Posts for MUGG


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Editor, Experienced Forum User, Published Author, Expert player (2315)
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After 15 minutes this is all I can gather: http://i.imgur.com/MawbmEl.png (Don't look if you wanted to solve it yourself)
Editor, Experienced Forum User, Published Author, Expert player (2315)
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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)
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One of these days someone has got to teach me how to use lua in dolphin.. And I love to see progress in this game, good job!
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The midair trick is possible because you randomly stand on air sometimes. It's a random occurrence that can be exploited. And about the final level glitch, I don't think I mentioned this info but: The game does not crash if you have not shot anything, I think. If you shoot prior to doing the glitch, it crashes.
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I think if the third item from the crate could be another pokemon or a mushroom, more time could be saved, but how are you gonna manipulate 3 items...
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I improved event 44 to 15.53 or possibly better, video coming soon.
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IMPblackbelt wrote:
Zowayix wrote:
What's the Goldeen glitch? Never heard of it.
It's a rare glitch that occurs where a Goldeen comes out of a pokeball and deals damage on the single frame. As far as I know, it's only a myth, but supposedly it's an instant KO unless you're literally locked into an area, so it might be an even faster kill than Porygon if the glitch is real.
There is no Goldeen glitch.
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Like anyone is going to do that... And the event matches perfectly at that. Just deal with event matches individually and put it on Youtube.
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Why not glitched and glitchless categories... Why do you need a middle glitched any%
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Yeah I stopped watching the Japanese version since like episode 8 or so... I really dig this song (S4 spoiler).
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Well as for fireflower/iceflower, I'm just gonna trial-and-error the whole thing and try to optimize it. I would be more interested in how lucky hits work (if you're eligible for a lucky hit, I noticed your next successful hit will be the lucky hit regardless what you do - i.e. you can fail and then still get the lucky hit). Or I wonder if there's an address for NPC movement. Any kind of general RNG address, like it was the case with M&L1.
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- In the forest at the first floating platform, if the babies land on the springboard at the same frame and you press A at the correct frame to gain control over the adults, the springboard will stop working for as long as you're in the room. - If you navigate the platform back to the beginning and position the babies at the ledge, the adults can walk towards them and fall off so they enter piggyback mode which will be interrupted by "being damaged from spikes". This will result in either the adults being sent back to the beginning, or both the adults and babies being sent back, each at a time. EDIT: This also works without the platform floating. So note, you can "piggyback fall" if Mario approaches the babies, but not vice versa.
Post subject: fixed explanations, added video
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I found a glitch where, when Mario or Luigi hit a sunshine block to make a light block appear in a cave where the babies travel, if they hit it and immediately fall down and touch spikes, they can briefly travel on the spikes and jump, but it seems useless in this particular place (Baby bowser's Castle). When the babies stand on the spikes briefly, you can gain control over the adults and read the sign in front of the cave and then you can walk around with the text box still active. If - after doing that - the babies leave the cave, the camera will be locked in place. Reuniting with the adults will not fix it but throwing the babies will fix the camera. When walking around with the textbox, you cannot hit ?-blocks. This might be useful because it seems everything that's offscreen isn't there i.e. maybe we can unload locked doors or something. http://www.youtube.com/watch?v=0Q8HEfywkdU EDIT: It looks like if you clear the textbox when the babies are being sent up from the spikes, you gain control over them again similarly to the TTYD "Fish glitch". Thus it should be possible to skip across the gap from entrance to exit. EDIT: Wtf... I can jump around infinitely but I'm stuck in the "damaged mode"...
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Watching Japanese episode 14, they didn't translate Art of the Dress but they got a new opening.
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http://i.imgur.com/8N0W7Ds.png seems this kind of clip works in a number of places.
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Bah, game uses dynamical RAM for positioning... Tried editing myself into walls and can only edit the Y pos of one brother, not both at the same time.
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I feel like I want to glitch hunt in this game but I don't know if or how much time I will spend on this game in the future... Anyway, I'd like to note down some glitches found on youtube. Seeing as how I tend to have the most luck at breaking games by expanding on glitches... Note, some glitches work only on certain versions of the game. ---------- Baby Mario graphical glitch in Yoshi island place (idk the name) The player isn't sure how to do this but: "Make the adults carry the babies and stand in front of the fire. Press the X button. Go onto the trampoline and drink the water up there. Then come down then it happens. I'm not certain though." Found by GamerFlipBoy http://www.youtube.com/watch?v=VvHcrYovf9w ---------- Selling glitch Very useful glitch. When you sell the last of one item, you can sell the upcoming item for the same price - i.e. sell a ton of one expensive item and get rich. Found by Anwonu. http://www.youtube.com/watch?v=x0wbpAXmN_Q ---------- Seperation glitch in Gritzy Caves Doesn't work on EU version. Found supposedly by Kyle Packey 2 days after game launch. ---------- Skipping extinguishing the fires in Yoshi island place Found by Anwonu and me independently http://www.youtube.com/watch?v=urcAZtdoaLU ---------- Out of bounds somewhere in beginning.. I tried this once and didn't get it to work (so it doesn't work on EU) http://www.youtube.com/watch?v=x3n-kMAh6W8 Also, I have seen a video of one of the rooms before this, where someone clipped out of bounds by jumping at the wall/bushes in a certain way. The video vanished and I never got it to work ... ---------- There are random glitches that can happen, like getting stuck in a turn forever, or sudden game freezes. That's why I think there's potential for some glitch hunting/investigating. ---------- Baby Luigi zipping up if Baby Mario is on ledge I don't know how this works. Special case in that room? http://www.youtube.com/watch?v=yaNntpvpyCw ---------- Skip in shroob castle Found by Anwonu. http://www.youtube.com/watch?v=PJJp9HYEwGw ---------- Some skip in the shroob castle sewers with the Chain chomps? I don't know if I remember the place correctly... I don't have the video ---------- I also remember there being a glitch that if you do something before something else, you would get stuck ? ---------- You can also go to one place early, where you have to roll up a long staircase before the time runs out. You can make it without learning the roll technique. I don't know what the implications are on that. ---------- Other than this, I'd like to play through the English/Japanese version at the same time sometime, and maybe I can find some interesting differences or a Japanese only glitch...
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Wasn't there a glitch with the emulator that would crash the game at some point...
Post subject: a lot of useless data
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I want to get rid of all these papers with notes on them that I have lying around here. I don't even understand most of this anymore but I don't wanna regret it later..So here goes
*****
Trunkle Battle 140HP

