Potato
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Potato wrote:
Manipulating RNG in those 2 fights should save at the very least 25-30 seconds, if not more. So the question then becomes how will we save the remaining 40-50 seconds, to which I don't know the answer yet.
UPDATE 2: Turns out, I have severely underestimated how much time getting fast attacks in Cackletta can save over the slow ones. I did some calculus to figure out the lengths in frames of all the attacks that we did and I also calculated how much time we could save in total if we got only hand attacks in Cackletta. The results are this: this movie's final time was 1:01:16.313 without doing any RNG manipulations before the battle, or 219577 frames to be more exact. If we got 2 eye attacks from Bowletta, we could save 217 frames, and if we got all hand attacks in Cackletta we could save a whopping 5835 frames just in Cackletta. This adds up to 6052 frames that have the potential to be saved. This shatters the movie's final time, from 1:01:16.313, to a 59:34.59, or 213525 frames, and that's not taking into account another 6-7 second timesave that involves getting "hop on barrel" action command on Luigi instead of Mario and then use it to activate the switch in room 3 (the stairs room) on our way towards Bowletta's lair to skip having to grab the barrel at the far left of the room.
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I was thinking of using Luigi Mole clipping glitch in this room after defeating Bowletta to skip the cutscene with Prince Peasly. Do you think this idea would work mugg?
Mole clip only has very limited uses because Mario in back doesn't clip. The part you circled in red is the cutscene trigger, right? You cannot clip above that part because no right ledge exists. Try using teleport hat if possible, or go through the cutscene if it's faster. I'm also thinking if you could hat teleport into the closed door in the barrel room while escaping. https://www.youtube.com/watch?v=ZmqE8qqyh_A&t=1m24s This video uses fire dash glitch (JP) but the idea is the same.
Potato
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MUGG wrote:
The part you circled in red is the cutscene trigger, right?
The cutscene trigger is a few pixels away from that red circled platform. I circled it bcs I wanted to see if we could do luigi mole clipping on it, since it is a right ledge.
MUGG wrote:
I'm also thinking if you could hat teleport into the closed door in the barrel room while escaping.
Yes, you can do that, however, we lose High Jump on Mario after we reach the first loading zone in Bowser's Castle because we need to get "Barrel Hop" on Mario's B button to activate the door for when we come back from Bowletta. I have tested hat teleporting into Bowser's Castle room 1 loading zone so that we keep High Jump on Mario and while it is possible it wastes 10+ seconds setting the Follow Path (because of being unable to set the follow path neither in Bowser's Castle bcs we can't reach the right X, nor in hoohoo mountain bcs we can't reach the right Y for the warp). EDIT: This is also the reason why a teleport past the cutscene wouldn't do the trick. 1 reason being that we don't have High Jump on Mario anymore and even if we kept it somehow it takes 7-8 seconds to do the setup (and the cutscene is only 3-4 seconds long).
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I should mention that you can left corner bug the left side of the throne, but I haven't been able to clip the back brother. If it could be done on the right side with both brothers, you could do the clip you want.
Post subject: Cackletta AI
Potato
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Do you happen to have or do you know of any way to get the enemy script for Cackletta? We're trying to see how to manipulate RNG more effectively to get all hand attacks and 3 hand spin attacks (I figured out it is not possible to get just the hand flick attacks for the entirety of the fight because Cackletta's head can only do the hand spin attack and the energy ball attack).
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Potato
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MUGG wrote:
I should mention that you can left corner bug the left side of the throne, but I haven't been able to clip the back brother. If it could be done on the right side with both brothers, you could do the clip you want.
Would this be possible to do in the Chateau maze room actually? There are a whole lot of left corners there. Does Mario need to be in a flattened state in order for it to work?
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Hi, this is a message primarily for Mugg. Could you possibly update the Lua script to remove line 7941 which has: gui.DrawNew("emu") Please? As of the latest Bizhawk update, this line is no longer needed, but it spams a message stating this line has to be removed due to it being deprecated, which causes the emulator to lag a little bit. I can not update the Lua page myself, so I have to ask you, thanks!
