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Joined: 12/3/2006
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Comicalflop wrote:
Interesting. I have heard of let's play (having recorded 3 of them with Tompa.) I'm not the biggest fan of it, but go right ahead. MM is a very tough game in many situations, so prerecorded is definitely the way to go. You should also do the locations for the gold gems, since people have trouble finding all 53, myself included. Especially since TheCape keeps forgetting to record for me the locations of all of them.
Ah Tompa, very cool. Yeah, I will be getting every Gold Gem in the Live Segments, since I already know where most of them are (beaten this game many times). I'm really, really dreading doing that damn bird's boss battle live without getting hit to get the Gold Gem... that one always messes me up good, although to do an S-Ranking of it I would have to do this anyway... but the whole separating live from prerecorded means I can't do both of these things in the same run heh. My intent is to not be too intrusive or chatty with the game, I'm hoping to avoid the "Oh dear god I need to talk in every second of gameplay else my audience will get bored" syndrome and just talk when something actually needs to be said. I just feel like a game this good really deserves at least a few showcases of what's in the game (and really deserved to be played by more people, but that's another story), and I wouldn't feel right about leaving out certain things like S-Rankings or Gold Gems. Its funny, this TAS (in a way) is what inspired me to do a LP of this game in the first place. So I tried it as the video shows, and it worked perfectly. Thanks a ton!
Post subject: WR bom chika wow wow
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Nearly one month later, and Migen is finally done. Ugh, that boss always takes me more than 3 weeks each time I visit him. And he always takes me forever to complete. And I think this is the 3rd version out of 9 where I've fought him.... Thankfully I am now done with him and all of world 1+2. Edit: current progress at 3-10, ball event. Urg. If anyone is good with ROM disassembly, reverse engineering how the luck works, or anything else like that, now's a good time because trial and error is making my head explode. Elvis_Maximus, any luck on those videos? Edit edit: if anyone cares, just today I got a console WR for 4-05, Rescue Act 2, 28.47".
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Haha, yeah, I always knew the 12 white ball WR was beatable. Phew. That was just a test; I'm still working on the event itself, about 1/3rd through. But it's a good feeling to know that on the frame I enter, it's at least possible to achieve that number of white balls. (I even missed one of the balls that had appeared early on, so really I made 15 spawn.)
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Here are the addresses for MathFun: These are all bytes. First Digit AA3B23 Second Digit AA3B64 Two-Digit Marker AA3B2C Here's how it works, if the answer is a single digit answer then all three addresses will contain the digit. If it's a two digit answer, the first and second digits will each contain one digit and the two digit marker will be above 9. I'm not sure on the specifics of what value it is, but using these I was able to get a score of 11 in realtime. Also these two are probably just duplicates, but I'll post them here just in case they are needed later. 9CA974 9DD874
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Awesome! Muchas Gracias. My plan is to have all answers be one digit, which would save time. The other goal to achieve a higher in-game time is to have more questions, which raises the score; the higher the score, the more in-game time is reduced. Thanks a bunch, I just tested and these addresses work perfectly; they even appear on the first frame possible for you to grab them, which also saves me a huge amount of time. They helped me to confirm everything I suspected for how the mathfun event works; I should be able to manipulate a perfect mathfun event now. Progress wise, I just finished the Ball event, and I think that it is one of the major highlights of the run so far. Now is the mildly easier MathFun, then shave lots of frames off the Cat-Tatrosphe fight, then optimize the new strat for Cerebus Alpha, and then it's on to new territory in World 4! Wee!
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I haven't been on much lately, but when I am the progress in your sig is always a highlight, Comicalflop. But, uh, right now it isn't a number. How's it going?
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Well, I got about 1/3rd through 4-08, Aster's Tryke, and noticed a few mistakes, so I'm fixing/hexing 4-03, 4-04, and 4-06. Shake shake! :-) The end is getting nearer!
