Posts for MUGG


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BioSpark wrote:
at this point it seems like a segmented run using the big skip glitch would be fastest, even if you have to fight the koopalings. for now i think i'm going to route a single-segment run with only barrel clipping.
I think the next best point you can skip to is from the Airport onwards.
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jlun2 wrote:
MUGG wrote:
Kurikinton_Sya has made a TAS in 2010ish that went through the whole game glitchless, and then skips Bowser's castle. So something later on or possibly earlier on may affect the glitch again... I will ask him for a savestate.
Uh....I'm not familiar with the Mario & Luigi Speedrunning community, but what's the point of doing the entire game glitchless until the end? Entertainment/Speed tradeoff?
Back then glitches weren't really known. And there really is no community right now; There are a few people who have taken a little interest in the game. There is Dragondarch's 3 hour segmented run, and I did a 4 hour RTA (which is a pretty bad time), and I wasn't able to complete a glitched run. If anything the MLSS community is pretty much dead.
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Yeah... but it kinda sucks to play through half of the game and test after each cutscene if it's going to work or fail so I'm not going to check it. After all, having to do the huge skip twice is a huge turn-off.. maybe in a few months I will look at it again, or maybe not. Other games like paper mario or zelda have runners doing all sorts of crazy glitches so maybe I just have to deal with it, just sucks it's a glitch that can randomly fail* though. * I don't know if I explained it here yet but I will now: For the glitched action command, when memory values lead to screen flickering, then there is a slim chance the value will be different (i.e. a counting that was previously 16, 18, 20, may now be 16, 17, 18, 20) and so counting gets messed up. All you really have as a console runner is the screen (the way it looks, glitched) and you count how many times you press L/R, and when counting randomly fails you're stuck and the run dies. Even more a pain in the butt because the run involves 30 minutes of money farming before you ever do the glitches... By the way, the screen flickering differs between emulator and console. I saw one flicker and the other being still, for the exact same situation.
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They also cut out Pinkie guessing where Celestia could have hidden. I'm thinking they did it because of the time restriction. They're adding a 1.5 minute intro, an ending, an ending show, commercials, and all of this has to fit in the 30 minute mark. But I may be wrong..
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MUGG wrote:
Oh I was looking forward to this... Need to see what they made of the dub.
Someone subbed the first ep http://www.youtube.com/watch?v=ffjXzs9Vqg0 EDIT: This is splendid. I will enjoy rewatching this show in Japanese.
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Kurikinton_Sya has made a TAS in 2010ish that went through the whole game glitchless, and then skips Bowser's castle. So something later on or possibly earlier on may affect the glitch again... I will ask him for a savestate.
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The reason why Bowser's castle skip doesn't work sometimes is because of the Toad eating rock in Guffawha ruins. These conditions are now known to make Bowser's castle skip stop working: * Reloading your saved game * Playing the minigame with the Rock (either both bros or one brother) These things will not render the glitch undoable: * Saving your game * Deathwarp * Peach cutscene in Fungitown Of course this means Mush badges can only be obtained if you do the teleport (huge skip) past Trunkle, which means you have to teleport twice in the run. I would rather not have that much item glitching considering the random nature of the glitch is inconsistent and can thus screw you over (as happened at least twice to me). But without mush badges fighting Birdo, Bowletta and Cackletta will become impossibly hard...
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Oh I was looking forward to this... Need to see what they made of the dub.
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info dump: In 4-4 it might be possible to skip some of the level. There are blocks that break only when stood on that I can't break from below... And there is one chest that could be gotten using an ability that makes Kirby move through walls (Sword, fighter, ninja) but doesn't work either. Final cutter from losing ability (stand on air glitch) doesn't work. I tried many things on both the JP and EN version, but looks like I have to take the 20 sec detour... EDIT: Using the meltable blocks I can final cutter to get the big chest and skip having to fight Storo. EDIT: Turns out you have to fight Storo in either way, if you have gotten the big chest. So the final cutter skip is almost pointless. Normal ability usage: Wheel, fire, wheel, fire, wheel (kill Storo with wheel?) Final cutter route: Wheel, fire, sword, wheel (") Final cutter route is impractical for item glitching and I think the alternative route used is a bit longer. So probably the first route will be used. ----- Through-platform glitch would be useful. Currently there is one glitch in Kirby amazing mirror where you can use the enemy that transforms to a breakable block to clip through. And in SqSq you can use this http://www.youtube.com/watch?v=eR_I1d_bV3A but only on slopes. ----- 100% notes have been completed. Now working on the route. http://i.imgur.com/BKHAGD6.png EDIT: These notes are incomplete and have mistakes. I will post an updated version later (not that I expect others to understand them but it's good for future reference).
