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Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
:o So you paused buffer to do this in real time? Hey, can you please confirm the behavior of the GBC version of this game for OoB for the To the castle!! sections and beyond as used by the TAS? Also why japanese? :P
Active player (352)
Joined: 10/31/2010
Posts: 93
Location: Honduras
jlun2 wrote:
:o So you paused buffer to do this in real time? Hey, can you please confirm the behavior of the GBC version of this game for OoB for the To the castle!! sections and beyond as used by the TAS? Also why japanese? :P
Yeah I use pause buffer for get the frame perfect in the before of hit with the dash and also I use pause buffer in WL3 for the same. Well about of the OoB in 2-1 I could not find the goal door for end the level as in the TAS in sgb version and when you enter to the OoB in this level you enter in a room with infinite coins making it difficult to move for cause and in these room so is more difficult find goal doors for end the stages. The japanese version does not matter both version are the same.
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
I tested the glitch on console in "To the Castle" with the GBC version. The garbage area seems accurate but it's difficult to find anything interesting. I remember from the testing I did long ago: - in the very first level, I could climb upwards and it seems like I was below the ROM area (switchable) because I noticed memory change when I broke something so I knew where I was. I couldn't climb any higher because the bottom of that ROM area was made up of air. - I think there is a goal door somewhere nearby on GBC in "To the Castle" but it crashes the game later on. - Climbing downwards through the garbage is tedious and often leads to dead ends or crashes. The only really interesting stuff I remember we found back then was a caution screen that suddenly pops up. It would be interesting if we could make the credits pop up like that. - Otherwise the glitch area isn't much explored. There might be some more interesting paths to follow in other levels. --- By the way, you using an emulator for speedrunning gives you advantage since you can assign your keys wherever you want whereas real console players have to find a setup with their fingers to pause buffer correctly. That's just something I wanted to mention, but that's coming from someone who dislikes emulator runs anyway.
Active player (352)
Joined: 10/31/2010
Posts: 93
Location: Honduras
Well I playing in emu but with joystick with a configuration similar buttons as snes controller or gb sp because soon I will run my games in console. Yesterday I found this in OoB the caution screen in 5-4 syrup castle: http://www.twitch.tv/vlacksr/c/4766149
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Oh, so that's what the blackscreen I encountered yesterday was. I could only see the hands but not the text... I deleted my savegame by accident too... haha
Active player (352)
Joined: 10/31/2010
Posts: 93
Location: Honduras
MUGG wrote:
Oh, so that's what the blackscreen I encountered yesterday was. I could only see the hands but not the text... I deleted my savegame by accident too... haha
that makes me think that probably is possible get credits of some of 5 endings of this game. Also I discovered many goal doors in differents levels very useful for TAS or sppedruns non-TAS. Soon the videos of these goal doors.
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
Active player (352)
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Posts: 93
Location: Honduras
Ok finally I recorded the goal doors I found in this game in OoB this is the playlist: https://www.youtube.com/playlist?list=PLjoB2jaVZvnC4GXn04h9xgiZqDFSLA_Rd
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
EDIT: Some information was wrong so I'm going to post the addresses again, this time as lua. xcam = memory.readwordsigned(0xffa2) ycam = memory.readwordsigned(0xffa0) xpos = memory.readbytesigned(0xd53d) ypos = memory.readbytesigned(0xd53b) xincam = memory.readbytesigned(0xc660) yincam = memory.readbytesigned(0xc65f) This is for the Japanese version but it should be the same on the English version
Reviewer, Expert player (2435)
Joined: 5/21/2013
Posts: 414
Wario Land II navigation script v3 Small update here but it might be useful. It never occurred to me that secret exits might have a different tile property, but sure enough they do. These previously displayed as red blocks in the script but should now show up as doors. Hopefully you guys can find some useful ones. Also I changed the door color to green because quite a lot of OoB is black. I've listed the door types and their tile properties in the file description. I have no idea what would happen if you enter a secret exit in a level that isn't supposed to have one. Probably nothing interesting but worth checking out.
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Oh this looks way more useful than what I just posted. This must be how vlacksr kept finding all the oob exits.. I was considering making a TAS of this https://www.youtube.com/watch?v=Lfj8NgTqJGQ but without some visual aid it will be difficult. I will check your script. e: This is pretty laggy (16 FPS), might just be my computer but still. Otherwise it looks useful. If the framerate could be improved it would be better though. It might be helpful if this script was converted to make it work in VBA24 (which is what I prefer to use)
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, this suddenly popped into my mind, but is it possible to get a dump of the OoB sections of individual stages? Since different versions of this game have different OoB layouts, finding OoB applications for 100% manually would be rather taxing.