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I was going to say, once you get past the really long levels of world 4, it'll be smooth sailing, since world 5 is mostly boss battles. However, after recalling how much time you spent on Migen Brawl, maybe that won't be the case :P
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You're kinda mostly right. In terms of difficulty, here's how the remaining levels will be: -redo 4-03*: Tedious, since I already did this long stage once, I need to focus on saving time, and have to redo all the fancy showing off I did. -Redo 4-04: it took me one day to do the first time, but now I need to watch memory a little closer. Should be slightly easier. -redo 4-06: easy. Just need to test a few things. -4-08: Tedious, also I need to watch memory watcher closer. -4-09: should be mostly easy once I find the optimal strategy, since all that's involved is throwing Moley Cow against the wall in mid air. -4-10: Easy as pie. I already know every spot where I'll save time. -4-11: Should be easier than Cerberus Alpha. Not too hard, may need to test a few things, but this fight is actually quite easy all things considered. -5-01: Long and tedious, I have to test many things for this stage, but it shouldn't be anywhere as long as Migen Brawl. -5-02: easy as pie. -5-03: auto scroller. easy as pie. -5-04: may take a little while, there's a bunch of new strats I have to test/discover. -5-05: Shouldn't take too too long, just need to play around with strats for the pirate clancer. -5-06: A little bit of testing may be needed, but for the msot part, this stage is done/easy. -5-07: Some testing on manipulating the clouds. -5-08: Only thing I need to do is search for potential faster ways to damage the boss, or figure out ways to add in more of the "shake-shake-shake-throw" without triggering the justice laser. None of these stages will require the month long process that Migen Brawl took (each of the 3 times I've TASed the stage required roughly one month.) You'll know when I'm back on track when you see the sig change to "currently at 4-08." Until then, sit tight. *The reason I am redoing this stage is not only because I noticed a few very small errors, but because the time I got was 3 minutes, 0 seconds 0.23". I am SO close to sub 3 minutes (only 14 frames away) that it seems possible to get at least sub 3 minutes, which would be so badass because the console WR time is 4 minutes, 41 seconds. Yeah, the difference is that huge.
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Well now. It is nearing the middle of August, to almost the date last year when I started this project. As some are aware, I have been stuck for nearly two months on redoing 4-03 (this summer has been way busier than I thought it would), and hexing the rest until I get back to where I had left off at 4-08. I have just recently finished 4-10, and am currently at Sasquatch Beta. To celebrate this semi-anniversary, I thought I'd share a little something. A quick test run of getting the gold gem in 1-05, TheCape way Ready for the best part? This strategy got obsoleted by 5 seconds, in a manner most outside the box. The manner of which will be shared at submission. In less than a few weeks (after a short vacation where I won't be TASing for awhile) I'll be sitting within the cozy comforts of a new college, whereupon massive TASing may begin again (like at the beginning of september). So, most likely this should finally get wrapped up nicely before 2009 rolls around. Edit: Run is done.
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What is everyone's interest in a gold gem run now that the S rank is done? Some stages are going to be way longer than the S rank run, the ending itself is going to be 8+ minutes before the credits, and in some boss fights the exclusion of taking damage to manipulate luck will be slower.
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I feel it'd be different enough from the regular run to be interesting on its own. I'd watch it.
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Post subject: quick gold gem test run
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I'm going to bring up the gold gem discussion again by showing a gold gem test run of world 1. Link I recorded the first half of this test run long before I submitted the S rank run, and is made with fairly good precision. The 2nd half I just conjured up today, showing the techniques used for getting the gold gems in stages 1-06 to 1-10. The first 5 stages are probably improvable, but not by much. The next 5 stages are easily improvable; I made most sections in real time. Hopefully this will draw more feedback on whether a gold gem TAS would be good to do or not. Before I ever work on another Mischief Makers run again, I'd wait for emulation to get better; most notably pertaining to fixing the lag.