31,30,75=136
in the expectation Chopperbros does 20dmg more

33,32,75=142

in optimal case:
37,37,75=151   -> 11 more than needed

TEST: edit memory addresses to simulate HIGE upgrade after levelup after Mom piranha, and try to beat Trunkle with that.




*****
18->Barrel hop on
loop continues
---
-> Hammer with continuing loop
---
Highjump ?
---
Barrel luigi gives Mario different circumstance.
-> Barrelless mole Luigi possible?
---

-> time if pipe worthwhile?
-> learn how to teleport




*****
Piranha Plant
- 2x fireball , 1x frisbee(?)
chopper (miss) on P1 42
Knockback on P2 62 kill kill
- 1x big ball -> 9dmg
chopper ? on PMain
Hand 34 on Pmain
- 1x big ball -> 9DMG
chopper ? on Pmain dead

-----

delta M 59 POW
delta L 56 POW
---
Levelups: 
22 | 63 M
12 | 59 L
---
DROP: Spiny badge A (japanese only)




*****
Cackletta:
- 3 clones
Chopper?
Bounce21
- 3 clones
Chopper?
Bounce21
- 3clones
Chopper?
knockback34
-3clones
chopper?
dead

Item drop: 1up mushrooms

M Pow59
L Pow56

-----
delta Mario 47Pow
delta Luigi 43 Pow
-> levelups 
M 1 2 4 2 1 2
L 2 2 3 2 2 2
no itemdrops

[ ^this belongs to v ?]

