Posts for MUGG


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Since I'm removing this game's entry from my TASvideos page, I'm dumping info here instead: But since there's nothing worthwhile to dump, I'll just post the most recent WIPs. any% (OGA, smns72, others?) 100% (mugg, helped by OGA) (fixed URL) 1.43 v17 Note that I'm not going to continue on the 100% WIP. Also note that progress on the any% might continue since I've seen smns72 return to IRC a while ago and asking for the latest any% WIP (but I don't know if he plans to continue on it).
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Since I want to remove this game's entry on my TASvideos page, I'm dumping info here:
A new TAS would use the flying trick that prevents flying energy units to be drained and it would probably use save-warping, where applicable. 2010 WIP VBA21 Requires vba-over.ini, I think.
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Since I want to remove this game's entry on my TASvideos page, I'm dumping the info here:
I think the Gameboy version is a lot more demanding and complex than the NES version. There are 50 Levels in total. There's a glitch where you can climb down a solid block if you enter it when it almost fully rematerializes. Here is my first attempt at TASing this game. I didn't do a good job at luck-manipulation, so I canceled this. My second attempt starts at level 16 (the highest without needing a password). What is bugging me now, though, is some kind of RNG which determines the likeliness of a bad guy to drop his stolen gold pile. I don't see a way to play through the room where I stopped the WIP. Currently at Level 17. WIP
Note that I haven't worked on this since 2009ish, and I probably will never finish a run of this game. Yet I think it would make for an interesting TAS.
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I'm usually not one to nit-pick but it would appear the Youtube encode is horizontally stretched and it's somewhat bothersome to watch, for me...
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Exceptions can be made. See the Kirby's Dream Course TAS that aims for 1) least amount of turns per hole and then 2) fastest time.
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http://www.bluetoaster.net/emu/tools.htm And as far as I know VMV is an outdated file extension of VisualBoyAdvance movies. Turns out it's the file extension of VirtuaNES movies. http://tasvideos.org/VMV.html The recommended NES emulator for movie making here is FCEUX. If you're technically inclined you can use a hex editor as well.
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CoolKirby wrote:
I've been trying for hours to make an encode, but all of the codecs I have keep making a 4 GB avi, which is invalid (AVI format can only support up to a 2 GB file size) and the resulting file doesn't play back in any movie player. I wish I knew a way to make Mupen split each section of the run at 2 GB, but I have no idea how to do that. I'll keep trying though, since I'm sure Nahoc's busy with making the run.
sounds like you're dumping uncompressed AVIs. That's not a bad thing if you're going for perfect quality, but you can get approximate quality when dumping the video in h.264lossless, lagarith or camstudio codec (youtube can't process the 2nd one, and I don't have any experience with the 3rd). When initially dumping in such codecs you get much smaller files.
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Yes, I think we should replace the run. Since this is the "glitched" category I'm ok with this having a credits-less ending. http://dehacked.2y.net/microstorage.php/info/1167297370/Mother2_BADEND.smv Even though this will be so much shorter I don't think we need another re-submission..
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There's a rumor that in the Japanese version you don't have to pay the fee of 398 rupees to Tingle for translating maps. A Gamefaqs guide that focuses on the Japanese version still mentions the 398 rupees fee though. EDIT: The rumor is false. http://www.youtube.com/watch?v=TJ0JUH068Uw
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Billy wrote:
I have three questions: 1.) How do you walk in place?
HappyLee wrote:
This is a kind of a special state in "Left+Right mode". It happens sometimes when you slow down the speed on the ground with "Left+Right mode". It looks like walking without moving, in fact, the X-speed goes "1, 255, 1, 255..."and it will never stop, so the X-subpixel goes "x, x-16 ,x, x-16...". When "x"=0, "x-16" turns to be 240, X-pixel has changed, Mario is shaking and the screen begin to scroll. That makes the "moonwalk" acton useful.
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There seem to be a few possible improvements. I PMed them to you on YT.
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MUGG wrote:
http://www.youtube.com/watch?v=uNzPjLB3mxk Pianta Village #2, Piantissimo text skip This glitch happens if you talk to the girl at the finish right before Piantissimo arrives. So after you click away the girl's dialogue you get the shine. It saves time because her dialogue is shorter. However, I can't get this to work on emulator. If I talk to her early, he runs through the girl and nothing happens. If I talk to her on a very specific frame, both Piantissimo's and the girl's sound effect play but Piantissimo's dialogue appears.
It turns out this glitch only happens in NTSC-U. I got it to work on Dolphin now, and I didn't even need to press any button... I'd be interested in seeing if the wallclip in sirena hotel works in NTSC-U, I'm kinda bad at it so maybe renebalow can test it? I'm talking about the fruit wallclip in the 3rd chapter (the one that doesn't require yoshi).
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how's snesbot coming along anyway?
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I'd like to wait until the SMW run gets judged because it's conveniently facing the same problem right now. Will its "the end" TAS get published or the "credits" version? Also, what would happen if we ever manage to finish the game early without going to the debug menu? Then it would make the most sense to have it obsolete the 70 minute TAS, wouldn't it? Earthbound's glitched category was only created due to the use of a debug menu.
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GeminiSaint wrote:
I like the "Thank You!" version better, with the bonus stage in the background, followed by the enemy roll call and then the "The End" screen.
I agree, please post the smv with the enemy sequences. Because this run and the any% use heavy glitches, it would make the most sense to me if this obsoleted the any%.
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2011 Rankings part 1 & 2 have been added to the first post. 2011: Part 1: Account | Free Part 2: Account | Free Part 3:
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DarkKobold added the branch name.
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It syncs fine for me on 1.51 v6, with the (U) [!] ROM.
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The 9 minute smv sure is a crazy way of ending the TAS, but I figured the majority of the audience would want the staff roll in the TAS, for its beautiful and moving ending themes. I'm not so sure about this one. Personally I find the The End screens in SMW and EB quite abrupt and it's not offering the "feeling" of having completed the game to the viewer. Therefore, I'd like to note that I'd be in favor of the upcoming SMW TAS to trigger the ending sequence rather than the abrupt The End screen. At the end of the day I can appreciate both versions of both runs, it's just bothering me to see the CREDITS glitch in smw to simply show a The End screen with the level's BGM still playing. It's not showing any credits.
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soft-reset only works when the game allows it, and the frame I reset in is a frame where it doesn't currently allow it. I could make a test movie that uses a soft reset that does the credits glitch (if that's possible at all), but I'd be surprised to see nesbot sync it, given how laggy the game is and how random the glitch is.
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"The End" screen TAS in 9 minutes This smv aims to go to the The End screen as fast as possible. Another crazy thing pirohiko found!
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Apparently all my files broke, so I submitted a wrong file. Here is the correct one: http://dehacked.2y.net/microstorage.php/info/1887838303/KirbysAdventureTAS.fm2
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I was under the impression mupen had a severe emulation glitch that would prevent one from completing the game, at least that's what I remember from when I last talked to funnyhair.. How's the PS version different from this N64 version (I thought N64 was generally worse, or had less lums that could be collected or something along those lines).