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@Snodeca I will look into it when I can. I don't know what's the "new way" of doing it. Although it is also deprecated, you may try using: gui.DrawFinish() You may be better helped asking in the Bizhawk lua help or Bizhawk dev topic. @Potato You cannot do it in the chateau maze. The left corner clip works because the passage is one tile wide. No such instance exists in the maze. You also cannot use tunnel clip in that room. At least as far as I tested. Mario does not need to be flattened to do left corner clip. Unfortunately I cannot help much with Cackletta. Obviously you want to avoid long lasting attacks. Remember that RNG scrolls differently depending on your action in battle. In my old TAS, I chose Luigi's action depending what gives the best pattern. Also remember that the enemy pattern changes depending what frame you enter the battle. So try waiting on the last text box before Bowletta. Try waiting 0 frames, 1 frame, 2 frames, 3 frames ... Test all the scenarios.
Potato
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MUGG wrote:
@Potato You cannot do it in the chateau maze. The left corner clip works because the passage is one tile wide. No such instance exists in the maze. You also cannot use tunnel clip in that room. At least as far as I tested. Mario does not need to be flattened to do left corner clip. Unfortunately I cannot help much with Cackletta. Obviously you want to avoid long lasting attacks. Remember that RNG scrolls differently depending on your action in battle. In my old TAS, I chose Luigi's action depending what gives the best pattern. Also remember that the enemy pattern changes depending what frame you enter the battle. So try waiting on the last text box before Bowletta. Try waiting 0 frames, 1 frame, 2 frames, 3 frames ... Test all the scenarios.
I am happy to announce that I have finally done the Cackletta fight and finished the TAS after 40 hours of trying over and over for good Cackletta RNG. The final time of the TAS is sub 1, in fact it's even sub 59:30, and I'm very happy with the fight that I got even if it's definitely not the best. You have to consider that we don't have a bruteforce script for Cackletta and making one will require a LOT of time to make, a lot more than just 40 hours over the course of 4 days. However, a perfect fight could definitely bring the time down to sub 59 minutes but I am not going to be the one to take it that low yet unfortunately. EDIT: The final product will be premiered on my YouTube channel on the 16th of this month, at 2:30PM EST. There is also going to be a live commentary on my Twitch channel at the same time the video will be premiered, and it will also be submitted to TASvideos around the same time.
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Congratulations on finishing this! Pretty excited for the reveal.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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MUGG wrote:
@Snodeca I will look into it when I can. I don't know what's the "new way" of doing it. Although it is also deprecated, you may try using: gui.DrawFinish() You may be better helped asking in the Bizhawk lua help or Bizhawk dev topic.
Hi. I simply deleted the line and didn't add anything new, and as far as I have tested, it works perfectly fine. If there are any issues with deleting it, I haven't encountered them whatsoever. So simply deleting the line should be fine.
Post subject: Barrel Storage explained!
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A player by the name of RETIRE joined the M&L Discord server a few days ago. He is an experienced glitch hunter in other communities such as SM64DS. He was interested in figuring out what caused Barrel Storage in combination with Sign Glitch to make the game unable to set our action commands to the proper ones. Over the course of a few days this is what he discovered. There is a variable at $2440 and $2430 in IWRAM that keeps track of the action commands for Luigi and Mario respectively. Normally, when you break out of a barrel, without doing Barrel Storage, the game simply sets the third byte in $2440 to FF. But how it does that is pretty interesting; it copies the third byte to the first byte, and then it copies the fourth byte to the 3rd byte. The first byte is the action command of Luigi when he is in front. When you're inside of the barrel, the third byte is usually 00, and when you're not inside the barrel the byte is FF instead. With barrel storage however, you are inside the barrel, but the third byte is set to FF. Now, if you break out of the barrel, like I said, the third byte gets copied to the first byte, meaning the first byte is now also FF, which means Luigi will have the blank action command on his A button. So the question then becomes: what happens if we now talk to the sign? Well, if we talk to the sign, the first byte is changed to 00. But again, the game handles this a bit differently; what is actually happening is the first byte is copied to the fourth byte, and it sets the first byte to 00. A very important note to make is that the first byte is copied to the fourth byte before the interaction with the sign, which means even though the first byte is set to 00, the fourth byte is still FF. Because the fourth byte is FF, it will keep the action command of talking to the sign even if you get away from it. Now let's go back to the variable at $2430: the first byte there is set to 02, which means you should be talking to a sign, but you still have the normal Jump. However, after you switch, this byte is responsible for being able to change action commands past its intended limit. Here is a video by RETIRE demonstrating everything that I wrote here.
