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Derakon: You say it didn't happen for you. Did you see the video in the stated setting? (Original for the Kirby video, 1080p or 720 for Mario Land) If it doesn't happen for everyone, that would be a relief for me, however, ventuz and Ilari make it look like it does happen for everyone. The video is badly re-encoded by Youtube. I also posted on their help forum and the only response I got was that Youtube is more focused on cosmetic changes to their site rather than this and nothing would happen unless someone "important" complained...
Post subject: Youtube glitch
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Ever since I uploaded my Super Mario Land TAS to Youtube , some terrible Youtube glitch has been screwing up most of my videos that I uploaded since. It makes simple video uploading a total hell because if the clip is longer than just 30 secs, the chance of such a glitch happening is great and it makes me re-render the video hundreds of times.. Example: http://www.youtube.com/watch?v=REB2-cSF28o Original 0:25 http://www.youtube.com/watch?v=NSGrmXkS66c 1080p 1:00 720p 0:51, 0:56, http://i.imgur.com/H602g.png I encode my videos the same way since maybe 2009. Dump at uncompressed, lagarith or ffdshow(h.264 lossless), and then run an avisynth script on it and render it with ffdshow (h.264 lossless or mpeg4) in virtualdub. This youtube glitch has happened with both h.264 lossless and mpeg4 on different resolutions. Help pls
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No, I didn't know there were separate dtms
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I have a savestate where I made some progress and one where I start. I held on to these states for a long time, and now I want to see the movie again. I loaded the latter state, switched to readonly and loaded the former, but it doesn't play back any movie at all.... What have I done wrong...
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ReneBalow wrote:
Super Mario Sunshine TAS Ricco Harbor Shine 1-8 http://www.youtube.com/watch?v=uHWt9isr2ww
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Although I have no idea about the whereabouts of OGA and smns72 and their Kirby Super Star any% WIP, I'd like to request a continuance on their behalf. Their WIP has been in the works since forever, progress just stopped completely 60% through the game. It would make me very happy if they'd finish the job... Also, despite these deprecation announcements, I think even if their WIP is finished past some deadline, and even if it be in 2016, their work should obsolete the terribly outdated current run. Kirby Super Star emulates alright enough in 1.43.
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CoolKirby wrote:
Does it have something to do with bouncing off the wall at a certain angle? Maybe if you were to watch Frosty's HP in RAM Watch and try a bunch of different angles, you could manage to do what he did.
I already said, it has nothing to do with hitboxes, spacing or timing. Mapler basicly used burning on Frosty head on, and then crashed into the wall several times. There's no spacing involved whatsoever in that. But yet, he can get him in 4 hits every time and I can't. --- It turns out my ROM is a version that had its hack intro removed (hIr00). Therefore maybe there's some weird version difference because of this, which causes Frosty to be killed in 5 instead of only 4 hits. It would be cool if everyone who has a cartridge of the US version tested if they can kill Frosty in 4 hits or in 5.
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I realized I never posted about this before, but I think we should dig it up again: http://www.youtube.com/watch?v=kOjTUxDNnr0 mapler and sirVG said they could kill Frosty in 4 hits. However, on both my (E) cartridge and on emulator (testing (U) and (J)), I always needed 5 hits. The damage decrements 5 per hit and Frosty has 22 HP. So it goes 22,17,12,7,2,0. It is not caused by strange hitboxes or timing. Each hit in mapler's video does more than 5 damage. Why?
Post subject: About using reset in a TAS
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So I've just been watching some of my old videos. And I realized something... Isn't using a hardware reset illegitimate compared to a soft reset (by button input or on consoles). In DS Kirby Super Star Ultra, you can use reset but that would technically involve watching the start-up menu, right? But Desmume isn't fed the system BIOS so none of that start-up stuff is shown. Which makes a TAS that uses reset illegitimate. Please give me your thoughts.
