levers operating one of the affected doors will also be glitched, so they close or open two doors too. I saw some strange behavior when doing this door glitch and then starting a new game. Possibly it was just a graphical glitch though. EDIT: !!! This glitch can be used to complete towers early it seems! EDIT: https://www.youtube.com/watch?v=vxa_7pN3SG8 EDIT: It seems the game will glitch up severely when you interrupt the doors opening / closing at a very certain moment and then start a new game. Please watch my twitch recording to see what I mean http://www.twitch.tv/mugg1991/b/525827476 - runtime errors (i.e. game crashes for good) - graphical glitches, reduced framerate, until you visit a new room or press ESCAPE to go to main menu. Game may crash later with a glitched screen (in menu) or freeze (in a level). And it seems towers cannot be ended early in a way that I hoped they can. Doors opening & closing rapidly only works when starting a new quest cycle or practising a tower, but not when loading a savegame. So there is no hope for a TAS that completes 7 towers and then glitches through the remaining 5. EDIT: In fact, A5 is the earliest tower where you can do the door glitch, it seems.
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I found a very little trick that enables "straight path" tiles to be used like "curve" tiles. As far as I tested, a bomb that reaches the middle of a "straight path" tile like this will go either to the top or to the right, depending which path is free. https://www.youtube.com/watch?v=gN6lulo_950
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slamo wrote:
This is a great game, and I didn't know that saving and loading could break it so badly. IIRC when you first enter a tower, the entrance/exit is open for a short while - maybe saving and loading on the right frame will leave it open, so you can just turn around and complete the tower?
I tried and can't do it. I'd also like to go back and try around with the lever that closes one door and opens another, but I don't have a nearby savegame anymore and the game doesn't allow saving&loading in practice mode... I can't be bothered to play another 5 hours through this game.. There might be a few emulation glitches. If I have any bombs to spare, I can't use them. And on those spell duplication niches, I can't use any attack spells - only healing, levitate or teleport works (maybe that's intended like this?). Plus the crash when I glitch the bomb pad.
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So this is another DOS game that I got a lot of fun out of. I just finished playing through this for 6 hours. The main objective in the game is to kill all monsters, find a bomb and place it in the monster generator machine in the third floor. Then find the golden pedestal where the red tower key appears when you have done the above, and leave the tower. In the first few towers, the pedestal is in the first room. * The monster generator will create new monsters (revive?) at random times. This can be prevented by saving beforehand and loading. This, and enemy movement is RNG dependent it seems. *
Gamefaqs wrote:
When a Bomb Trap or Bomb switch is pressed, bring up the Save/Load screen just before it hits the ground. If you time it right, when you exit the save/load screens you will see the Bomb on the ground. You can pick it up and make use of it as with any bomb. If you do this with a switch bomb, that switch will no longer drop bombs
Unfortunately it didn't work for me in DOSBox SVN build 02-20-2012. And I'm not sure if there are several versions of the game and if I got v1.0 or not... I can pick up the bomb but it says I have none, and when I step over a bomb trap that I glitched, and try to "load", it suddenly crashes the game. * There are more glitches involving saving and loading: ** When you are levitating and load a savegame, you might end up levitating in your loaded game. ** When you are poisoned and load a savegame, you might end up being poisoned in your loaded game. ** When you press a switch that opens a door and closes another, and bring up the "save" screen at the right time, it will keep both doors open but you can't press any switches anymore. You have to restart the game. -> I didn't do much glitch testing in this game yet, but saving & loading is the key! ;) I really doubt it and why should it work, but what if saving and loading will lead to a glitch that lets us complete every tower early...