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I forgot to document this anywhere but about 3-4 days ago, we found out how to squeeze 1 more hit with Chopper Bros for the heart of Cackletta (I'm not sure if this can be done for every other fight, I haven't tested it yet). The previously thought "maximum hits counter" done with Chopper Bros was 26 hits by pressing A every other frame starting from the first frame you can start attack on until it ends. However, I discovered that after the first hit, the second hit doesn't actually have time to register and it deals no damage. So, I waited 2 frames instead of 1 for the second hit, then pressed A every other frame from there, and I managed to do 27 hits in 1 chopper bros attack. This may not seem like much, but it may be able to save a turn in some fights or save time by not having to collect as many mushrooms. Also, just a quick reminder that the new Any% TAS is premiering tomorrow, at 2:30PM EST. We are also going to commentate it live on my twitch channel so if you want to hear the explanations for all the craziness that this run will provide, feel free to watch us there.
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MUGG wrote:
New TAS was posted on Nicovideo. Seems to be a testrun. Author: クリキントン社長 (?) Rerecords: 17732 Frames: 675882 Time: 03h 07m 45s Part 1 http://nicovideo.jp/watch/sm12260255 (account) http://nicoplayer.blog60.fc2.com/?id=sm12260255&w=640&h=480 (free) Part 2 http://nicovideo.jp/watch/sm12394740 (account) http://nicoplayer.blog60.fc2.com/?id=sm12394740&w=640&h=480 (free) Part 3 http://nicovideo.jp/watch/sm12439121 (account) http://nicoplayer.blog60.fc2.com/?id=sm12439121&w=640&h=480 (free) Part 4 http://nicovideo.jp/watch/sm12503132 (account) http://nicoplayer.blog60.fc2.com/?id=sm12503132&w=640&h=480 (free) Part 5 http://nicovideo.jp/watch/sm12565881 (account) http://nicoplayer.blog60.fc2.com/?id=sm12565881&w=640&h=480 (free) Part 6 http://nicovideo.jp/watch/sm12605030 (account) http://nicoplayer.blog60.fc2.com/?id=sm12605030&w=640&h=480 (free)
I'm not expecting any great news.... But does anyone happen to have the videos downloaded or the input file? I'm assuming not, which would be unfortunate because I saw this as part of the history of this game. Honestly a bummer... (Thiis post was made in this thread around 2010, for reference.)
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I'm not expecting any great news.... But does anyone happen to have the videos downloaded or the input file? I'm assuming not, which would be unfortunate because I saw this as part of the history of this game. Honestly a bummer... (Thiis post was made in this thread around 2010, for reference.)
This was a TAS by Kurikinton_sya on the Japanese version in 2011 or so. As far as I remember, he never provided the input file, only a small 10 second long .VBM that shows how he performs Bowser's Castle skip by Fire Dash glitch. I did not download the videos. It is not optimized. I have an old VBM I made myself going through most of the game, but I really would recommend you route things out yourself. You are going to do bosses out of order anyway and use more advanced strats that were not known years ago.
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Mugg, do you happen to know a website of some sorts that lists every boss' item drops? We really need to know what items each boss drops for our All Bosses route. We decided to use English version over Japanese for the main reason that mush badge is way more broken on English and bosses can be killed far faster than Japanese could ever dream of. We have checked sites like mariowiki but that is a pretty confusing site honestly.
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MUGG wrote:
I have an old VBM I made myself going through most of the game, but I really would recommend you route things out yourself. You are going to do bosses out of order anyway and use more advanced strats that were not known years ago.
I wasn't planning on using the video for routing purposes as we have been doing our own routing anyway. I was moreso wondering for documentation purposes, even if I can probably beat this time without the skip at the end of the game. It is what it is, I suppose.
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Potato wrote:
Mugg, do you happen to know a website of some sorts that lists every boss' item drops? We really need to know what items each boss drops for our All Bosses route. We decided to use English version over Japanese for the main reason that mush badge is way more broken on English and bosses can be killed far faster than Japanese could ever dream of. We have checked sites like mariowiki but that is a pretty confusing site honestly.
https://themushroomkingdom.net/mlss_j2e.shtml#itemdrops But I don't think it's a complete list. You could probably just use my luascript to test this easily. You can to go boss fights directly in the Events display, and you can use the Events display or "go to room" display to go anywhere. You can use "stats" display to edit your pow and def before battle, or use "actors" in battle to drop bosses' hp to near zero.