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I'm working on a version difference video for Youtube. If anyone knows about version differences (between v1.0 and v1.1) other than the ones listed below, now would be the time to tell me. Thank you. * death sound * level finish sound * first bass in 1-1 BGM * first bass in 1-3 BGM * bass in autoscroller BGM * get pushed offscreen glitch on autoscrollers
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So I'm not very interested in this game and didn't read messages here, but someone told me: "Can you TAS a Mew CATCH! sequence? Most people think it can't be caught and some think it requires 65,535 hits to make one letter pair. I've seen CA appear a bunch of times, but I've never seen the other letters appear." -- duffrageous Maybe someone knows about this or is willing to check?
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Helper To Hero Fire [4:05:59] (WaddleDX)
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I just save a state at a certain place and open memory viewer and change memory values and see if something changes (specifically: luck outcome). Gameboy games are really easy in that regard because there are only so many addresses (compared to GBA where there are millions and millions). So, as for framerules, when seeing memory addresses decrement or increment, I just test what the game does if those values are changed. That's how I, for example, found an address that has to decrement to zero before the next level starts in Super Mario Land's bonus game. As for RNG, those are usually addresses that change values randomly and unpredictably every few frames. the RNG value can often be changed by doing something (for example, in Kirby games, landing on the floor creates a little star sprite and that, or starting to run or changing direction (which creates a sprite of dust), will change luck) which aids in finding the address. However, I was never able to figure out the bonus game luck in Super Mario Land so I used trial-and-error for that. I said "testing a ton" when it was just random and prolonged testing. For example, all the little glitches I found in GB The Smurfs or GB Super Mario Land were found by looking at each level and trying many things. http://www.youtube.com/watch?v=N5q5KZvsSho http://www.youtube.com/watch?v=_pqtPIjQJBI
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Let's see what I have.. GB The Smurfs warp glitch by holding "up" when entering a bonus room in level 1 - Someone pointed it out on Youtube left+right skips your "get hit" animation - Found by testing; you should always check if pressing opposing directions at the same time does something odd Found many other things in this game by testing a ton GB Super Mario Land Hold "left" while being pushed offscreen on autoscrollers, puts you out of bounds - I think this randomly happened to me. Mmbossman told me he specifically tested that and it didn't occur, then it was found out that it only works on version 1.0. You should try to use the first version of a game; later versions usually fix some glitches. More stuff was found by testing a ton and by looking for framerules in the game's memory SNES Earthbound Tent glitch, later developed to work in other places such as in Onett (see the 9 minute TAS) - I saw a video about it on Youtube, and saw in the comments that people managed to trigger the game's debug menu with it. So I spent a lot of time testing and started TASing with pirohiko after I saw that you could reliably trigger the debug menu on the Japanese version. The second TAS, however, was very unforgiving and I spent many months of blind testing. GB Daffy Duck The Marving Missions Most stuff was found by sheer luck: Holding left, then pressing right+B glitches out your health points pressing "down" makes Daffy's physics behave oddly, allowing him to go out of bounds after visiting a new room (+ subsequent glitch warps) Visiting the 'super stages' by stepping on the cart in the first room was pointed out by someone I think? (mmbossman, Scepheo or other?) DS Kirby Squeak Squad Using an item while obtaining an item allows you to keep the used item - Happened to me while playing casually Dark Nebula uses star shooting attack near the floor twice, allowing you to hammer up+b him to death - Happened to me while playing casually Skip the first big treasure by using animal dash attack over the chest - Found by trying to skip the chest slide off of ledges and at the beginning of a level + after each ride with a warpstar - Found at some point, I don't know how, but it made me redo the TAS from scratch GB Trip World The character's speed doesn't drop if you pause at the same frame the drop would have occured - Found by testing and watching speed addresses GB Kung-Fu Master | Spartan X The final boss' room is much shorter on the Japanese version - This was found after the TAS on the English version was already complete and submitted. I managed to make the TAS sync on the Japanese version with some adjustments ("re-syncs"). GB Super Mario Land 2 Pixel trick - Found by testing. I just happened to see that crouching makes Mario gain speed if done in a certain interval. Andymac later developed it to work without crouching (by pressing directions in a certain way, when Mario is in the air, there is some memory shenanigans behind this). He later developed it to be even