Posts for jlun2

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Ok, from what I gathered, the damage is "set" based on what you do; say casting Flippendo causes a rat to miss on their turn. Well, no matter how much delay you add before you use flippendo, that attack will still cause the rat to miss. Same with other spell/action outcomes. I haven't figured out the RNG yet, but I suspect it may be possible to delay before a battle starts (manipulate everything before hand). Also this has nothing much to do with the run, but apparently 003340 in Combined Wram is dialogue/spell text. Just posting that in case it is ever need it. Edit: 04339C 0433B8 Both in Combined WRAM. No idea what it does, but freezing them makes your partner suddenly walk off the screen. Battle Addresses - 2 bytes Combined Wram 0328E0 - First turn's ID 032928 - Second turn's ID 032970 - Third turn's ID 0329B8 - Fourth turn's ID 032A00 - Fifth turn's ID It's not the RNG, but at least using these addresses it would help immediately knowing what the order is. Casting Informas using cheats for example:
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Back on topic: How many stars does PU save time now for a 100% run? Is there a list?
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I was playing with the train glitch, and somehow I gained 255 of an item called "Parchment", loss 29k+ SP, fully healed, then warped to the forbidden forest when I tried talking to the kid at the far right cabin. Sadly I was not recording, so I don't have a movie of it. Also after making a new movie and casually playing through the game, I noticed despite talking to the same NPCs as the TAS, I cannot get the large sickle drop. I'll try and narrow down what changed. Edit: The earliest time delaying has any effect on the train glitch is right before entering the train and the cutscene. Delaying afterwards seems to have no effect.
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Masterjun wrote:
jlun2 wrote:
Since Mario 64 runs on BizHawk, wouldn't a lua script help with reverse-engineering the PU strats?
Why would want to reverse engineer the strategies people already have? Are you assuming they found them by accident? If you talk about creating strategies with a script, then I'd say I wouldn't assume that you can easily make a script that would help. (It's like route planning, where a lua script by itself doesn't really make a difference, since you have to plan the route by yourself anyways)
It was mentioned; Just curious.
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Since Mario 64 runs on BizHawk, wouldn't a lua script help with reverse-engineering the PU strats?
Post subject: Re: Vault rule change (sports games)
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Warp wrote:
Mothrayas wrote:
Sports games in the Vault are restricted to one game per series per platform.
Is there a reason for this? If the games are different enough from each other, why not...
https://en.wikipedia.org/wiki/Category:EA_Sports_games I have no idea how different each series is, but feel free to TAS 2+ of them and see. :P
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Fortranm wrote:
I tried to make a lua that shows Wario's position with the addresses from the game resource page(http://tasvideos.org/GameResources/GBx/WarioLand3.html), but the numbers I got from those RAM locations don't seem to be the coordinates. What did I do wrong?
Try different memory domains. Based on several games I played, GBC games tend to place coord addresses on WRAM, System Bus, or both. I only know 1 game (Harry Potter) that uses both for coords, so I assume this likely will not be the case as well.
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ALAKTORN wrote:
lxx4xNx6xxl wrote:
Any news on the 0 Star TAS? Are you guys still working on it or is it on hold for now?
The news is that they’ve been hoarding how to enter the moat door from TASers who’d actually put it into good use (the Japanese) because the western SM64 TASing community is made up by a bunch of faggots. With the exception of Plush.
...... speedrun mafia? >.<
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MUGG wrote:
Too Much Damage Warning!: Performing this act may corrupt your game's save files. The game wasn't designed for 10,000 or more damage to be dealt to an enemy. If the player does this, as soon as the damage is dealt, the game will crash. The player must reset the game but however, after doing the glitch, it may bring corruption signs, such as lagging, glitching, and freezing or crashing. The game will be even more corrupted the more times the glitch is performed until it gets unplayable. In some PAL releases the glitch should have been fixed, but it can still be accomplished normally.
credit goes to mariowiki and Daviljoe193
1. Game end glitch incoming? 2. Is there a higher quality version of that video? I can't exactly make out what is going on.
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https://twitter.com/YtThumbnails/media Well, it's not exactly a video, but it's a collection of Youtube clickbait thumbnails. Made me laugh at least.
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http://imgur.com/zbuU9d0 I made a map of this section. Turned out to be completely useless since it's far faster to use the glitch to skip the electrical fences. Oh well.
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ALAKTORN wrote:
Implemented the Y run improvement in the characters room to any%. 76 frames improved, 432 rerecords. What else is there to implement? Has the star duping thing been routed at all for any% yet…?
This glitch? Or did you meant something else?
