Posts for Masterjun


Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
jlun2 wrote:
So, what's the maximum number of jumps possible with other enemies? Is it still 10?
No, it's variable for each enemy.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
eternaljwh wrote:
After the Cleft and Bristle battles at Shhwonk Fortress in Chapter 1, Mario can jump right before the gate opens. This saves 46 frames.
Is that even accounting for you getting to the door faster afterward using speed-swap?
Yes.
eternaljwh wrote:
A huge problem with this battle was the jump cap, which is the maximum number of jumps, decided by RNG, that Mario can do in a given turn.
So, what's the range on the jump cap, and why didn't you mention it earlier/in its own note? The primary reason you don't just Power Bounce everything to death in one turn (at least, when the diminishing returns don't make 2 turns faster) seems like it deserves more talk than is present.
That's poorly formulated. Let me give you an example: The Shadow Queen, second phase (real form). The maximum number of jumps you can do on her is 10. For every jump starting at the 5th jump you have a 67% chance of getting a jump cap. Getting jump cap meaning that you stop jumping on the enemy even if you hit the action command. So that we basically had a 0.39% chance (around 1 in 256) of getting 9 jumps in a row.
eternaljwh wrote:
All values are Big Endian. GameCube RAM Addresses start at 0x80000000.
Then how can the variables be at 0x00800000?
Because that are offsets.
eternaljwh wrote:
I think the only thing that hasn't been brought up that I saw that might be an improvement is that you use both slot machines, which means you have to walk right, then farther left again to get to the prize counter. Mightn't using the left slot machine again be faster?
It was actually faster to switch the slot machines because they don't reset after you used them once and since the pattern of the 3 slots are fixed it would take longer to go to the left one again.
eternaljwh wrote:
So what are the Yoshi and paper-tube maximum speeds?
Base speed for Yoshi: 3.375 (since z-axis is always 1.19 times faster (except for tube), you have 4.01625 there) Base speed for tube: 3 and 3.09 (oscillates every frame; stays at 3 when jumping; z-axis is always 1.19 faster, except for tube :P)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
yes, go ahead and resubmit, since it's not only a small change :D edit: -.-
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
submission incoming :D
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
gbreeze wrote:
4. In SMA2, there is only one button for flying, so you only have a few frames to be able to spin the cape while flying (only in a rise). I had to slow down there, but I may be able to avoid slowing down using a different strat.
At least it can be done faster
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
While watching I also noticed a few things that Mister pointed out already, the sound is horrible, I also wasn't entertained by the Big Boo fight either. Voting No.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
BizHawk (or EmuHawk idk) 1.5.3 broke the Trace Logger for me (for SNES games, GBC works though). It just isn't logging anything, I tested printing to window and writing to file. In 1.5.2 it works.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
feos wrote:
How to access VLC's frame advance?
View -> Advanced Controls Frame advance is the rightmost button of the 4 appearing.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
got4n wrote:
Dude, I was talking about your lua for displaying values in dolphin..
orly
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
got4n wrote:
Masterjun already find a lua with cheat engine, it works for me and seems good =)
Oh, so I think I'm gonna go ahead and ask him how to do it!
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
comex wrote:
Just popping in to ask if there are still any particular improvements to Dolphin that you think would help out with this.
If you ask like this then I suggest something big that probably won't be included for a long time: Lua (Re)implementing Lua would be a huge step forward in terms of TAS features. Or some sort of RAM search (and no, the thing in the debugger is not a RAM search, because it doesn't track the previous values and only gives you the first value it finds).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
bad hack, bad TAS, voting No.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
LOL
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Post subject: Re: Bot progress
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
True wrote:
(tip: if you do this, and after messing with p1 want to play, make sure only p2 is plugged in)
Yeah, that's because the input of player 1-1 gives the address ($7E:XXXX) that is being overwritten at that frame with the bytes of player 2-2. :D
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I'm gonna explain further, since Malleo wasn't the one who looked through the code tons of hours in the past few days. The glitch we are talking about is this one. The Mayor Pig has a fixed position he starts at and a fixed angle as soon as we enter the room with the house he's in. Before all the calculations the angle he moves at is set to 270° (0° is north, 90° is east, 180° is south and 270° is west). Then the game does calculations with the angle: It basically gets a random number modulo 60 (so that the number is from 0 to 59) and adds that to the angle and then removes 30. This is done twice so the formula is: angle = 270 + (RNG1 - 30) + (RNG2 - 30), with RNG1/2 as a random number from 0 to 59. Simplifying that to a formula of: angle = 210 + RNG1 + RNG2. So the minimum angle is 210° and the maximum is 328° so I made a quick picture displaying how the Mayor Pig can move (towards J is 210° and towards I is 328°). As soon as the Mayor Pig hits one of his movement-square edges he changes his angle by 180°. He walks for around 300-400 frames and then stops for around 300-400 frames, until a new angle is calculated. If he would have walked into the square, the scene would be triggered (the square is 100 pixels from the position, which is the nearest we can get to him from outside). A shame that it isn't possible, it stopped progress for quite a bit...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Hmm, I don't know, it works fine for me...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Remember what Chapter 3 is about again. (hint: talk battle battle battle battle walk battle battle walk battle battle walk battle win) (hint 2: battles are easy when you have strategies) (hint 3: we had strategies)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
So we talked with Almo, the guy who holds the unassisted speedrun WR on this game, about the strategies in Japanese TTYD.