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Goal was to set a203~a205 to C4 CZ 03, where Z is 0,1,2,3,4,5,6,7,8 or 9. In order to set a203 to "C4" you (actually, the camera) have to be in a certain Xposition in a level. In order to set a205 to "03" you have to touch a coin in a certain location from above. The first level doesn't have such a coin. The hippo level doesn't let you reach position C4. Tree Zone 1 doesn't have such a coin. Macro Zone 1 is untested. Probably you won't be able to reach Ypos C0~C9 in a204 in this level though. Pumpkin Zone 1 doesn't let you reach position C4(?) Mario Zone 1 doesn't let you reach position C4(?) Turtle Zone 1 is untested. I tested in Pumpkin Zone 2: http://dehacked.2y.net/microstorage.php/info/1645084574/sml2testtas.vbm VBA24m Super Mario Land v1.0 EU This will set FF9B to 12 (i.e. end credits are triggered) at frame ~12050. It also executed until at least a20d and reset itself. My hope is that it will execute something that will prevent the reset/freeze... This is the lua script I use btw http://pastebin.com/vejgycXj
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As my last edit says, you can't pause glitch in demo mode so my idea was useless. I was trial-and-erroring around more today and this is what I found: I was looking if any addresses spell "9b ff" or "d5 a2" so jumping to those could perform operations with the two addresses. 0x7101 = ef 9b ff 0xaa36 = 56 9b ff (varies) 0x05c1 = fa d5 a2 But it didn't help. By trying around, I found that if certain code is executed via pause glitch, you can get stuff to happen such as gameover or end credits. c34c0a -> gameover c3c805 -> 9bff set but frozen c4c805 c3c354 -> 9bff set but keeps fading screen (softlock) c4c804 c3c354 -> level finish c4c803 c3c354 -> credits c47883 c3c354 -> level data changed c46883 c3c354 -> level data changed It may be possible to spell out c4c803 in 0xa201 onward. In that case it would set 0x9bff to 12 but reset itself subsequently. EDIT: It seems that C4 ZZ 03 YY, where ZZ is anything between C0~C9 and where YY is an additional value (EF or 5E or other) triggers credits, using only 4 bytes of code.
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Maybe I'll get my chance to work on a potentially faster beginning should I decide to stop being lazy
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Warepire wrote:
jlun2 wrote:
Also what did you mean by "better conditions"? Are you talking about the King Boo fight?
Sirena 6 is "scrubbing the beach".
On JP, goop will become invisible sometimes and it can still hurt you. Also I think you need to clean more goop on JP compared to other versions.
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https://www.youtube.com/watch?v=0xyI9Q4wf7k I guess that explains it? (If you fail frosty he becomes weaker next time. This supposedly works on other bosses too)
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It looks like I managed to make it work, but I'm not sure. The "jump to where PC left off" sometimes doesn't seem to work... And I need to confirm / find a way to make the initial jump to A300~onwards work. I will attempt a testrun later This is again with manually edited values for testing - in this particular image, it triggers the credits on the next frame successfully. There is one thing to think about: Since we use the title screen demo to write a program, and it eventually freezes when all input slots are used up, we should try to prevent that freeze from happening. EDIT: It seems this strategy is completely useless because Pause glitch doesn't seem to work while in demo mode.