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Sharkey91 wrote:
Fortranm wrote:
https://tcrf.net/Super_Mario_64_DS#Regional_Differences Does Korean version have anything different other than the removal of mini-games?
There are no normal rabbits in the Korean Version since there is no rec room, but there are glowing rabbits spawning randomly after getting 50 stars. But with the new glitch used this cannot be faster
1. Is there even a completionist category of sorts for unlocking all minigames? 2. Does the glowing rabbits appear even if you never caught a single normal one on other versions?
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Alright. Not sure if this counts as a site bug, but you cannot set memory domain for the address editor for GBA games. When you download the list, the domain is automatically assigned to "System Bus", with no other options.
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Can anyone else access the site right now? It gives me
Forbidden You don't have permission to access / on this server.
When I try.
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Can you please make a video showing what you mean? I don't exactly understand.
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If it helps, the X/Y addresses (for the very first room, at least) are in "Combined WRAM" in BizHawk, and they are 00B944 - 4 byte unsigned - X 00B948 - 4 byte unsigned - Y Unfortunately, every time I go up and down stairs, the address changes by -0x128, so it becomes something like 00B948 -> 00B820 -> 00B6F8 -> 00B5D0 -> 00B380 00B4A8 is skipped for some reason. Not very informative, sorry. Never played this game. Edit: I think I found how it moves. All in Combined Wram: 042118 043358 043380 All seem to point at an address minus 0x02000000 near the X/Y values. Uh...In fact here's a lua script that displays X/Y at the very top, plus the pointer just in case Download Harry.lua
Language: lua

memory.usememorydomain("Combined WRAM") local Harry = {ptr = 0x042118, x = 0x000000, y = 0x000000} function update() local char = memory.read_s32_le(Harry.ptr) - 0x02000000 Harry.x = char + 0x2C Harry.y = char + 0x30 end while true do local pointer = memory.read_s32_le(Harry.ptr) if (pointer ~= Harry.x-0x2c+0x02000000 and pointer ~= 0) then --this will happen if changed rooms or just started script update() --placing this here as to not lag my computer :P end gui.text(0,0,string.format('%.6f',memory.read_u32_le(Harry.x)/65536.0)..","..string.format('%.6f',memory.read_u32_le(Harry.y)/65536.0)) gui.text(0,90,"Pointer: 0x"..bizstring.hex(memory.read_s32_le(Harry.ptr))) --debug emu.frameadvance() end
Tested in BizHawk 1.11.6. Please post if something goes wrong.
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Not sure if it's just me, but for anyone using TAStudios, if you went AFK and the computer goes to sleep mode, does BizHawk "stops responding" after you try to use it later?
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Oh. 1 more thing, is this possible only on the earliest version of the game, or all versions? I know they patched a number of glitches on subsequent releases for this.
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Well, I know Blues Brothers has different lag on the 2nd/third stage that varies from BizHawk, FCEUX, and a version of FCEUX that fixes a bug in Mahjong. That fix also desyncs a number of other runs too, linked in the post.
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Are you able to do this to group the main stage stars together, then grab them all at once?
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- SML2 - I've been doing a bit of streaming at https://www.twitch.tv/dwangoac on this and it *is* coming along, but things aren't exactly going well. It's unclear at this time if console verification is even possible without a lot of twiddling. The current plan is to use Endrift's GBPP but so far we haven't had much success and it's not yet clear if it can be made to work. The current expected fallback is to do everything for this game in an emulator, which isn't all bad as my intent is to show how things work using lsnes anyway. I need to reach out to MUGG and continue to do some additional research on the best route that would work on all cartridge versions (desirable for others to reproduce by hand) as well as the best path down to memory that would work while still retaining fireballs. I'm not yet certain that's even a hard requirement, we just know that fireballs can have a different effect on memory but it's not yet clear if any of those effects are desirable. The end goal remains to gain some manner of total control but we may have to settle with subtly altering some other aspect of the game instead.
I'm not sure how possible it is for this game, but is there some other method of Arbitrary Code Execution that's simpler to verify such that you can probe around the game's memory and see what's different from emulator?
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Experienced Forum User, Published Author, Skilled player (1710)
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Fortranm wrote:
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.
Not sure why it desyncs, but the clipping glitch is annoyingly precise, so using TAStudio would really help in this case.
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Anty-Lemon wrote:
This is known Try using different plugins and/or settings and see if it changes anything
Can someone please explain the situation about N64 and plugins? I see the "use different plugins" reply more than once, and I'm really curious how that even affects things. I thought they were just for graphics? Or was I wrong?