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Warp wrote:
Compared to the completely underwhelming, even annoying, previous episode, this episode (Maud Pie) was a breath of fresh air. In fact, IMO it's one of the better episodes of the series by far.
Hah, for me it's vice versa. Because I'm a CMC fan I appreciated the previous episode* and I found the latest episode just weird and boring. Doesn't help that I hate Pinkie's antics/screaming/hyperactivity. I liked her way more in season 1. __ * I'm aware about the wasted potential, but I appreciated it
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zelpikukirby found a way to bypass* the wall collision bug in Dolphin, so pinna park entry cutscene skip can now be done at the cost of few frames (instead of not being able to do it altogether, wasting 40 sec) https://www.youtube.com/watch?v=vDT6IYGIxwo This was the major problem that stopped us (Itspersonnal, me and others) from working on an any%TAS. (My computer broke a couple weeks ago and when I get my old files back, I might be back to collaborating on this with Itspersonnal again) ______ * I don't even know if it is a bypass. It looks like he goes straight throw the wall of the other building..
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Sorry but I have bad news. Like my edit in my last post said, you can't easily make A205 into "A2". I made test attempts when I thought my code was fine with 08 D4 2A (instead of 08 D4 A2)... The above movie performs the glitch and gets return address 4067. I'm not sure if it executes any code at A201.. and then it resets.. After figuring out that my code was wrong, I researched what level I could visit that have "A2 coins": http://i.imgur.com/Vs7iY3r.png http://i.imgur.com/8Gx2Qms.png http://i.imgur.com/kmfjr89.png So in order to run the code, you have to visit one of those levels, touch the coin from a certain side and then go to the place that makes the other two addresses become 08 D4 or EA D4. Create lag and do the pause glitch. This will take 1.5 minutes which means the TAS wouldn't be improved by much.. Alternatively, you could still try to run some other code and hope to achieve something. After all, I changed level data in one of my VBMs, and that could be used to get a A2 coin. Or idk... --- EDIT: I think that it will be possible to execute the code. But the setup takes way too long. So I was thinking that I try different code: C3 'a16' When I use this to jump to the ROM ($0000~$7fff) weird stuff happens sometimes. Maybe I can find an address that will trigger the credits with this.
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Actually, I found out that the values in addresses A203~A205 may be possible to manipulate to our desires. A203 is dependent on Mario's X position in the level and can become "EA". At the end of the first level, Mario has to be on the left side of the staircase facing right. Or he has to be on the right side of the staircase and face left. Alternatively, be near the beginning of the level for it to spell out "08" This could be a problem because those areas might not yield "return address" 4067 easily. I would need to bring two koopa shells and try. A204 is dependent on Mario's Y position in the level. It becomes "D4" when Mario is standing on the lowest ground. This might be good enough because affecting A2D4 sometimes affects A2D5 too (I need to test again). Otherwise, even if I entered the ground (I don't know if it's possible) it would prevent creating lag and performing the pause glitch a lot... A205 depends on what block or coin you touched (depends on its position?). Needs testing but should be possible to make it spell "A2". Even if no breakable block corresponds to A2, I could make one appear in the right position using "pause glitch". With more testing and some luck I could spell out
EA D4 A2
or
08 D4 A2
Hopefully it would affect A2D5 and hit a STOP before crashing.
andymac wrote:
08 D5 A2 (assuming SP !=0) EA D5 A2 (assuming the register A != 0 ) 02 (assuming BC = D5 A2) 12 (assuming DE = D5 A2)
EDIT: It looks like A205 may be not be possible to change into "A2". It changes into odd numbers when blocks are hit, and can only change into even numbers when touching coins from a certain side. And no coins are located at where it can change to A2.
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So it's been a while. People managed to run arbitrary code to go to the credits in SMB3 by jumping inside an out-of-bounds glitch tile. And so I was interested to see if I could manage to do anything in SML2, but I'm just an amateur with this CPU instruction stuff... Anyway, this movie (SML2 (U) [!] (v1.0) VBA 24m svn3xx) performs the pause glitch at frame 12554. The "return address" would be 4067 which means that code at address A201 would be executed. At that very moment in the movie, A201 onwards would read:
13 00 1D B4 10 9A 00 FF FF FF FF C0 60 00 00 00 00 01 ...
My question is where does the code execution end? Is it at the first '10' (STOP)? If I edit the first bytes to be 08 D5 A2 or EA D5 A2 then it will change address A2D5 to nonzero which means that revisiting a level will trigger the ending. But if I write those hex strings anywhere later, or into the 'FF's, then the game crashes... If I write the hex string into the '00's after the 'FF's, and remove the '10', then it does still not affect A2D5, and I don't understand why. ( I think the string would work in A201~A205 but not anywhere else, and sadly that part of memory is almost impossible to change into something meaningful)
Post subject: Re: Good games to TAS for beginner?
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Baka94 wrote:
What are some good games for a beginner to TAS? Preferably a NES game cause they are fairly simple, but I also would very much like to TAS a game that haven't been TASed before or haven't been TASed by a lot of people. Suggest something and I'll see if I can find something to TAS.
TAS the games that you like and that you want to see TASed.