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It always bugged me that I couldn't use some of the glitches/tricks that I had discovered when making the S rank run. The 'stand on pot' trick in particular, because it really seemed like it could be used somewhere. And, lo and behold, it can. Time saver using stand on pot glitch youtube I just made this today while experimenting. It saves 8 in-game frames; since I wasn't heavily focusing on precision, I'm confident even more can be saved. With the proper optimization, maybe even 30 frames? More? The glitch when i first found it enabled me to grab the pot beneath me, which gave me 1 frame of 'standing on ground' status, which let me jump or slide and carry the pot with me, but not jump slide. When I did this, I found I could do a normal slide jump without grabbing, and I was close enough to the top to not need to carry the pot with me. "That's a slide jump, >C boost, ^C boost, drop-pot cancel, ^C boost, land on pot, slide jump off pot, >C boost, boost grab to the ledge maneuver." (sorry, I couldn't resist.) It saves some frames for the S rank run, but I'm not certain about the gold gem run. When I tried to grab the pot below me, the pot was falling too fast, and I did a funny "land on pot-fall-land on pot-fall-land on pot" thing. Bringing the pot up and over the ledge is important for skipping the 4 grenades that you need to shake into a bomb. Maybe it's possible to grab it, and throw it over, then use a 1 frame of standing on ground to follow it? Anyways. Since emulation is still not perfect, I'm still not doing a run. But, just making sure this discovery is out there.
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Post subject: Gold Gem WIP
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Well hiya there Marina lovers. I posted a WIP in IRC, and I thought it'd be uncouth of me not to put it on the forums too. Gold Gem WIP (goes up to 1-07) Now ordinarily I'm not the WIP showing type, but I'm posting this to further gauge interest in a full gold gem run. Due to a massive discovery I made today, I'm hexing in 2 improvements to 1-03 and 1-05 (not featured in this .m64) Enjoy!
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Shake Shake!
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
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TheCape motivated me to start working again on the Gold Gem TAS, and I just completed World 1. So there's still progress going on with this project.
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Comicalflop wrote:
TheCape motivated me to start working again on the Gold Gem TAS, and I just completed World 1. So there's still progress going on with this project.
Nice, looking forward to your next WIP!
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Comicalflop wrote:
TheCape motivated me to start working again on the Gold Gem TAS, and I just completed World 1. So there's still progress going on with this project.
Think you can give me your .m64 for your WIPs? I'd like to test to see if it can be console verified with the Droid64. The current run desyncs in Spike Land.
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I'm not surprised it desynchs. Emulation for Mischief Makers isn't 100% perfect.
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I'm still pretty excited about this, Comicalflop.
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Damnit Comical. Get back to work! I got my test up for the non TAS, lets see how it goes.
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I'm currently at Flambee. That's progress, right? Also, where can i find the link to the test run?
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Post subject: Re: Gold Gem WIP
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Comicalflop wrote:
Well hiya there Marina lovers. I posted a WIP in IRC, and I thought it'd be uncouth of me not to put it on the forums too. Gold Gem WIP (goes up to 1-07) Now ordinarily I'm not the WIP showing type, but I'm posting this to further gauge interest in a full gold gem run. Due to a massive discovery I made today, I'm hexing in 2 improvements to 1-03 and 1-05 (not featured in this .m64) Enjoy!
Hey Comicalflop, think you can help me with trying to console verify this run? I've noticed a few very interesting things about Mischief Makers that you probably already know from TASing. You probably noticed how the frame number increases by 1 when the VI increases by 2. In the m64 file, it just copies the same input for two VIs. So when trying to console verify this, I just took every other input to be sent to the controller, and it works for a while. However, there are times when the frame # and the VI don't increase at the same rate. This occasionally happens during cutscenes, and happens during most load times. A few instances of this for you to look at are on frame 2, 432, 4122, and 4143. Frame 4591 (VI 8865) is probably where the desyncs are occurring though, cause the VI increments by 1 twice in a row without the frame number increasing. So we see frame numbers: [4587 4588 4589 4589 4590] but we see VI: [8860 8862 8864 8865 8866]. So while frames don't advance, inputs do. Of course I could manually go through your entire WIP and add a correct input when needed, but that would take FOREVER! With the current TAS available, I was able to sync to spikeland by adding 2 copied inputs at frame 432. But with your WIP I have had to add 4 blank inputs just to get it to the first level, but it desyncs before the first gem. If you, or anyone, knows of a way to get around this, please let me know.
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