Posts for MUGG


Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Flip wrote:
For those AR codes you wanted earlier, there's the official site, plus a few extra neat ones can be found on ARcentral.
Both of those pages only list AR codes for the NTSC-U version. There hardly are any documented Japanese AR codes... Also, thanks Coolkirby Your code doesn't work.. I could also use a 0 hearts AR code for NTSCJ..
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Is there an "infinite magic" AR code for NTSC-J?
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)
Joined: 5/15/2007
Posts: 3856
Location: Germany
You can run whatever you feel most comfortable with, I can't really help you with the game choice... Mario Galaxy currently isn't TAS-able to my knowledge. Megaman Wily Wars was TASed previously, but wasn't technically of good quality or something - also it would need to go through all the modes. Feel free to go to a game's own thread in the game forum section to ask for help or feedback.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
He says he wants to use 1.51 to watch movies and WIPs. Also, people still use the old emulators (SMW runners use 1.43 and there's the Kirby Super Star WIP on 1.43 also), depending on what works best for a given game. I don't know about a solution to this emulator crash problem, sorry.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Here is a testrun showcasing the new any% route (which means it's an improvement to andymac's 21:43 TAS) http://dehacked.2y.net/microstorage.php/info/1631594978/sml2tastestrun.vbm (UE) v1.0 vba24m It's testrun quality and doesn't use the pixel trick (also I forgot to use pipe death in the first level lol), so I think its 22 minute time is impressive.. Probably it's possible to go below 21 minutes with this route, but I won't make such a run since the pixel trick is too hard for me and due to TASvideos' strange ruling, making the 2 minute run obsolete the fullgame 21 minute run... which means there's no point in doing such a run anymore, sadly. 1st level Tree (1) Pipe death in Macro (1) Pumpkin (all levels) Pipe pause-select in Pumpkin (1) Mario (all levels) Pipe pause-select in Pumpkin (1) Turtle (1) Pipe pause-select in Pumpkin (1) Turtle (2), (3) Pipe pause-select in Pumpkin (1) Macro (1),(secret),(boss) Pipe-death in Macro (1) faster by about 74 frames than pumpkin 1 Tree (2),(leaf),(boss) Space (Hippo),(1),(re-enter 1 for checkpoint bell),(2) take bubble from Space (Hippo) Wario's Castle glitched
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Here are the latest two discoveries about this game: * http://www.youtube.com/watch?v=toBoR_Y2uZ4 This trick, which I almost found in December 2009 already, grants access to Wario early. I don't know if it saves time, I think it does. * If you carry over the checkpoint bell to a level that doesn't have one, then exit the level (dying or pause-select), then re-enter the level, you are positioned in the top left corner of the level. In some levels you can wander downwards or upwards if you carry the pipe-glitch state over - this currently only allows access to the garbage data below the level. There's still no known way to access the garbage data above the level directly. Your position doesn't change if you do this on Wario's castle, though. This was already known. What's new is that you aren't positioned to the top left corner in v1.2 - it only happens in v1.0 and v1.1, which means this is a reliable way of finding out what version of the game you have (if you got the actual catridge). This way I found out that my catridge is v1.2, because I didn't get positioned in the top left corner.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
It shouldn't matter where the ROM is for snes9x 1.43 and 1.51 Where did you get your emulator version? If from here: http://code.google.com/p/snes9x-rr/downloads/list what version did you get specifically?
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
No. I just said this to lighten up the conversation, actually... I could write about the things I like about Scootaloo's character but I don't want to, at the moment.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Don't worry, I too wish Scootaloo was real.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Can someone provide any of the following? *Memorycard file NTSC-J in Hyrule1 or Hyrule2 with barrier intact *Memorycard file PAL ('' '' '' '' '' '' '') *"Forest water runs out immediately" AR code for NTSC-J *"Levitation" AR code for NTSC-J It would help for glitch testing.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
About sirena early.. it wasn't very obvious to me before, but this doesn't seem worthwhile at all. With Shadow mario in the plaza, we have to watch the cutscene over and over - and with him gone to Bianco we can only go to sirena early one time. After finishing Sirena episode 1, the level is changed and the trick can no longer be done. We should just stick with Pianta,Bianco,Gelato,Ricco,Pinna,Sirena,Noki If the loading zone was there before Shadow mario appears, it would have been a different story. About the language, I think we should use the English version because 10 seconds difference is too insignificant.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Do you refer to Genisto's SNES Super Mario All-stars: Super Mario Bros 3 glitchfest run, by any chance? The SNES and GBA version of Super Mario Bros 3 allow you to run at hyper speed by holding left+right - it's faster so it wouldn't make sense not to do it. I think there's a ton of glitches that could be showcased in an NES run now, however, so hopefully we get a glitchfest run without backwards running someday.