Popple e rookie (uni)
- 10 counter, 1 hammer, 1 fire
chopper ?
knockback 56
- 10 counter, 1 hammer, 1 fire
chopper ? 
bounce (unf) 27
dead
- 8 counter
end of battle



*****
With 4 less HIGE (Luigi), one can sell so that you have only 5 less coins before Bowletta.  [this points to...]
---
TODO: Test how many mushrooms you buy with 4 less Luigi HIGE (Fungitown)
---
[...this] In the test movie, 10,0 mushpower
99 mush, 24supermush where 10supermush equals +1,0mushpower.

23supermush for 4Luigi HIGE
-> 9.9mush!

+1130coins if have greed wallet
+ drink ~ 40 coins [when sold?]
-> 99 normal, 61super.
13,7 mushpower




*****
Popple & Birdo

DROP: Max syrup

Popple US, JP
HP 500 660
DEF 180 125
EXP 500 300
COIN 99 200

Birdo US JP
HP 450 500
DEF 150 170
EXP 900 900
COIN 99 180

scenario1: 4,5mushpower. 57mushrooms
-Popple 
Chopper on birdo
- birdo 5dmg
bounce/jump/knockb..
-Popple 
chopper on birdo
-birdo1~5dmg
jump/bounce/kn...
-popple
chopper on birdo
dead
jump
end of battle  (ok!)

scenario2: 5,0 mushpower. 63mushrooms
unchanged

scenario3: 6,0 mushpower. 76mushrooms
unchanged

scenario4: 8,0 mushpower. 89 mushrooms
-popple
chopper
-birdo
jump,bounce
-popple
chopper dead
jump
end of battle
 (very good but *unreadable scribble* [we want to get the advance chopper bros uses in which we cant if the battle is too short])



*****
Jojora & girlfriend

Mario 63pow
Luigi 83pow

GF 500HP
DEF 130 US
DEF 120 JP
60+ coin on jp

jojora 50HP, 999DEF
+60coin on jp

drop: maxnut

scenario1: 4,5mushpower. 57mushrooms

-jojora hammered. leaves
chopper
bounce
-
chopper
bounce
-jojora return
chopper
~gf dead
~jojora leaves
end of battle
(good!)

scenario2: 5,0 mushpower. 63mushrooms
doesn't suffice to cut down 1 roudn. (i.e. unchanged)

scenario3: 6,0 mushpower. 76 mushrooms
-jojora leaves
chopper
bounce
-7dmg
chopper
bounce
dead

-> L gets enough POW because of "Pow instead of HIGE".



*****
Popple (single battle)

M 60Pow
L 80Pow
Drop: gold mushroom ?

US JP
520 620 HP
155 100 DEF
600 600 EXP
120 200 coin

scenario1: 4,5mush. 57mushrooms
-5dmg
chopper 10,6,6...
bounce 36
-5dmg
chopper 10,6,6,...
bounce 36
-5dmg
chopper 10,6,6,...
bounce 36 (6 over) [6 more damage than needed]
dead

scenario2: 5.0mushpower. 63mushrooms
-6dmg
chopper 11,7,7,...
bounce 36
-6dmg
chopper 11,7,7...
jump 11?
-6dmg
chopper dead (21 over)
(quick and good!)

scenario3: 6.0 mushpower. 76mushrooms
-7dmg
chopper 12,8,8...
jump
-7dmg
chopper 12,8,8...
jump
-7dmg
chopper dead

(better but not really quicker)




*****
Piranha bean:

US JP
180 280 HP
138 80 DEF
150 250 EXP
1 150 coins

scenario1:  luigi at 80pow
battle requires 8 uses of hand á 36dmg 
8 rounds = 288 dmg

(( lucky hits ?? ))

scenario2: luigi at 84 pow. 40 dmg per hit
-> 7 rounds

-> if - at Trunkle - Luigi gets 2 levelups, upgrade POW and see how many mushrooms are bought at 4 less L HIGE.