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Very nice :) Yet another old Nintendo game broken Now my question is, would this attempt at 7-1 always yield the same outcome? Or would whatever you do before going to W7 influence the outcome? (I would like to see an fm2 from power-on)
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Total control is definitely possible with this bug. After it writes $80 to $9c70, it starts executing completely wrong things and then it returns to $0081. A BRK is then needed to get the PRG layout back to normal. So, by manipulating some bytes between $0088 and $00ff to read 20 e3 8f, you can get to the ending scene. Note that the stack pointer is overflowing, so a JSR is needed to get it back where it should be (or the ending will be bugged and get stuck when the carpet goes up).
This looks really promising! Good job. I tried manually editing addresses and I only had it trigger the ending when I edited $008b~$008d to read 20 e3 8f. Other nearby addresses did not seem to work. On your lua script, mind explaining the colors or what the display shows? I'm no good at this disassembling stuff so I appreciate any information you can give me.
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I tested for 3 hours and 10 minutes and this is the only good result that I got. W8 warp (U) (PRG0) (FCEUX 2-2-1 interim) (this does not have dialogue with the king, and bringing up the item select and pressing up or down does not crash the game unlike RAT926's result) I also got an outcome where you could see the screen fade, and subsequent crash, but I didn't keep the fm2. My guess is that the game seems to have executed the code that made the screen fade and then didn't know what to. This seems promising to execute something desirable (end credits, or level warp, or idk) but I can only do trial-and-error and didn't get anything else good after those 3 hours 10 mins. - Killing, flipping over, not killing the koopa in the beginning; killing a piranha plant; hitting a coinbox all can influence the glitch, making it less or more likely to result in glitch effects (other than simply crashing the game) - Sometimes, after the glitch started, pressing different input can influence the outcome. This is a bit similar to the Kirby's adventure stone-in-water glitch, but it is way less effective in SMB3. - Swinging your tail seems to have a good influence on the glitch. Frog Mario and Fire Mario did not seem to cause good glitch effects. I can't go to the glitch area with a starman because you cannot go through pipes while invincible. - I was unable to cheat my way to the glitch area in Mario Allstars SMB3. I wanted to test what you could do if you were able to visit the glitch area in that game..
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From reading old Youtube comments: - 7-6 "Nothing useful" (PRG0) (U) - 4-F2 "Somewhat stuck, unable to do anything after entering the glitched area" (PRG0 and PRG1) (U) - 7-1: (J) (PRG0) doesn't take you to the glitched area. (U) (PRG0) as seen in this video. (U) (PRG1) takes you to the glitched area but you are "somewhat stuck" (E) gets you stuck too. Super Mario Allstars SMB3 does not take you to the glitched area, but wraps around the level instead. The pipe glitch does not work on the GBA versions. (J) (PRG1) was untested. Super Mario Allstars + SMW was untested. So there are some other places, but 7-1 seems to be the most viable one. The pipe glitch works by entering a wall, and crouching (-> going down a pipe that doesn't exist), at the bottom end of a pipe. See http://www.youtube.com/watch?v=yvOv-4Qtidw
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So what would be funny is if you could jump into a function that calls the ending cinematic. I will play around with it some more
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grassini wrote:
https://www.youtube.com/watch?v=P2hjUgFwUE4 real time any % WR,
Does music that is not inside the game play in that video? Or why did GEMA block that video in Germany? Why do you try for crown theft when you know that it cannot be used in speedruns? (no staff credits)
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It seems that whatever you do before jumping inside that glitch tile (killing vs. not killing the koopa in the beginning for example) has an influence on the outcome. Because the crash screen looks different when I do or don't do certain things before I enter the garbage section. If I knew how, I would run a bot with random input that saves the outcomes that don't freeze or reset the game, for both the scenario where you killed the koopa and where you didn't; maybe that would help find something else useful.
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Looks like the playthrough will be over within the next day
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Remember to back up your savefile because Dolphin will overwrite it whenever you play back a movie starting from it afaik.
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I think that it might be possible to one cycle... How long did anyone try to do that?
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I'm pretty sure klmz was the person who merged VBA-rr with VBA-m to make VBA 24m. VBA versions not labeled m stem from older VBA-rr versions. In my experience, those older VBA-rr versions have more emulation glitches than VBA-24m (noticeable in games like Mario & Luigi Superstar Saga, or some gameboy games such as Alleyway(where you can see a graphical glitch with the scrolling in older VBA versions))*. I'm not sure how those older VBA-rr versions (23 and 24 not labeled m) have improved lately in that they fixed some emulation glitches. Sorry, but I don't know why these versions are maintained. And my post is almost more speculative than informative.. I mean, I can only point out that I saw many emulation glitches in older versions get fixed in 24m but I don't know if 24m is actually accurate emulating lag behavior. ___ * I have made a post some years ago somewhere, where I point out which version of VBA fixed which emulation glitch. EDIT here but I don't know if "24 debug" refers to regular 24 or to 24m in an early stage...
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Oh why didn't I think of it. The version differences can indeed be the cause for why we never got 7.25. Another difference I can think of is weight which differs between NTSC and PAL versions. I never heard of a difference with the invincibility span though so that's interesting..
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ahahahahaha Good job! I can't believe it actually happened
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I just wanted to point out that altabiscuit now has a 1:56:15 RTA time. EDIT: Make it 1:45:41.
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How can they soft reset the game when only one input button is transmitted at a time?
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drawn with a wacom tablet that I recently acquired
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So I watched 10 minutes of that new system. The stream delay has a huge influence on the outcome unfortunately. I think this whole idea would have played out a lot better had it been realized a month or so ago (when the stream delay was still 5 seconds and not 30).