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So, like the edit in my last post says, you could possibly execute code that would write to A2D5 but it would require you to finish the first level, go to a level that has a coin in a right place so touching that coin would get an address to read 'A2', and then you would have to go to another level and perform the lag glitch in the correct x position in the level. This takes way too long to do or at least it would save not more than 5 seconds over the current TAS... I had a better idea yesterday: On version 1.0, on the title screen you can press a button combination to go to a level. This probably was a feature that was used by the developers to create the demos that play when you wait at the title screen too long and they forgot to remove it. Up + Select: Mushroom level demo Up + A + Select: Hippo level demo Up + B + Select: Turtle Zone level demo Up + A + B + Select: Macro Zone level demo As you play the level, the music is muted and the game will save your input in SRAM. When all input slots are used up, it freezes and you have to reset. With those input slots you could write out:
08 D5 A2
or
AE D5 A2
--- http://i.imgur.com/sM1KCXc.png The first address in a slot states how long you waited doing nothing, the second tells what input you pressed, and the third tells how long you pressed it. So you would wait 8 or 174 frames and press "^v>As" for 162 frames. EDIT: Please note that the way I labeled the bytes seems to be wrong. It is really like this: 1 byte for the button combination, and 1 byte for how long you pressed it. Doesn't change the fact that you can write up a program in 0xA300 onwards. --- Then you try to do the pause glitch with the addresses A203~A205 reading a code that jumps to the code that we just wrote. Unfortunately I don't really know how or if that would work. According to this, it seems that I want A203-A205 to read something like this:
C3 <address where we wrote our code>
I would love it if somebody helped me with this EDIT: Another image, describing the idea that I had: I edited values manually for testing purposes. And the game would execute A201~ over and over and over and never stop. I don't understand why. If I don't put in C3 00 A3, it executes whatever code was there originally and stops at C0 (RET NZ, which I don't know what it means to be honest...). If I put a C0 or other RETURNs at, say, A303, it doesn't prevent the game from getting stuck in an infinite loop. Again, I hope someone can help me because I will not be able to get it to work by myself...
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Ilari wrote:
mklip2001 wrote:
One other question: do you know if this glitch works similarly on the USA version of the game?
It does not work at all (up+down on ladder does nothing interesting).
There are a few more glitches with opposing directions and all of them don't work in US or EU. Congrats Masterjun, I'm really glad you managed to do this! I hope maybe someday, someone will do the same to SML2 [1] [2] [3] [4] or Mario & Luigi [1] [2] [3, I don't know how to reproduce this] :P
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Although it seems that I didn't make a post about this game, I have finally found the name of a DOS game whose name I was looking for for years. "Sink or Swim" where you guide people through levels, kind of like Lemmings. The water would rise in many levels, you could use lifeboats, ... There seems to be ports for SNES and a couple other consoles.
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Changing the drive by typing «D:» in DOS is the right way, the last command is a bit UNIX-like (but not correct anyway).
I used "C:" and "D:" as that guide suggested. Then I used "mount d D:\Game\" as used in DosBox. Nothing worked.
your game should be «inside», for example, connected through the CD-ROM driver of your DOS instance.
(I deleted my reply because I saw that I was in the wrong) I booted from the FREEDOS floppy and it "detects" the hard disk where my game is in. I don't know how to start the game though.
r11.2 is VERY old. Newest is r11.8-rc1.
I will get the new version. Please tell me where I can download it. I got 11.7 precompiled from the Tasvideos JPC page and will try to get it to work with it. EDIT: I got the game to run finally. Now I understand all the steps for setting up and making the game image. My next step will be to learn how to TAS with JPCrr. Where can I change savestate and frame advance hotkeys? I also have to figure out how mouse support works.
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got4n wrote:
That's the game, SSBM runs at 30fps so that does that.
SSBM runs at 60 Mario Sunshine(?), Wind waker, Luigi's Mansion at 30
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Well, it just didn't do it for me. And I've seen like one or two episode reviewers that have noted that people who don't like dry humor won't appreciate the episode as much and I guess I'm one of those. The whole "I like rocks" thing got old for me quick.
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KennyMan666 wrote:
Well, that was a horribly fucking stupid episode. Because we totally needed an episode with the lesson "friendship is the most important thing" again.
Well, there was one more moral: What you do makes you who you are. I think this was an alright episode, I liked it better than Daring Don't, Maud Pie, Testing Testing, Simple Ways...
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--- Disclaimer: Any connection between the 2013 Boston marathon bombings and this 1991 game is purely coincidental. Please treat the game as any other. Promotion of and discussion about the game should not be viewed as malicious or ill-intended. --- Boston Bomb Club is a DOS game where you try to let bombs roll into the goal by changing tiles on the table. You have to be fast thinking in order to not let bombs roll into dead ends or into each other. There are bystanders that interact with the table which can ruin your plans. Or babies crawling across the table who grab your bombs and place them elsewhere on the table. I think this would make a fun little TAS where you can try to finish each table as fast as possible with just one bomb. (Although I think a few of the later tables require at least two bombs.) When I played the game as a kid I got about as far as level 22 with difficulties. You can start out with level 13, and the game has 30 levels total. So a TAS would be about 15~20 minutes.