faster with every time Mario lands on the floor. It was said that the pixel trick makes Mario move about 8% faster. Credits glitch - Andymac used to say that there is probably no credits glitch, but I kept testing a lot. In the "garbage area" (i.e. the game's memory translated into level room data; one block corresponds to one memory address) I broke many blocks and tried to find effects and that's when I found that address A2D5 caused the game to send you to the credits the next time you enter a level, although that address is never written to or used during gameplay or when actually going to the credits. Later we developed a way to dig down through the garbage area to reach A2D5 (because even though that address was found, the path to that address wasn't found yet which is kinda funny). Pause glitch, i.e. pausing during lag frames causes the game to act weird - Found randomly. It was already known that autofiring pause at 30hz makes the game unable to load the level graphics properly; probably I tried that for fun in a laggy spot and got a reset, which made me wonder what happened. NES Kirby's Adventure Credits glitch - There was an old video demonstrating a glitch where Kirby transforms to stone inside of a water tile which triggered the credits (but usually crashes the game). I thought it was a Nintendulator glitch, but later I found that 1) pausing at the same frame the game crashes changes the outcome sometimes 2) the credits are only triggered shortly after you start up the game ; if you play for too long and then do the glitch it doesn't work. It was probably back then that people thought it was a great glitch for a TAS but nobody really bothered. I later came up with a place to do the credits glitch early in the game by thorough testing (without that place, that glitch would have been pretty useless).
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I usually add the latest TAS ranking to the first post before anyone mentions it.
jlun2 wrote:
zaphod77 wrote:
do not just blindly upload to youtube. While giving credit is good, they want to be respected.
Meh. People have been uploading my runs without ever asking, but I don't care; It's not like I make loads of cash from Youtube views or anything. :P
All of those videos had been submitted to TASvideos so they have been redistributed according to TASvideos' redistribution policy.
Republication of movies from this site is only allowed under the following conditions: Video and audio content must not be changed (including the pointers to this site). The movies must be prominently labeled as tool-assisted speedruns. The actual player(s) (always shown at this site) must be properly credited.
Some of my unsubmitted videos have been uploaded to nicovideo without my permission, although I usually welcome it. On the other hand, I have also uploaded stuff from nicovideo to Youtube without permission although I didn't have ill intent and would delete it if you contacted me. Such stuff includes: http://www.youtube.com/watch?v=nN_nZ2Klgrg Kirby Amazing Mirror RTA in 28 minutes by 黒パン | kuropan http://www.youtube.com/user/MarioSunshineTAS/videos Super Mario Sunshine TAS by バトラ | batora
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When using Wsplit, switching between read only mode and read+write doesn't work.
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http://dehacked.2y.net/microstorage.php/info/1567835417/katam%20desync.vbm (ROM: Hoshi no Kaabi Kagami no Daimakyuu (Japanese Kirby& The Amazing Mirror)) This VBM enters a door at 11 and uses wheel at 36. If you save a state at 22 and load it, then sometimes (and only sometimes!) you will be able to use wheel already at 35. If you are not able to, then simply reloading the state will sometimes make it work. I think that it may work under different circumstances as well, and as said, this desync issue has affected my TAS two times so far but luckily never really killed progress.
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I had some suspicion but now I'm very confident that there must be some kind of desync issue with Kirby & The Amazing Mirror in VBA 24m. I'm using svn391 (I don't know if 422 fixes it). It's the second time it desynced for no reason now. I TAS some rooms, then open the vbm to watch and Kirby just stands there doing nothing when visiting a new room. In the other case it happened, Kirby didn't use wheel after leaving the tutorial levels. In other words: I think there is one less frame during room transitions during TASing, and when I play it back the frame is there for no reason. I'm pretty sure it is so because in the first case this happened I entered a room at a certain frame count, and after I fixed the desync the frame count was higher by 1. EDIT: I found a way to reproduce this desync issue. I will be posting about it soon.
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http://www.nicovideo.jp/watch/sm18818107 Freeze glitch Also, some interesting trivia I found: When sliding on icy ground, there is less friction so you slide further. But if you are Ice kirby, you slide normally. Also I work on any% now.
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I will explain most things again briefly, to prevent misunderstandings.
A+B trick is only for the fire ball ???? :D
Yes, the only thing it does is to prevent the slowdown as fire Mario when you shoot a ball.