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The fan episode that was released today inspired me to write something up. So this fan project, Double Rainboom, wasn't interesting to me in the slighest. Maybe it was a nice little movie, and a neat project which also served as practical experience and as the senior film for its director. But in the end, it didn't have the same nice animation, voices, pacing and interesting story to it. Instead it was filled with out-of-place internet/movie references or crossovers that didn't even make much sense. I wished such a fan episode would have been about something that's actually close to the show, like say, a problem that the characters must solve, or another character flaw, or adventure. But instead it was just Twilight and RD staring into each other, and spending the first 10 minutes doing practically nothing, then RD drinking the potion and doing the warp (why?)... To the same extent, I don't like "ponified" things either, like Lord of the rings ponified or the like; I don't understand the hype for this kind of "brony stuff". Yes, I like the show a lot and I even like fanfiction and the art people create. But I'm not among those thousands of people who appreciate aforementioned "brony stuff", and it's one of the reasons I will never call myself "brony" because it is a term that those thousands of people coined. Those thousands of people that I'm not a part of. And those thousands of people also, as it seems, try a lot to spread MLP everywhere, even where not appropriate at all - which then sparks hatred or misunderstandings, or to be more specific, generalization - Because a few of the group misbehave, the public thinks everyone in the group is retarded. In 2011 I "liked" and "favorited a lot of MLP videos and I noticed my subscribers would unsubscribe and tell me they don't want to put up with "my MLP crap on their page every morning". So I changed my behavior since. Sometimes people still call me a brony (and "pony fag" in one case) because I have a Scootaloo avatar. But I ignore them or tell them why I don't like to be called that... Even though I've spent hundreds of hours on enjoying MLP - in silence. Heh, even at the time of this writing, someone in someone else's chat mentioned they're not watching my stream because of my avatar. What am I supposed to do? Apologize? For what? Not mind them? But it irritates me and I want to explain myself... See, this is such bullshit. --- Did anyone watch the fan episode and have a different opinion than me?
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* A way to make the very first big chest sequence shorter is to spit out the small chest that you collect in the same level. This causes to just make Spinni appear instead of the whole gang. * Using an ability bubble at the same time you touch a warpstar or air cannon removes Kirby's "lifting arm smiling" sequence. TODO: Test other status conditions. * If you die at the same time you get a big chest, the squeak squad sequence is triggered. Then the screen turns white and you are respawned with the chest in your belly. The audio might glitch out for a split second. (useless trivia)
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I want to make a correction to one of Spikeman's posts.
One final note: an alternative to setting A2D5 is setting FFB9 FF9B to 12,13, or 23 -- this will skip to the credits directly without having to die first. 13 hits the cutscene two frames before 23 and one frame before 12 - although I'm not sure that matters if last input is how movie length is counted.)
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Does anyone know where to find Kirby squeak squad maps? (with all enemies and items revealed) EDIT: It is now possible to mix the sparky and waddle doo in level 1 for wheel which should save half a minute. However, I'm not going to improve the any% atm, I plan to work on 100%.
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Is it possible to lay PNGs or GIFs that have transparency, over another clip? When I tried it in the past, I think I couldn't even open GIFs and with PNGs the transparent parts would be black and blocky.
