I don’t know of any new glitches, no. But I wasn’t referring to performing a manual edit of the data, either (though that would be a useful thing to be able to do to test sequence breaking). I was just guessing that because overflow glitches are possible in other games, that it may be possible to perform them in KatAM. I was trying to figure out if there was something that could be used in an actual run.
Researching that would require, of course, knowing where the room ID pointer is so that something else could be inserted there. The more I think about it, however, the more it seems like something requiring ACE, which would put this firmly in the realm of improbability since there are no known ACE exploits in KatAM.
...And by “tasing roadblock”, I was just making a tongue-in-cheek joke. I’ve been stuck on an early Area 2 room and I’ve consistently been 10 frames behind your framecount for it. I was considering just copying your inputs because I think they’re optimal in this case, but I don’t know how to read a movie’s input sequence in VBA. So instead, I’ve spent weeks trying to replicate it and failing.
tl;dr I was trying to figure out if there may be a glitch but I honestly don’t know, the roadblock thing was me making fun of myself
That’s pretty cool, I’ll make sure to try that later!
By skip exploit I meant setting the door ID to a boss room to “skip” all of the rooms before it, which would obviously save a ton of time. I don’t know what that’s officially called, though. I was referring to something like the Dokokashira door glitch in the Gen 1 Pokemon games.
e: Dealing with pointers is going to be a little messier, but it may still be possible to change the pointer contained by the door to something different... if we knew where the pointers were.
Do you know where the door data is stored? I can’t experiment with this because I’m away from my computer for a week, but I was thinking that it may be possible to overflow something into the ID value for a skip exploit. If that’s not possible, maybe something could overflow into a warp star?
Of course, if the ID is stored too far from anything modifiable then the whole idea is moot. Just shooting in the dark since I can’t test this at the moment.
if it’s possible, then i can avoid the tasing roadblock i’m at lol i’ve been stuck doing area 2 for weeks
Half button presses (」°ロ°)」
time to go back and change everything... Actually I just totally misunderstood your explanation I don't actually need to change anything for that.
Neat find, though.
And I knew the thing about aerial acceleration and inhaling, but thinking about it, there are some places I haven't tested that so I need to go back and change things anyways.
I'll try and get the Lua working later today, but when I tried it before (BizHawk 2.3), it just had a black box in the top-left that said "Script".
Oh, I haven't gotten the lua working in BizHawk >_>
I only pointed it out because it wasn't in the research post... from four years ago.
But looking at the lua now, it is different. That's probably just because the address in the lua is from EWRAM, while the one I got is in the System Bus.
As for the speed increase, it only happened once, and after optimizing the first room again, the second room started at 32 again. I still don't know how to make it happen intentionally, and I haven't seen it happen since.
Edit: Attached (JPv1.1). I don't know what to make of this.
User movie #51027925753261746
I'm TASing this to see if I can beat MUGG's established record (first TAS, don't bet on it), and as I was comparing what I have so far against his run I noticed his second area load was always 6 frames faster than mine. Is this an emulation artifact? I can't find any mention of lag reduction on any of the KatAM pages.
Unrelated thing I may as well put out there:
Not sure what caused this, but when I went back and reoptimized the first room, the rest of the run desynced because my initial speed in the second room was 64 instead of 32 (meaning I hit maximum aerial speed a frame earlier than I should've). It doesn't look like I had any speed or distance carry over from the last room, but I obviously did something. After shaving off another frame in the first room, my starting speed in the second room was 32 again, so I (thankfully) didn't need to redo anything I had already worked on.
EDIT:
Both of the "Next Ability" addresses that MUGG found were 38 bytes before the "Current Ability" address. If that's a constant, Red's next ability should be at 0x0202130D.
Just for practice, I tried making a TAS for the first room of Kirby and the Amazing Mirror (JP), but when I tried to play it back from frames 0-8 nothing happens and the game doesn't run. From frames 9 (First frame of BIOS?) or 275 (ROM load I think?), it works perfectly. And when I try to record a movie from power-on, the video goes black for a while before erroring with a NullReferenceException.
Did I set up my project wrong or something? I can't figure this out...
Using BizHawk 2.3 if that helps.
edit: Tried making a movie from frame 275 and got the same error. Making an AVI works fine, though.
edit2: Tried making a movie from a couple other early points, same error. Here's the error text (because that's a thing):