The platforme trick is just jump from the side of the platforme for bounce inside ?
Jump into a platform from the side so you barely miss landing on top of it. The game will think that you stood on the platform so you fall off visibly quicker. You can jump on a certain frame before you fall.
What will increase my speed ? My trajectory?
Nothing will increase your speed. You only run at 1,2,1,2... pixel speed. ----- I checked your video. The goals of the TASes I did are 1) complete the game as quick as possible, and 2) get as many points as possible. So whenever it was possible to gain points without slowing down, then that's what I did. Some tricks such as the A+B trick or the platform jump trick help gain more points. So, if you aren't going to aim for the "maximum score without slowing down", then you don't need to worry about either the A+B trick nor the platform trick.
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I wanted to give GX TASing another try, but Dolphin 3.0 616 doesn't let me use any savegame because it says they are corrupted and need to be deleted. My own memory card that's always been working previously doesn't work. The memory cards I craft with Gamefaq's save data files don't work either...
Post subject: Re: [TAS] Super mario land GB
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methos wrote:
Platform jumping If Mario in some way moves just below a platform (by jumping from below or from the side), he will fall at a faster speed. This is because the game thought Mario was standing on solid ground for one frame, so he falls at "walking off a cliff" speed instead of the "descending from a jump" rate. During this frame of standing Mario is allowed to perform another jump. Forward momentum isn't lost when using this trick.
D'après ce que j'ai compris si on tombe de dessous une plate forme, on a une vitesse plus rapide, en regardant le ram watch, je n'ai vu aucune amélioration! (Le taser m'a dis qu'il n'avait pas utilisé le ram watch pour faire son tas). La question que je me pose c'est faut t'il faire un truc spécifique ou pas pour l'observer !
Bonjour. Je ne peut pas parle le francais bien... I will need to write in English... The trick you asked about here is a different trick from what you quoted. -> A+B: As Fire Mario, pressing A+B at the same frame will make Mario shoot a ball without slowing down at all (if done on the correct frame. If done on a wrong frame, you lose speed). This comes in handy if you want to shoot at an enemy without slowing down. If you don't want to aim for maximum score, you might not need to worry about this. -> Platform jump: Jumping below a platform from the side will make Mario visibly fall fast. You don't need memory watch to see that Mario is falling fast. This trick was used in this video at 00:59 and at 01:02.
Autre déconvenue, quand je regarde la run du reccord man, il fini le niveau avec 361 secondes, tout comme moi lorsque j'ai enregistré à l'arrache ! Quand j'ai essayé d'optimiser mes sauts (je me suis appreçu que courir allait plus vite que sauter et que l'on conservait la vitesse de course quand on tombait d'un obstacle) je me retrouve avec une run moins rapide !!!! enfin c'est le sentiment que j'ai !
Which level? 1-1? Neither of the two tricks mentioned above will increase your speed.
Pour finir le taser fait un saut au pixel pres que je n'arrive pas a reproduire alors que j'ai essayé de le lancer à la frame pres !
? Your video is about "Super Mario World (SNES)". Everything that I talked about and addressed was about "Super Mario Land (Gameboy)"
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Derakon wrote:
It looks like the game is simply iterating "press a direction and jump after a set interval" -- the interval is known, as is the time limit on the game, so you can easily calculate exactly how many times the loop can be processed in a perfect game. Then you animate enough to make it so even a perfect game doesn't run out of content, and you're done.
I TASed it again, this time removing all the odd lag frames that I encountered the first time around. 180 yards really is the best score you can get; the beanstalk stops growing after that point and I'm ~3 frames or so short of doing another jump after reaching those 180 yards.
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I made a TAS that removes those lag frames by pausing. http://www.youtube.com/watch?v=RkWSpbZ4J_M I think 5"16 is the best time you can get.
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In Mario Party 5, I'm trying to improve Will Flower and got 5'33 (old = 5'41). But I don't understand how I saved the frames... When looking at the input sequence, some input frames are duplicate because the emulator does that. What mystery is that? EDIT: Read the description in this video for more information: http://youtube.com/watch?v=BA7VV2qIAuw