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So for some reason Bowser's Castle skip doesn't work sometimes even when you never saved your game (which was thought to be the condition for it to work). This happened in an emulator test and it happened to Biospark, but I can't figure out why it happens. I think I couldn't even find the timer for the escape way part.. I would appreciate if someone besides me looked into this
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I wanted to make an enemy display so I wrote one with my poor lua skills. Still in progress but I'm not sure if I'll finish it. todo: *make it so it recognizes enemies even for IDs which are shared by multiple enemies. *Make the display "better" (at best, it would remember on which side sprites go offscreen. Cause currently it will warp to the right side when going offscreen on the left). *make it so things dont overlap http://pastebin.com/Ukyhqypr
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Make slotnumber a local starting at 0 initialized outside of the for loop, and add 1 to it every pass through the for loop.
Please explain, how would I do this? I'm just bad at lua... (and still bad at programming in general) There's also another question. In the past I could never write something like
if a == b AND c == d then gui.text(10,10,"true") end
How can I make an if statement with two or more conditions?
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No. My question is how to define "slotnumber" (in a for loop, if possible).
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I want to write a script that can display enemy names in Super mario land 2 in a list on screen. This picture describes my approach. http://i.imgur.com/iBBQTS5.png The problem is that I'm unable to display stuff in a list. I saw this kind of for loop in an old Daffy duck lua script by Scepheo. But in that case, enemy screen positions were used to display stuff on screen. But this time around I can't see a way to tell the slots apart (give them numbers like slot 1, slot 2, slot 3 etc. and therefore give them positions, for example: gui.text(10,10+slotnumber, "stuff that varies per slot") ) The example script that I saw by Scepheo:
Language: Lua

for i = 0xDF00, 0xDFFF, 16 do if memory.readbyte(i+0) ~= 0 then local inv = memory.readbyte(i+10) local hp = memory.readbyte(i+11) local x = memory.readbyte(i+13) local y = memory.readbyte(i+14) gui.text(x - 16, y - 24, "hp: " .. hp) gui.text(x - 16, y - 16, "inv: " .. inv) end end
I appreciate your help. If there's no solution maybe I'll handle each enemy slot on its own. But that would mean not being able to display stuff properly in order (from top to bottom).
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I thought those SMB1 gifs were made by Bisqwit. EDIT: Specifically, the ancient gifs I think were made by him. The flagpole gifs were probably made by HappyLee.
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There is a glitch in level 9 with the two pressure plates smashing into each other. I don't really know how it's triggered but most often it happens when I get hit at the previous pressure plates and use my hookshot to go to the top of the screen and approach the two plates (mentioned above) from above. When done right, the lower plate will not descend and the game will crash in 15 seconds (white screen). I have gotten the game to not crash with some interesting results. The game essentially turned from 20 FPS to 40 FPS (which made my lag counter decrease and go negative which confused me for a second lol). The screen flickers a lot and the music screws up a lot. Sometimes the switches for the upcoming walls don't work, sometimes they do. Upon completing the glitched level the ending plays normally. Dying also gets rid of the glitch. (Better explanation: The lower plate will start to move slower and safer when you aren't in your machine (i.e. you have been hit once). And if you arrive at the lower plate very early, then it will glitch.)
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Doesn't look like there are any warps in levels other than 5 and 7, after all the research I did (gamefaqs, nicovideo, youtube let's plays). I might start TASing the first game soon. Maybe.
Language: lua

while true do function round(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end reallag = (vba.framecount() / 3) - (vba.framecount() % vba.lagcount()) gui.opacity(0.65) gui.drawbox(100,16,250,48, "black", "black") gui.opacity(0.95) gui.text(106,25, "lag1 " ..vba.lagcount()) gui.text(106,18, "lag2 " ..round(reallag,1)) gui.text(106,32,"x " .. memory.readbyteunsigned(0xc126)+memory.readbyteunsigned(0xc127)*256) gui.text(106,39,"y " .. memory.readbyteunsigned(0xc12a)+memory.readbyteunsigned(0xc12b)*256) vba.frameadvance() end
Considering the game runs at 20FPS, lag2 will show the additional lag. EDIT: I found another secret lion room in Level 7 right before the warp (useless).
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This game and its sequel look very TASable to me. But I don't want to think about TASing those games before I know everything (hidden warps, tricks, items, strategies, glitches)... I found that under certain circumstances you can jump in midair in the first game. E: I found this TAS for the 2nd game. 7:24.35 http://www.nicovideo.jp/watch/sm8352716