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They should have left it the way it was for a while longer.. Is the streamer in a hurry to have the playthrough finished?
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Scratch what I said in my last post. I actually do find this kind of interesting and I checked progress every once in a while. But right now they indeed seem directionless.. I don't even know what's the current goal.. I still believe they are going to finish the game if given enough time (2 weeks?) EDIT: What do the greyed out lines on the stream mean?
Post subject: Re: 15,000 People Play Pokémon Red
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Chamale wrote:
There are [now 27,000] people playing a single game of Pokémon red on this Twitch stream.
that is an amazing idea. But I think that is way too many people and watching the process gets old fast.
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TheKDX7 wrote:
SoulCal wrote:
I noticed he actually collects 3 shine sprites in the WIP, but only 2 are counted. When he uses the fruit to glitch into the gate with the 2nd sprite at 7:10, it doesn't count that into the total. While a neat trick, this seems rather useless besides the entertainment value. Or does it still count as a collect sprite but it doesn't show in the total?
I think that this sunshine is only got back for the entertainment. In a TAS any % they needs to collect the first 7 sunshines of every world.
More precisely, we need to beat episode 7 in every world, regardless how we get there. If you can get a shine from a later episode in an earlier episode, you can unlock all episodes leading up to it. Right now, you can skip Bianco 1. And you can Yoshi roof clip (in JP only) from Gelato 6 into Gelato 8's shine unlocking the required Gelato episode 7. Unfortunately that is not so much faster than not doing the clip. "Gelato beach skip" is like the holy grail in Mario sunshine speedrunning. If you can clip into the glass pillar in episode 1, you can save a significant amount of time. We didn't manage to do it no matter what we tried yet. I was thinking that the Dolphin problem that renders Pinna park entrance cutscene skip impossible (because you cannot clip into the house due to wrong emulation), might have a connection to the glass pillar. Maybe we never managed to clip into the glass pillar because Dolphin's wall collision emulation is flawed. Maybe someone will come along with a solution someday. Just like in Luigi's Mansion King boo early was suddenly discovered one day.. edit: lol
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For future reference, the iceblock does not have a connection to the 4 hits, because Frosty's health in the video depletes more than in my tests. It really must be - something about the feRAM/SRAM - a glitch that sometimes happens depending what you do before entering the fight, but I never got 4 hits no matter what I did. Maybe I didn't try hard enough - A 1.0/1.1/1.2 version difference. Even though Sir_VG said there are no such versions for KNID... Some players such as Dezero never got 4 hits on their US version, whereas players such as Sir_VG and mapler have gotten 4 hits easily on their own US version.
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eternaljwh wrote:
Zekrom101 wrote:
Wow... just wow... [Corona FLUDDless]
I wonder how many shine sprites can be done without FLUDD- the splash tactics one normally only uses in PV-3, and throwing barrels...bosses seem to be too isolated fairly often.
The whole game can be done without hovering.
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Maybe in that particular section, I. Gadd has more text in Japanese. I now remember, I think someone said that in skew% Japanese may be slower because text speed isn't relevant.. Independently from the TAS, has it been investigated what happens if you do the king boo crown glitch and then complete the other sections? Do the credits play?
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I liked this Kirby's Air Ride one http://www.nicovideo.jp/watch/sm22712797 I didn't know it crashes your machine when you hit the end wall. As if it was the developers' way to punish cheaters
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I think it's really only because of faster text (which I think is not a bad thing).
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I don't know about Wii TASing but you have to make backups of your memory card and replace the memory card every time you play back the movie. That's just the way it is right now
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Wing dive glitch http://www.youtube.com/watch?v=lDung5PJLBo To do it, flap in midair, start diving and flap again right after, and get hit heavily (gordo, lava, electric blocks, etc) It doesn't have a use in a TAS yet. It can't be used in Gourmet race 3 because the spiked walls only deal light damage.
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code-google comments wrote:
I assume this happens because a the gamecube decides to skip a frame allowing Mario to completely bypass the wall before the next round of collision detection. But Dolphin runs faster for some reason and doesn't skip a frame, so Mario is caught by the collision detection.
Gelato beach skip testing needs to be redone :P
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No, I think Itspersonnal said something along the lines of, they (I don't know who) already reported it and the developers said it's not significant enough to look into
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Speaking of Gelato skip, what about this trick, at 4:56 http://www.youtube.com/watch?v=85Tb3WcfgPo
That was pretty much already known and you can't proceed into the episode 8 shine from there. And I think I tried using rocket nozzle to get inside of the pillar where the shine is, and it's too high to reach(?). I would be curious though, if you could bring a fruit to the ocean floor..
SMS TAS has been stopped (Not sure) because one of tricks doesn't work (Andy didn't told me which one)
This one. Instead of entering the building, Mario bounces off on the Dolphin emulator (and I looked back at ancient versions and it seems to always have been there). We want to wait for the Dolphin developers to someday fix it. We could always start a TAS and not use that trick but it's a 20~30 second timesaver, which is too much to pass up. http://i.imgur.com/NqC7dkF.png
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MUGG here wrote:
Warp wrote:
Dubstep and ponies do not mix!