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When are the #1 Trousers unlocked in the game? Is it after defeating Birdo or do you have access to them earlier? Can we figure that out while using the Events function of your script?
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Potato wrote:
When are the #1 Trousers unlocked in the game? Is it after defeating Birdo or do you have access to them earlier? Can we figure that out while using the Events function of your script?
I don't know. My script does not tell the drops, but you can use the script to go to and finish each battle quickly to test it. Since there are "rare drops", you would have to enter the battle with changed RNG a few times to test for it. Of course, looking it up in the game's memory would be easier but I can't help with that. If jdaster is still around, he might be of more help since he has a better understanding of this topic. ------------------------------------------------------------------------------------------- For future reference, I'm looking for possible improvements in the submitted run. Meeting Tolstar (2 frames) Submission moves left on frame 43962. Tolstar's shade appears on frame 44589. By moving left on 43960 or 43961, Tolstar's shade can appear one frame earlier. If the submission pressed A to jump at frame 66965, Tolstar's dialogue would start 1 frame earlier. Splash Bros (19 frames) When doing Splash Bros, there is a short window of opportunity (often 1 or 2 frames) for Luigi to do his "B" action to speed up the move by one frame. The submission presses B on frame 53450. By- pressing B on frame 53453, the move ends 1 frame sooner. The submission presses B on frame 54321. By pressing B on frame 54324, the move ends 1 frame sooner. The submission presses B on frame 54926. By pressing B on frame 54929, the move ends 1 frame sooner. The submission presses B on frame 62167. By pressing B on frame 62170 or 62171, the move ends 1 frame sooner. The submission presses B on frame 63384. By pressing B on frame 63387 or 63388, the move ends 1 frame sooner. The submission presses B on frame 64303. By pressing B on frame 64306 or 64307, the move ends 1 frame sooner. The submission presses B on frame 67616. By pressing B on frame 67619, the move ends 1 frame sooner. The submission presses B on frame 68226. By pressing B on frame 68229, the move ends 1 frame sooner. The submission presses B on frame 68869. By pressing B on frame 68872, the move ends 1 frame sooner. The submission presses B on frame 69615. By pressing B on frame 69618, the move ends 1 frame sooner. The submission presses B on frame 70305. By pressing B on frame 70308, the move ends 1 frame sooner. The submission presses B on frame 70980. By pressing B on frame 70983, the move ends 1 frame sooner. The submission presses B on frame 85057. By pressing B on frame 85060, the move ends 1 frame sooner. The submission presses B on frame 86145. By pressing B on frame 86148, the move ends 1 frame sooner. The submission presses B on frame 86842. By pressing B on frame 86845, the move ends 1 frame sooner. The submission presses B on frame 87999. By pressing B on frame 88002, the move ends 1 frame sooner. The submission presses B on frame 96609. By pressing B on frame 96612, the move ends 1 frame sooner. The submission presses B on frame 97426. By pressing B on frame 97429, the move ends 1 frame sooner. The submission presses B on frame 98507. By pressing B on frame 98510, the move ends 1 frame sooner. Optimizing for Battle defense phase end (17~23 frames) In battle, while defending against enemy attacks, if Mario or Luigi are not actionable by the time the enemy attack is over, the defense phase is dragged out and it takes longer for the next scene to start. The submission presses B to jump over a bullet bill as Luigi while defending on frame 53810. By either taking damage or by pressing B to jump in frame 53807-53809, the next scene starts 1 frame sooner. The submission presses A to jump on a Fly as Mario while defending on frame 61628. Mario could instead take the hit to have the next scene start 1 frame sooner. Luigi kills this fly next round anyway. The submission presses A to jump on a Fly as Mario while defending on frame 61792. Mario could instead take the hit to have the next scene start 1 frame sooner. You splash bros to kill it later anyway. Given good RNG, íf this bottom-positioned fly attacked Luigi instead of Mario here, you could jump avoid it and the next scene would start even 8 frames sooner than the submission. The submission presses B to jump on a Fly as Luigi while defending on frame 62431. Luigi could jump over the fly by pressing B on frame 62451 to have the next scene start 6 frames sooner. Luigi kills this fly next round anyway. At about frame 63800, while defending, Mario takes the hit from the bottom-positioned fly. Given good RNG, if this bottom-positioned fly attacked Luigi instead, he could jump avoid it and the next scene would start 7 frames sooner. At about frame 64580, while defending, Luigi takes the hit from the fly. If Luigi jumped at frame 64587 to jump-avoid it, the next scene would start 8 frames sooner. Dropping down yellow pipes (???) The submission dropped to the ground of a yellow pipe at 48:18 in the video, which wastes 4 coins and a few frames. More ideas for improvements 1st Stardust battle, Luigi jump defends on a Fly. Given good RNG, he could possibly jump-avoid over the Fly and then Lucky Hit to kill i and save approx. 