let's say you get mega rush before chapter 2 and waste time soonest you can get it would be after chapter 1 1. you have to put yourself in peril for magnus 1.0 = slower 2. you don't use peril for any minor league fights, useless to be in peril afterwards 3. with this route, you will level up on grubba, which means re-routing so you don't use as many fright masks = slower (unless you were still in peril but the offset from getting into peril in ch2 would make it about the same speed) then you literally use mega rush for doopliss 1, doopliss 2, and smorg that is it. and smorg you have to get into peril during the fight because you rest so not only will you not regain FP after each chapter and make things like after hooktail you have 1FP, you have to find a honey syrup or something and use that or some heal block for the fights in chapter 2, or w/e it would only MAYBE be a bit faster if you didn't set up danger mario which will take like 2 minutes in TAS over not setting it up (taking into account chet rippo and parlor) but you pretty much save that time in the boss fights from not worrying about regaining health from levels that's why JP used mega rush P strats for it's any% run it just doesn't work as nicely as people think plus, do we even know if it is faster? no one has done a Japanese run since konkuu over a year ago not healing post-chapter is great for HP and mega rush strats, but it's bad for FP just think about this after chapter 2 if you didn't heal after magnus 1.0 on that fight you use 9 of your 15FP on English, you go back up to 15, on JP you would have 9 so on English, power shell on goombas and dead bones = 6FP = 9, then you have the 8 you need for armored harriers on JP, you'd have to take a 10 second loss in the bed or use a honey syrup it just doesn't work that well
So, a major problem in the Japanese version of this game is that we not only not regain HP after a chapter, we also don't get full FP, which is important. We also sometimes level up which means that we get healed completely which then also heals HP. The thing is that we don't know exactly what is faster because there are so many things we have to consider when changing the route.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Hey, it's not EVERY battle that you get the HP to 1, that wouldn't be as fast. Actually I think there aren't really many battles where we use that. We basically follow the unassisted route only without all the safe strategies. Also, this game is also not only about battles.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Yeah but I personally like to make like 16 damage with only one attack, so you can't say that it is really unentertaining for everyone. Also, we are already following the plan for these strategies so if we really wanted a run without them then we had to redo a lot of stuff, which we won't do.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
EEssentia wrote:
I just hope it's not another of those "abuse peril" sort of runs where the runner just puts Mario at 1 hp and puts on badges that increase his attack while in peril. They are just two turns massive damage, over. No fun :(
Well it's the fastest method so it's obviously in this TAS. On another note, Malleo is currently recording Chapter 2 and the video should be up soon (Chapter 2 is sooo laggy, good thing I don't make the encodes :D). Also there is this graphical Puni glitch that Malleo didn't manage to remove, so be prepared to see glitched graphics (not too bad though).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Masterjun wrote:
then go ahead and take a look at the Dolphin forum for more information and help.
Since there the first thread is marked Sticky: and the title contains Important information for tasing, I would guess that someone who wants to TAS would go there. Then he suddenly looks at the first two sentences of the first post and he reads:
Please use builds from http://dolphin-emu.org/download/ . The latest master version should generally be the best to use for tasing in most cases.
Then he goes on reading the post and he realized that there are a lot of Important information for tasing with dolphin! Also, there is this Tasing Guide which could help for general TASing.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
On this wikipedia page you should find every emulator for each console or handheld. If you want to TAS games then you should look at the Emulator Resources page. In your case it would be Dolphin, so then go ahead and take a look at the Dolphin forum for more information and help.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Also presenting to you: The Ultra Spin Jump (also as you can see there is this graphical puni glitch) (also that there is the cage that Malleo means)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)