Here's what I consider well done dubstep http://www.youtube.com/watch?v=i0mWn8tEkK4
The artist made a remastered version. http://www.youtube.com/watch?v=mSTfjBE0lZI The original was one of my favourite pieces of music and I'm glad I have an offline copy. Anyway, I felt like sharing this. (Also, because this looks barely mlp related now: The original had a MLP image so I assumed the artist was a fan of the show. )
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Please understand this: I appreciate your help. I didn't try your lua script yet, I only saw from the screenshots what it does. And so I asked to myself, if the whole purpose to use it is to find position addresses, I can do that with memory search already so why use the script? I can find position addresses already. And I know that older games (gameboy) use enemy "slots" where 16 or 32 bytes are used for enemy position, sprite info, etc. so that is the experience that I already had. The experience that I don't have is how do I find hitbox data when it's in ROM? Or when it's calculated (not stored anywhere)? Even if I can't figure out how to do it myself, I hoped to read posts where others explain how they did it. Maybe someone will even be kind enough to help me find hitbox data in the games I had in mind (Kirby&tAM for now).
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Thanks for the help so far. I didn't find any hitbox data near the position address of an enemy in Kirby & The Amazing Mirror though... But there are some more games that I want to look into and maybe I'll get lucky with some. I can't find the hitbox data when it's in the ROM or calculated on the fly because - as said - I'm no good at disassembling and such things.. Also, please tell me why your lua script will help find the hitbox. Isn't it just another way to search the memory? I could simply use VBA's memory search for that.. EDIT: In fact, I went ahead and tried to make a script for Mario Land 1. But this needs a lot of improving.. I had to rely on a lot of dirty edits (/3 to hitbox, variable a, -8 to ypos) to make it work halfway..
Language: lua

while true do for i = 0xD100, 0xD19F, 16 do if memory.readbytesigned(i) ~= -1 then local ypos = memory.readbyte(i+2)-8 local xpos = memory.readbyte(i+3) local movedirection = memory.readbytesigned(i+5) -- 0:left 1:right local hitbox1 = memory.readbyte(i+10) local hitbox2 = hitbox1/3 local typenumber = memory.readbytesigned(i+7) local typename = "" local a = 0 if hitbox1 > 47 then a = 16 elseif hitbox1 > 31 then a = 8 end gui.drawbox(xpos+a,ypos,xpos-hitbox2,ypos-hitbox2, "", "green") gui.text(10,10,xpos .. " ".. ypos .." ".. hitbox1) gui.drawpixel(xpos,ypos, "red") end end vba.frameadvance() end
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So I'm interested in finding hitbox positions in gameboy/gameboy advance games, particularly Kirby & The Amazing Mirror. How would I go about doing that? I'm not so experienced with disassembling, trace logging etc. Maybe people who found hitboxes in their own games could write here how they found it or how it's stored in memory? I appreciate your input
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sowohl als auch manchmal kennt man schon einen glitch und ich hab ihn durch rumprobieren erweitert. (z.b. Mario Land 2 warp zu den credits oder Earthbound tent glitch)
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so seit 2007, aber ich mache nicht nur TASes sondern ich habe auch ganz viele glitches gefunden (wie du vll auf yt gesehen hast)
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was für games speedrunst du so
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Patashu wrote:
Do you know if there are emulator/console differences for japanese glitched too?
When doing the action command/barrel glitch, there are differences with the screen flickering. So, as an example, when you're at a particular action command ID, the console may flicker a bit and the emulator only flickers once (2 lag frames) and then never again. Those are slight differences because flickering doesn't change anything. The differences between English console and English emulator are strong though. Because the same action command ID gives a different icon. ID 31 for Mario when behind Luigi, gives "nothing" on console and "barrel" on emu.
Is there an emulator with more accuracy than VBA to do better testing? Mednafen?
I don't know. I only have experience with VBA. VBA19~21 has huge emulation glitches with the game, flickering when too many sprites are on screen, Peach escorting is emulated wrong in that Peach is never allowed offscreen (but she can be offscreen on console). VBA24m emulates this game (and many other games that had emulation glitch previously) correctly. Except for the differences that I pointed out.
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Yesterday I tried to find skips in the English version for console runners (reminder: action command glitch (=barrel glitch) works almost the same on JP and US but you can't barrel clip because US has wall collision check when switching the brothers): Underwater section skip after Oho Oasis You can skip going underwater by simply surfing back to the main land. You have to clip through the rock to do it and it doesn't save too much time (maybe 0.5~1 minutes). [no video and explanation, sorry. Just ask me if you want to run English glitched] Skip having to pay 500 coins for snail game You have to pay 500 coins entry fee to play the snail game so you can get to one of the starbean pieces. You can use the "huge skip" teleport to clip into the loading zone. Very unreliable. It might be possible to clip past the guy that's blocking the path, so you don't have to do the snail game in the first place. Bowser's Castle skip Works the same as in Japanese. Today I tested the Peach speech glitch on real console. Japanese: Very often: a freeze and then the battle leading to a yellow screen. Not sure if there is a strong difference between emulator and console. English: Very often: freezing the game without anything else happening. There is a difference between emulator and console. On emulator, I saw very visible and audible glitch effects. But on console, it pretty much always froze the game. What else I found out: The minimario->barrel glitch behaves differently between emulator and console on English. On emulator, I would set up the glitch, start the high jump, and press L 18 times (as in Japanese) and I would get "jump on barrel". But on console I always got "nothing". It is possible to get "jump on barrel" on console in English by setting up the glitch, start highjumping, pressing L 11 times, where the screen has to be mildly flickering at the 9th screen and the last screen. Then you stop highjumping and press L two times. Note: I got one case where I got "jump off of barrel" after 1 L press after highjumping was done. -> Very slight chance of the glitch working differently every time? I.e. the same action command ID might give you something different very rarely? (I dont think so) -> When doing barrel glitch, the same ID gives different action commands between console and emulator. Therefore, English glitched runs shouldn't be done on emulator. Emulator doesn't emulate the glitches (peach speech, barrel glitch) correctly on English.