6 frames. 2nd Stardust battle drops 2 mushrooms. -> Make it drop 3 mushrooms and don't get the 1 mushroom that takes longest to get in the current route. Optimize RNG for the Stardust battles. Entering the 3rd battle takes a bit long. You can try moving through previous rooms in a different way, or jumping to move the camera, or leave previous rooms at later frames, in order to advance the RNG differently. Optimize RNG for Hohooros minigame. Entering Hohooros room takes a bit long. See hints above. You could possibly save 1.5 seconds. Minigame times for future reference: #1 - The 2017 discontinued WIP - 23"98 (1 spin) #2 - The 2021 submission - 22"98 (2 spins) #3 - The 2012 old TAS - 22"06 (4 spins) On the Mountain (room ID: 70), while Mario has ingested water, the submission had to go around a dry bones. Optimize RNG to avoid this. Talking to a Toad NPC in Little Fungitown may be avoided. Getting pushed back by a Toad NPC in Little Fungitown (after leaving item shop) may be avoided. Waiting time on the last textbox before Cackletta takes a bit long (150 frames) and may be possible to reduce. Consider possible improvements suggested in the submission text. I will update this post when I find more improvements.
Potato
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MUGG wrote:
I don't know. My script does not tell the drops, but you can use the script to go to and finish each battle quickly to test it.
The #1 Trousers aren't dropped in battles, but rather they are unlocked after one of the 5 flags "More items in shop __" gets set, and those flags are set whenever you beat a certain boss. My question was if you happened to know which bosses enable those 5 flags. We will use them for Mario for the All Bosses route since it grants us the ability to attack first no matter what.
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Potato wrote:
My question was if you happened to know which bosses enable those 5 flags. We will use them for Mario for the All Bosses route since it grants us the ability to attack first no matter what.
As for the 5 flags, I will test it today and update this post. (The overlay I will work on in the next 1-2 weeks.) I think one or more of them might be set after talking with Queen Bean, but I will research it. As for your plan to use #1 Trousers: I have never really been interested in All Bosses, but wouldn't it be the best strat to basicly go any% route, get mushbadge and then glitch to the other places? Aren't you too weak if you have #1 Trousers equipped?
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MUGG wrote:
As for your plan to use #1 Trousers: I have never really been interested in All Bosses, but wouldn't it be the best strat to basicly go any% route, get mushbadge and then glitch to the other places? Aren't you too weak if you have #1 Trousers equipped?
No. The routing for All Bosses is far more different than Any%. While we will still get the mushbadge as early as possible, the route for the bosses is gonna be vastly different to what you see in RTA speedruns. We're almost ready with the boss order, but until we're fully ready we won't reveal it. As for the #1 Trousers, since we're using the English version, we will have some coins to spare before we enter Bowser's castle which we have nothing to do with. Getting them is going to be very beneficial if we equip them on Mario because we plan to drain most if not all of the health of most of the bosses in 1 chopper bros, so being able to always attack first is a major advantage. It's also going to make our work of manipulating RNG far easier.
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Potato
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MUGG wrote:
Optimize RNG for the Stardust battles. Entering the 3rd battle takes a bit long. You can try moving through previous rooms in a different way, or jumping to move the camera, or leave previous rooms at later frames, in order to advance the RNG differently. Optimize RNG for Hohooros minigame. Entering Hohooros room takes a bit long. See hints above. You could possibly save 1.5 seconds. Minigame times for future reference: #1 - The 2017 discontinued WIP - 23"98 (1 spin) #2 - The 2021 submission - 22"98 (2 spins) #3 - The 2012 old TAS - 22"06 (4 spins) On the Mountain (room ID: 70), while Mario has ingested water, the submission had to go around a dry bones. Optimize RNG to avoid this.
