Posts for MUGG


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I thought it was an interesting concept, so I voted yes, despite the entertainment being nonexistent.
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I remember playing this game when I was still a little kid. I never completed it but I remember many levels shown in this run and it certainly is very nostalgic for me to watch both Cosmo's livestreams of this game and this TAS.
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Thanks to biggyboy. Well, what can I say? I enjoyed this, voted yes. :) Though I think 'all gaps' or some such 100% goal would make the best TAS for this game - too bad probably nobody's gonna do it in a long time..
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<mugg> lmao, I can't watch the thps2 tas on youtube because it has copyrighted music <mugg> is there a downloadable encode?
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Yeah, this new WIP definitely looks much better. I was sad when it was over..
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<TASVideoAgent> New reply by MUGG (General: Who is "webnations"?): http://tasvideos.org/forum/p/303325#303325 [a:1] <mugg> topic died? <mugg> ^ http://pastebin.com/mDTc94Ea ----------- He's someone who took the liberty of uploading videos from SDA and TASvideos to his Youtube account.
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itsPersonnal wrote:
About that floor 1.5 glitch, if we could get the other side of that fire door in the kitchen could we make it to the second major boss? and if we did that what would happen to the game if the boo's are never triggered?? :O I know that you can get above that room with the dog but I can't seem to fall through because I'm still lost as to how you fall inbounds, it just kinda happens sometimes. Would there by chance be an AR code to walk through walls? I wanna test how the game will react if we pull this off and that would be the easiest way to do it
You can go to the second boss by going to the balcony and clipping through it somehow. I never managed to do it and there's no video footage of it either... I doubt the game would react in a way that we could benefit from it. After beating the second boss, we still would need to obtain the first boss' key to go through the gate at the beginning.
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new WR by survivelwr :) www.youtube.com/watch?v=E9MkdPSUSfI
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The bonus game luck seems to be dependent on something really complicated and unreliable. If I make the 1-up sound effect play 100 frames before the bonus game starts, the outcome doesn't change. But when I let it play 30 frames before, the outcome changes, and it changes again if I let it play 10 frames before. During testing I found that the outcome changes if these addresses are written to: ff9f, ffbd, fffe and e0a4. So since I can't understand the mechanics behind this, I'd stick to what I used to do when I made my SML TASes; simply play through a world, see if the luck is good, if it isn't, insert idle frames in the levels. more RAM addresses:
FFA4 - map x-pos
C202 - mario x-pos
C201 - mario ypos
C203 - Mario's state
DFE8 - music ID handler
FFB3 - if changed, may lead to the end credits
FFFE - if written to, coins increase by 1. If Mario touches a coin, this address is written to.
C0A3 - If written to, lives count changes.
           FF makes it decrease by 1
           1~FE makes it increase by 1 
EDIT: 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. EDIT: Probably I won't finish the regular mode improvement, because it's too laborious work for me.. There's VBA21 and VBA24m. The latter is more accurate but slower by an estimated 250 frames. Using the former is against the site's sense to be as close to the real console as possible. There's versions 1.0 and 1.1; the latter has better luck over the former on VBA21, hence why it was used. Now I really don't feel like playing through all the worlds again, on VBA24m on both 1.0 and 1.1 to see which has better luck, and then inserting idle frames one by one to see if the luck changes to my benefit. And then coming up with a new run which is actually 250 frames slower...
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In the ending sequence with the fake Daisy in 1-3, I tried looking for RNG or frame rule addresses. FFAC scrolls 0~ff infinitely. After the Fake Daisy is offscreen, when FFAC reaches an odd number, it fades into the bonus game (if the address is frozen at even numbers, the game is locked). Therefore, by being 1 frame slower (to manipulate luck), you can end up tying your time. Or by being 1 frame slower, you might end up losing another frame. EDIT: After completing the bonus game, DA1B has to become zero. 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 didn't know this when I was working on my regular mode TAS, since I take damage when killing the dragon in 2-3. If I kill the dragon like in the hard mode TAS and remain big, I should be able to get the 5000 points from the dragon. Thus the regular TAS is improvable by 5000 points, unless the points change messes with lag or luck behavior.
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rog wrote:
MUGG wrote:
I used to time-stretch the audio but it's not a good solution, really...
Perhaps, but it ends up being close enough to not really be noticable, and unlike manually fixing it every single time a new area is loaded, it only takes a few seconds.
Imagine you have to audio stretch audio over a 4 minute video... It can get noticeable easily, and, at least with avisynth, I had to put much effort into cutting audio portions and stretching it properly (with one of my videos)... Adding 60 frames here and there and be done with it just sounds more practical.
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when the game loads something (new screen or level), there are frames that take longer than 0.016 seconds (duration of 1 frame). This frame gets recorded as 1 normal frame in the AVI but the audio keeps running, so that's why there are audio desyncs. To fix this, you need to insert frames manually, or cut the audio here and there. I used to time-stretch the audio but it's not a good solution, really...
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Episode 2x19 | 45 will be a Fluttershy episode. Title: Putting Your Hoof Down Synopsis: Iron Will helps Fluttershy become assertive. Personally I'd like to see a Scootaloo episode though. ;)
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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There's a button on the video player that disables the comments.
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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I don't think there is. How about you select Free For All mode and let the winning team members fight themselves at the end?
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Did you try snes9x-1.43-rerecording-v17-win32.zip or snes9x-1.51-rerecording-v6-win32.zip from this list? http://code.google.com/p/snes9x-rr/downloads/list
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I'm of the opposite opinion... both animation quality and creativity in the episodes have been improved.
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The emulation glitch in sirena 6 isn't fixed yet, so probably it's a good idea to wait some more. Renebalow, Wak(?), and me wanted to start working on the any% eventually, maybe we could make this a collaboration work (everyone works on level strats on his own and presents it to the others or something). The U version should be used since the yoshi ceiling glitch won't be used in the any% run. The talk to girl glitch in pianta 2 seems to work on all versions but only sometimes... I don't know what conditions need to be met for this. TAS by batora: http://www.youtube.com/user/MarioSunshineTAS
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Most recent VBA (24m r422) VBA21 is good, too, but 24m fixes emulation glitches in many games.
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Newer dolphins seem to have introduced a glitch that deletes input from the DTM at random, as Wak told me. So even if read-only mode works perfectly fine (I don't trust its stability yet) your work might be lost during the making of the TAS.