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)
Joined: 5/15/2007
Posts: 3856
Location: Germany
You can't do Sirena after Bianco because the level changes, obviously. :) EDIT: I think I agree doing Sirena early is probably slower.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
What if you save Peach and have Shadow Mario paint the M on the wall, but proceed to enter Sirena then? Will Peach still continue to be kidnapped? If yes, then there's no more question the previous route is faster.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
No, infinite flutter is too hard. On another note, the Japanese version saves about 9.5 seconds in the any% run so we might use it when we start TASing ("we" being anyone that's interested out of the group of Renebalow, sonicpacker, wak, me, others).
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
loading zone still is missing.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I PM'd Renebalow with this, but I thought I'd post it here too. Could skipping Yoshi in Delfino plaza be faster by doing Sirena early? Route idea: Pianta raise the statue to make Sirena loading zone appear Sirena early (7 times) Bianco Gelato Ricco Pinna Noki Previous route: Pianta Bianco Gelato Ricco Pinna Sirena (have to unlock yoshi in plaza which takes about 10~15 seconds) Noki
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Yes, you can't swim in the water.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
So what you are saying is that we actually can zombie hover in the damage field for a short while, but that we'll get knocked back out when link stops blinking?
Yes.
What if forest water were to expire on the exact frame at which Link stops blinking? Might that cancel the knockback again?
The forest water message doesn't cancel the hitbox. --- There is an emulation glitch where using the camera freezes the game... So I can't do any glitch testing on that.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Helper To Hero Cutter [4:24.94] (ISM) Suplex [3:54.79] (ISM)
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I literally spent over 20 hours trying to find a skip, but it doesn't appear to be possible to me. This is the hitbox. Around the hitbox is an invisible wall (which is open below and above). You can cancel the hitbox by using the wind waker on the same frame it would knock you back. When taking damage, Link no longer is invulnerable to the hitbox, so he gets knocked back as soon as he stops blinking red. When taking damage, Link doesn't stop blinking red until he gets up (from his fall) and active for a split second. For this reason, it's not possible to take damage to get Link's HP down to 0 (to start a zombie hover later) and still cancel the knockback - Link dies before he can cancel it. He could wind waker dive, but then the hitbox isn't blocked and he gets the knockback as soon as he starts zombie hovering. It's also not possible to zombie hover above the barrier since, as explained, you can't be dead AND have canceled the knockback. You also can't reach the ceiling of the barrier by zombie hovering from a place far from the barrier (castle entrance where the king of red lions is), and if you could you still get knocked back towards the middle point of the barrier. You also can't bomb clip since the railing ledge isn't possible to grab. You can grab it for very brief moments (1~2 frames) - I noticed that Link tries to grab it for one more frame when holding R or another specific button... but you can't extend the ledge grab past this point, sadly. What we need: -> a glitch that lets Link lose HP without him blinking red. -> make it possible to grab the railing ledge -> a glitch that simply cancels the hitbox of the barrier, or some other new glitch
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Kirkq wrote:
1: Jump off watchtower. 2: Grab 100 rupee chest under grandma's house. 3: Superswim to Windfall (buy sail (80), Let Tingle Out (1)? 9: Superswim to Dragon Roost, get wind waker, get wind requiem 10: Superswim to Bomb Island, get bottle 11: Superswim to Forest Haven, get FOREST WATER (20 min) 4: Superswim to Greatfish to trigger endless night (required to get bombs) 5: Superswim to Northern Fairy Isle (Get Rupee Upgrade 1000) 6: Enter nearby sub, Lantern Moblin + No Sword sends you to Forsaken Fortress 1 7: Trigger Tetra text at bottom of FF1 by stairs. Beat Forsaken Fortress 1 (FF1) (You get a sword here) 8: At Windfall, Get Bombs, Let Tingle Out (2)? 11: Superswim to Forest Haven, zombie hover deku leaf 12: DRC deku leaf entry, deku leaf bomb drop the pot, get grapple, clear dungeon 13: Optional: Superswim to Bird's Peak Rock, grapple glitch to get triforce chart 14/16: Optional: Rupee collection, place pearl, etc. 15: FOREST WATER Boss Key skip (20 min later) 17: Tower of the Gods (big skip at beginning) 18: Forsaken Fortress 2 (FF2) (Helmrock superswim, zombie hover past boss fight to loading zone. (You get a shield now if i recall, but still have starting clothes, lol)
How come you're not replying in IRC?
<mugg> 6: Enter nearby sub, Lantern Moblin + No Sword sends you to Forsaken Fortress 1 <-- interesting <mugg> where exactly does the game freeze if you skip the FF1 tetra text <mugg> (or lock up) <mugg> What does this mean Let tingle out (1) and (2) <mugg> 13: What's the grapple glitch <mugg> 15: What's the forest water boss key skip
Sorry if I'm unable to actually contribute anything... I wish I could, but at this time all I can do is test simple stuff maybe, or waste hours trying to find a barrier skip.>_>
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I think if J is faster (by several minutes), then go for it. TASvideos seems to have become less strict about the language rule.