There are a few things worth mentioning here; the most important one is that we don't have a bruteforce script to get good RNG for these fights. This means I have to do it manually. In the open world, RNG only advances based on the Global Timer or if entities such as enemies and NPCs go offscreen, and for both of those you have to lose frames. I obviously didn't like it that I spent 51 frames manipulating the last battle but since those improvements were mentioned just now I had no other choice. Had you helped me out earlier, the RNG would proably not have taken as long to manipulate. I can point out more timelosses due to RNG: - We talk to the toad NPC in Little Fungitown to manipulate later enemy patterns for when we did teleports. - After we exit the item shop in Little Fungitown, the toad NPC spawns in a place that pushes Mario back. And, of course, waiting 150 frames on the final textbox to manipulate Cackletta.
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So about the shop flags - All tests done on US version except when noted otherwise. "More items in shops 1" (0x433D Bit 0) is set when defeating Chuckolator. "More items in shops 2" (0x433D Bit 1) is set when defeating Mom Piranha.* "More items in shops 3" (0x433D Bit 2) is set when defeating Trunkle.* "More items in shops 4" (0x433D Bit 3) is set when collecting the 4th starbean piece.* "More items in shops 5" (0x433D Bit 4) is set when defeating Popple & Birdo. * These were confirmed by playing back a movie file on the Japanese version. I do not think the flags are different between the versions though. Only the highest shop flag counts, so for example if you have set "more items in shops 5", you will have all items available in all shops and it doesn't matter if any of the previous flags "more items in shops 1-4" are set. Bean Town clothing shop (Jeans): - Bean Pants - Bean Trousers - Blue Jeans - Parasol Pants (1) - Hard Pants (1) - Heart Jeans (1) - Plaid Trousers (2) - #1 Trousers (2) - Safety Slacks (2) - Street Jeans (3) - Tropic Slacks (3) - Hermetic Pants (3) - Beanstar Pants (4) - Peasley Slacks (4) - Queen B. Jeans (4) - B. Brand Jeans (5) - Heart Slacks (5) - Casual Slacks (5) Bean Town clothing shop (Badges): - Castle Badge - Pea Badge - Bean B. Badge (1) - Counter Badge (1) - Charity Badge (1) - Bros. Badge (2) - Miracle Badge (2) - Ohoracle Badge (2) - Power Badge (3) - Wonder Badge (3) - Beauty Badge (3) - Salvage Badge (4) - Oh-Pah Badge (4) - Brilliant Badge (4) - Sarge Badge (5) - General Badge (5) - Tank Badge (5) Bean Town item shop: - Mushroom - Syrup - Refreshing Herbs - 1-Up (1) - Super Mushroom (2) - Nuts (2) - Super Nuts (2) - Super Syrup (3) - Ultra Syrup (3) - Max Mushroom (4) - Max Nuts (4) - Max Syrup (4) - 1-Up Super (5) Fungitown clothing shop (Jeans): - Shroom Pants - Shroom Bells - Shroom Slacks - Peachy Jeans (4) - Mushwin Pants (4) - Mushluck Pants (5) - Scandal Jeans (5) Fungitown clothing shop (Badges): - Mush Badge - Mari-Lui Badge - Muscle Badge - Spiny Badge AA (4) - Mush Badge A (4) - Grab Badge (5) - Mush Badge AA (5) Fungitown items shop: - Mushroom - Super Mushroom - Ultra Mushroom - Nuts - Super Nuts - Syrup - Super Syrup - Refreshing Herbs - 1-Up Mushroom (4) - 1-Up Super (5) To answer your question, in order to be able to buy #1 Trousers from the Bean clothing shop, you have to defeat Mom Piranha or Trunkle or Popple & Birdo, or collect all 4 star bean pieces. I still have doubts about using #1 Trousers, but you will probably know what you are doing.
I obviously didn't like it that I spent 51 frames manipulating the last battle but since those improvements were mentioned just now I had no other choice. Had you helped me out earlier, the RNG would proably not have taken as long to manipulate.
My aim is only to list all possible improvements in one place for when someone makes an improved any% TAS. You can manipulate RNG without losing time or with losing only very little time, by optimizing the camera (having entities be active or inactive at different frame counts, thus causing a different advancement of RNG), but it is very time-consuming and tedious. That's the strategy I followed in Stardust Fields in my WIP and I would have done the same to luck-manipulate Hohooros. But at that point, it's a matter of whether you want to spend hundreds of hours of optimizing just to save half a second. And not everybody is willing to do that and those who are willing might not have enough time or they lose motivation.