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I used JPC-rr years ago and found it to be too slow. Today I wanted to try it again and maybe even TAS some games. I got JPC-rr r11.2 as described here. ("jpcrr-r11.2-precompiled.zip ") I went through this guide. It says that 6 windows are supposed to come up but I only got 4. I assumed that the guide was outdated because I couldn't seem to find any error or bad behavior. I imported FREEDOS, floppy.img and assembled it as the guide said. I imported my game, game directory and assembled it as the guide said. I wanted to run the game now and came across a problem. The guide says to type in "C:" but my game is in D: and neither "C:" or "D:" is accepted. http://i.imgur.com/5cZgGRs.png
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I'm not the kind of person who TASes just any game. I'm only interested in games that I played. And as for DOS games that means I'm interested in seeing TASes of / TASing: - Mystic Towers - Boston Bomb Club - The Summoning - Al-Qadim: The Genie's Curse - Xplosive I actually have a question right now, does JPC-rr support mouse input?
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Part 4: - As Itspersonnal said, the movement looks sloppy. Part 5: - When the manta fight starts, it looks like Mario should have jumped forward and then sprayed to save some time. - After the fight, the backhover trick wasn't used. (mentioned in this post) - Wasn't the scrubbing sirena glitch fixed at some point? Everything else was absolutely great though!
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Yes, I know. The last time I used JPC-RR it was incredibly slow, so if I were to do any DOS TASing I'd like a small project. This game would be really long normally, probably even around the 2 hour mark
Post subject: The Summoning
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So after I remembered this game and played it some and read through GameFAQs [1] [2] I thought this might be a little fun TAS project to take on. In this game you are supposed to walk through a dozen labyrinths, while clearing puzzles and fighting enemies. Sometimes you have to backtrack a lot for important key items... Anyway, it seems that there is an ingame cheat that lets you reach the end very easily and quickly (which is why I thought this could be a little fun project). So what you do: - In the main menu, select "choose a character" (if you create your own one, you have to watch the 2 minute opening cinematics). Pick one with high Agility so you walk fast. The TAS might also use the "Swiftness spell" that lets you walk at double speed. - Once the game starts, talk to the first person and type in "zebu". This will open a portal in the section northwest. Going through the portal takes you to the endgame. - The FAQs tell to pick up everything but I think only these items are needed: -- "Warmonger" -- "top of broken staff" -- It might be required to pick up several parchments, in order to learn hand movements, in order to be able to do the mending spell - Go north and insert the top of broken staff into the hole to open the door. - Pick up the other half of the broken staff from the chest. Place both pieces into each hand and do the mending spell. - Place the staff into one hand and a key item into the other hand. There are 3 possible key items that give you different endings. The "necklace of runes" is found in the chest where the other half of the broken staff is and gives the worst ending, where the world is destroyed by the god of magic and the player dies. The "(???)'s skull" is found after going through the zebu portal. It gives a bad ending, as the antagonist brings destruction to the world and the player dies as well. "Warmonger" is also found after going through the zebu portal and gives the best ending where the antagonist leaves in peace. Only this ending will give you a "The End" screen and show credits and tell you "Have a nice day". After using the staff with Warmonger, you can go through a portal to go to a room with the antagonist's guards. They will kill you unless you pick up the black clothes that were left behind by the antagonist who vanished. As a side note, in the room with the guards (where there are also two magically sealed doors), I wonder what would happen if you were able to kill them all and if you had strong enough magic to use Kano on one of those doors. You aren't meant to do any of that... It's not the most interesting game but I think it's small enough for me to consider doing it someday.