Posts for MUGG


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I'd call it "minimum button presses" if it were up to me.
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I tested the pause bug again today, and I managed to change a portion of level memory (and SRAM memory I would think, due to the screen blinking). We're getting closer to a glitched TAS that's under a minute. http://www.youtube.com/watch?v=7eWBPPoAQTo http://dehacked.2y.net/microstorage.php/info/767390219/lightning%2C%20glitched%20up%20row%20inside%20level.vbm
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the 70 stars route is the best tas I saw by far, so it would be totally nonsense that this run obsolete the other.
But that's exactly what happened to Super Mario Land 2... A 2 minute run obsoleting a fantastic fullgame run. What I think about the BLJ less 70 star run? It's not very entertaining to me, I rather enjoy watching the unassisted WR. I like to see the use of BLJs in SM64 TASes, else it's just like an improved unassisted run in my eyes - and thus unimpressive.
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Wind temple TAS http://www.youtube.com/watch?v=yNiJnC-kJwM Maybe I'm going to TAS forbidden woods next.
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Your movie does not sync in FCEUX 2.1.2 with Super Mario Bros (JUE) [!]. E: It seems this movie uses the (E) ROM with NTSC timing, which is against the rules.
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Spikestuff wrote:
I'm voting Meh just because yes you did actually do less presses BUT you to 2 seconds longer than your other so this confused me abit
Primary goal is least number of presses. Secondary goal is lowest time.
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On both 3.0-381(TAS) and 3.0-425(official), in Zelda wind waker, when I save my game and want to load it, it says it's corrupted and my memory card needs to be formatted. This problem hasn't occured until today so I'm confused... AR is disabled, and it happens even when I take clean and working memory card files and save over them. (Yes I know I should update my TAS build, I don't do it too often)
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Might be interesting to see if the title scrren has some influence on the damage barriere maybe in combination with forest water.
Already tried that. For the record, it's spelled "barrier".
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Here's a problem now. I can start Dolphin with debug features but it won't run a game. It doesn't even work on the revision that previously worked, r7719.
(error: LR=0)
invalid callstack
When I first said I didn't know how to deal with memory searching, that was when I tried it a year ago, just so you know.
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I know, but
When I tried, I didn't manage to find or do anything.
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So, a while back petrie911 managed to find some memory addresses (for Metroid Prime?), by using Dolphin's debug features. How do you do this? When I tried, I didn't manage to find or do anything. In Mario sunshine, I'd like to be able to edit Mario's location at will.
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After getting the Master sword, it is now confirmed to be possible to skip both electric fields, thus skipping the huge fight with the knights and moblins. I don't know if the game might lock up later or not, due to this skip... EDIT: http://www.youtube.com/watch?v=J2VXn5f8r4g
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Yes, this page covers the lua script created by pirohiko. Make sure to edit lines 64/65 according to what version you use (J or U). It's been a long time since I used the script, so I can't even explain how to use it but it's better than nothing - I wasn't able to use it to determine critical hits, unfortunately. Not sure how pirohiko pulls off critical hits and other things when TASing.
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Can somebody provide a download for r6218? I need to do some testing on that revision but mediafire deleted all the old revisions it seems.
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The first two rows of garbage are not ROM, they are ever-changing echo RAM (or whatever you call it) - hence why I navigate through that section so weirdly. At 2:04, for example, I pause a few times to make the two rows of garbage keep solid while Mario zips through. At 2:11, I touch a coin but the address doesn't seem to change - so I guess no write occured? At 2:20, I think it's another block that doesn't change. I could check it when I have the time and motivation. Also, I _might_ be able to get my hands on a v1.0 catridge sometime soon, so I can get to testing on a real console - that is, if the person that I came into touch with doesn't randomly disappear from the internet in the future.
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I used the pause glitch which was first documented by me on the 17th of January 2011 here. Basicly, when there is game lag, pauses may cause the game to glitch up. The more lag there is, the greater the likelihood that rapid pausing will make the game reset itself or hang. Aside from crashing, it can often cause blocks (breakable or solid) to be created right above Mario's head - or broken - or you can see a coin flip with nothing else special happening. Thus, this trick can be used to finish the game by only visiting the first level. Only very rarely, something else might happen. This glitch might have the potential to allow us to finish the game in 20 seconds, but it's not well understood yet and all I did so far was random testing.
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MUGG wrote:
If you take the fire flower, it starts decrementing at a later time if you've been small. If you are already big, the counter starts decrementing faster (69 frames faster). If you're already fire Mario, it starts decrementing even faster (additional 64 frames faster).
I should have paid more attention to this. It only takes about 30 frames to get a mushroom and maybe 30~50 frames to get fire flower (<- not tested yet). So I can save many frames by getting mushroom/fireflower in a level and taking the fireflower in the bonus game after each world. This means I need to restart the WIP from scratch and it might take some more weeks/months.
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Thus the regular TAS is improvable by 5000 points, unless the points change messes with lag or luck behavior.
This is no longer true - The out of bounds glitch has been proven to save time, and thus the dragon isn't killed. Also 10 blocks can't be broken and a mushroom not collected due to this strategy change, accumulating in a 1500 points loss. After 2-3, my WIP has a 220 points lower score but is 122 frames ahead. If you disregard the LCD screen emulation difference, I'm actually 170 frames ahead!
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I dropped you a message at #zelda but I can also tell you here, I don't have much knowledge in this game so I can't help you with your question. I don't know if double damage is worth going for.
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I don't know how this didn't appear to me when I initially compared v1.0 and v1.1 when I made my TASes, but v1.0 is now confirmed to be undoubtedly faster. After beating a boss and the gate opens, Mario runs to fake Daisy's chamber whereas on v1.1 he only walks there slowly, losing about 60 frames even with better luck (only one idle frame compared to v1.0's four). (EDIT: This turned out to be misinformation. You can run into the chamber by having landed on the pedestal at running speed beforehand. The v1.1 movie I compared to lost running speed to manipulate luck, and so I assumed it was a version difference. Still, it means I'll gain some time over the published run from this knowledge. Also, I updated the tcrf page in light of this.) World 1 is now completed on v1.0 in the normal mode category and I might continue with this WIP sometime. Also, since it's v1.0, I can use the fancy out of bounds glitch later. :) Compared to the published run, the WIP is 39 frames slower due to extra LCD lag (by better emulation). In fact, both movies are on par. The WIP is 400 points ahead because
Another points improvement: In 1-1, chain the two flies near the end of the level to gain 400+800 instead of 400+400 points.
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rog wrote:
Acheron86 wrote:
I guess the best option might be to test things on an NTSC-U version of the game. Unappealing, I know.
After finding out the wall above the railing is lower on J? That would be silly.
@Acheron86: The point of testing on the NTSC-J version is to see if I can find anything new that could be exploited. Or any version differences.. I already did hours of glitch hunting on NTSC-U. @rog: What's your point? @cafde_: I'll get to checking those out, thank you
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Acheron86 wrote:
I have no way of testing this on my mac, sorry: http://gamehacking.org/?s=bsfree2&sys=15&gid=6789&o=1 I'm assuming you already found this site (first thing that came up when I googled "japanese wind waker action replay"). In the offchance you didn't, maybe it'll help. At the very least, these codes don't match up with NTSC-U or PAL codes that I've found.
Thank you, I guess it didn't appear to me that I could google for it... oops. None of those are of use though, there's "infinite magic" but it matches with Coolkirby's code, which I can't get to work - magic runs out while it's on. Cafde gave me a "forest water expires" code, btw. I'm thinking maybe I can use the invisible wall to eject me into and through the barrier wall... no luck so far.