Reviewer, Expert player (2435)
Joined: 5/21/2013
Posts: 414
jlun2 wrote:
Hey, this suddenly popped into my mind, but is it possible to get a dump of the OoB sections of individual stages? Since different versions of this game have different OoB layouts, finding OoB applications for 100% manually would be rather taxing.
The main problem with this is that a certain section of OOB is mapped using the VRAM, which is constantly changing, so there would be no perfect static map to use.
Skilled player (1741)
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I remembered saving and restarting changed the layout a bit; I think testing that again with the script might help. :o
Skilled player (1741)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
slamo wrote:
Wario Land II navigation script v3 Small update here but it might be useful. It never occurred to me that secret exits might have a different tile property, but sure enough they do. These previously displayed as red blocks in the script but should now show up as doors. Hopefully you guys can find some useful ones. Also I changed the door color to green because quite a lot of OoB is black. I've listed the door types and their tile properties in the file description. I have no idea what would happen if you enter a secret exit in a level that isn't supposed to have one. Probably nothing interesting but worth checking out.
Hey, I'm not sure why, but using on VBA 24 gives C:\Users\User\Documents\wl2\WL2Overlay.lua:34: attempt to index global 'mainmemory' (a nil value)
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Hey, I'm not sure why, but using on VBA 24 gives C:\Users\User\Documents\wl2\WL2Overlay.lua:34: attempt to index global 'mainmemory' (a nil value)
Unless I'm confusing something here, it's because the script was made specially for Bizhawk. Memory related functions have different names between VBA's and Bizhawk's Lua adaptions. In my previous post I also already requested the script to be altered so it can be used in VBA.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
MUGG wrote:
Hey, I'm not sure why, but using on VBA 24 gives C:\Users\User\Documents\wl2\WL2Overlay.lua:34: attempt to index global 'mainmemory' (a nil value)
Because the script was made specially for Bizhawk. There is no need to change memory domain when using Lua in VBA. In my previous post I also already requested the script to be altered so it can be used in VBA.
Huh. In BizHawk 1.9.4 it keeps crashing http://imgur.com/BZlCN6M,iO9RRhP I tried downloading lua51.dll and placing in various folders, but it won't stop crashing.
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
me too :P
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Reviewer, Expert player (2435)
Joined: 5/21/2013
Posts: 414
Just downloaded 1.9.4, works fine for me...
Spikestuff
They/Them
Editor, Publisher, Expert player (2643)
Joined: 10/12/2011
Posts: 6439
Location: The land down under.
Are you drag dropping? You must be drag dropping. Drag dropping usually does that. Try not doing Drag and Drop. Alternately Have you paused the emulator? You must have paused the emulator. Pausing the emulator usually does that. Try not having the emulator paused.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Spikestuff wrote:
Are you drag dropping? You must be drag dropping. Drag dropping usually does that. Try not doing Drag and Drop. Alternately Have you paused the emulator? You must have paused the emulator. Pausing the emulator usually does that. Try not having the emulator paused.
Or just do this. :|
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
https://www.speedrun.com/wl2#Main_Story1 The page on speedrun.com states that "Using out of bounds goal doors in 2-4 is not permitted, as doing so will not allow you to advance to the next level on console/virtual console." What is this about? Is it because that level does not use goal doors as exits?
Skilled player (1741)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Fortranm wrote:
https://www.speedrun.com/wl2#Main_Story1 The page on speedrun.com states that "Using out of bounds goal doors in 2-4 is not permitted, as doing so will not allow you to advance to the next level on console/virtual console." What is this about? Is it because that level does not use goal doors as exits?
Iirc it crashes/does not progress to the credits (you have to do the stage again). I can't exactly remember if the latter happened for 2-4, but I do recall it crashing almost every time.
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Really didn't expect this game to require that much accuracy on emulation. It seems all the records on speedrun.com use the GBC version, but I guess the zip in 2-1 on GB version still makes it the better choice for TASing?
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
http://tasvideos.org/userfiles/info/30702689816176331 I tried to reproduce the current any% run on lsnes since the SGB mode in VBA is probably not accurate enough for a glichy run like this(http://tasvideos.org/forum/viewtopic.php?t=13623). However, I couldn't get into the wall at the first place after copying the input. What am I doing wrong? SGB2 is used as the bios since SGB1 has inaccurate timing.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1214
Location: Luxembourg
Echoing my comment here: Why didn't you use the combined bsnes/Gambatte core (which lets Gambatte handle the GB part)? bsnes's standard GB(C) emulator is garbage (and I do mean it). In case you don't know where it is, you need to load the core.dll first (File -> Load -> Load dynamic link library -> select core.dll), then you can load it with File -> Load -> Multifile ROM -> Super Game Boy [bsnes v085 / Gambatte r537].
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
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