*****
US Rookie & Popple
-6to popple, 1 hammer
splash on rookie 38
bounce on rookie 28
- 5 to popple 2hammer
splash on rookie 38
bounce unf on rookie 17
dead
end of battle

delta Mario 35 POW
delta Luigi 32 POW

Levelups:
M+2+3 Pow
L+2+2 Pow

drop: 1 up mushrooms

-----

US Wiggler
- 1/4
jump 2/4
jump 3/4
- 4/4
chopper dead.

delta Mario 40 POW
delta Luigi 36 POW
M+1+2Pow (43) [this...]
L +2+2 Pow (40) [...and this ...]

drop: supermushrooms


US Chuckola
- 2x slime attack
chopper ? 
knockback45
- ball ball slime
chopper ?
knockb 45
- slime slime ball
chopper ?
knockback45
- slime slime ball
chopper ? 
dead

[...points to this. Probably means that I have 43M,40L POW for this battle.]

M +2+2Pow (47)
L +1+2 POW (43)
drop: 1 up mushrooms



*****
Tolstar:
 splash 8
bounce 6
splash 8
syrup mario
splash 8
bounce 6
splash 8 
jump 2
splash 8 dead


hoohoros:
splash on pillar
jump on hpillar

splash on h 13
jump on pillar

splash on h 13
bounce on h 6

splash on h 13
dead

luigi gets +2pow no matter what



dragohoho:
splash 13
bounce 10

splash 13
bounce 10

splash 13
bounce 10

splash 13 dead

(mario+L get +2pow, test if 1 is enough!)




*****
Other notes:

Kirby superstar ultra 100% tas route:

SB -> GR
     -> DB
     -> GCO 

all of the above -> ROMK

all of the above -> MWW

-> ROK(1) Arena (2) Helper to hero (3) Metaultra (4)

all of that -> true arena

(metaultra unlocks samurai kirby game (?))

I feel like I'd confuse myself if I'd lose that paper and have to rely on these notes here, so I'm making a picture.
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Sorry, but this post will also contain RTA info rather than TAS related information. In today's livestream(s) I played from an empty savegame until Cackletta. I'm really glad that I was able to relearn the glitches and pull them off to go to the final boss (I wasn't able to do it previously). Improvements and changes I want to make for the second testrun (which I want to do soon) include the following: - I want to think about using a better time-based event before Bowser's Castle instead of the surf minigame. - I need many more mushrooms so I need to grind money even more. Instead of 35 minutes I will spend 55 minutes on it. - I will get a mushbadge for Luigi and learn Knockback Bros advanced (43 uses) so I can chain it on the final bosses. This is probably a requirement anyway, because Cackletta's armswing when she is low on health, on the Japanese version, is broken and will always hit you no matter what you do. You probably have to deal chain damage so she never gets to do this attack. - I have to find more items en route. More 1ups and syrups would be helpful. Might also buy those items from money.
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I got a message with the savestate I wanted from Kurikinton_sya in April and completely overlooked it. Now I know the following: - In Kurikinton_sya's TAS, Bowser's Castle skip was possible even though the Rock minigame in Guffawha ruins was played. - I played that minigame, cured Mario and went to the endgame directly and Bowser's castle skip did not work! - That means some other event will influence it. If I had his VBM it would be very easy to find out which events influence it but he wants to keep it private. Maybe I can use one of my own VBMs. - Playing the barrel minigame does not make the Bowser's castle glitch work. My theory is that it is the time-based block in one of Joke's End's last rooms where you have to firedash across the room very quickly. This block might set the timer to "having no time stamp" (whereas events with timers that run down to zero for the event to stop make Bowser's castle skip to not work cause the timer is zero seconds). Unfortunately no good time-based events like the one in Joke's End come to my mind that are en route in the RTA. - Playing the surfing game in the ocean and escaping it will make Bowser's castle skip work! This also works when you save your game and then play that minigame, and then go to Bowser's Castle. This means glitched RTA in this game is possible again at least until Cackletta.
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I think the ending should always be as clean as can be. If it's glitched it feels like the ending hasn't been fully achieved