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Reviewer, Expert player (2435)
Joined: 5/21/2013
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I appreciate it! I did a quick look and it indeed behaves differently in time attack mode. The RAM banks are arranged in a different way for some reason. I believe the glitch is accurate now, although someone else verifying it on console (from a fresh file) should confirm it. I'll do some serious exploration of glitch rooms now and see if I can find anything interesting.
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Navigation script (see description for details) This should help a bit in figuring out glitch rooms. Most doors in glitch hell lock up the game, and some warp to normal areas of the level. The only opportunity for memory editing may be with breakable blocks, since glitch rooms access the game's RAM to map the room and breaking a block changes its ID. Will need to investigate further.
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wow Slamo this is very nice now is more easy found doors in glitched rooms I'll try to find something interesting in this rooms and thank you very much :D
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Hey guys there some cheat or .lua camera to follow wario when you did not see on screen
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
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New S3 Green Chest Early with OoB https://www.youtube.com/watch?v=tVAWCz66iOs This only work after of get the garlic(dash upgrade) and is possible this is useful in TAS probably.
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
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Holy crap that was amazing. Are you working on this?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Thevlackdemonn2294 wrote:
Hey guys there some cheat or .lua camera to follow wario when you did not see on screen
The best I can come up with is poking and freezing the camera X and Y values. The camera values track where Wario is relative to the edges of the screen. To do this in Bizhawk just pause emulation, go to RAM watch, set the domain to WRAM, and add the values 0xA87 and 0xA88. Poke them to be 72 and 80 respectively and then freeze both. The game will actually play roughly the same, but the navigation script will center on where Wario is instead of lining up with what's on the screen. The only problem is that you can't tell where Wario is, but I guess it's easy enough to add a marker for him in the script. EDIT: Updated the script with Wario's hitbox: http://tasvideos.org/userfiles/info/16626830733900897
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So I did something really screwy. I don't know if any of this will turn out to be useful, but here it is: In W4 A Town in Chaos, I found a glitch room with VERY messed up tiles. Basically how tiles work in this game is that they each have a property found in a table that corresponds to the code to jump to upon contact with it - for example if a tile has the property "0x4032", which is a regular solid block, it jumps to 0x4032 in the code upon identification of the tile, which keeps Wario from moving inside of it. Finding a tile that would jump to the ending seems tempting but I couldn't get that to work through memory poking, it may require other conditions to work. In this new glitch room the tiles have properties outside of what's programmed into the game. A fun effect of this one is that it ran some code that disables RAM bank switching. The RAM banks are where the level data is stored, so the aftermath of this is that the game is stuck on RAM bank 4 (all FFs in this case). It might be possible other glitch rooms exist that get you stuck on different banks which have portions of the level data instead of junk. In this case, essentially entire levels will consist of the same tile, however glitch areas will be unchanged. Entering other levels in this state has mixed results depending on the tileset. Some levels are completely solid and you immediately get stuck while others are just empty space you fall through until you hit the glitch area. I was thinking things could get interesting if you were to save while falling through one of these "empty" levels, which resets the game and re-enables RAM bank switching, and places you at your previous coordinates, which should be within the normal level if done properly. The problem is that in-level saving doesn't want to work properly in this glitched state. I'm not sure why. Anyway here's a Bizhawk savestate with the RAM banks disabled and a few levels unlocked, play around with it if you wish: https://dl.dropboxusercontent.com/u/30177754/wl3severeglitch.state Keep in mind that the levels will not be displayed correctly in the navigation script. I might post a video later of how to get to the glitch room, but it's kind of grueling as it involves clipping OoB as a zombie and looking for a light tile in glitch space...
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I remember finding this glitch before this happen when you break blocks that are at the bottom of the doors in OoB in W1 and also this is happen when you active a switch in some glitched room but idk if this is useful because doing so can not save the game after of execute this glitch but now there a navigation script would be worth exploring these new glitched rooms in the stages and yeah what happens in W4 also occurs at all levels.
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Kurabupengin wrote:
Holy crap that was amazing. Are you working on this?
I only working in NON-TAS speedruns of wario land games but in TAS of these games no.
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
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This is my any% speedrun in WL3 I get 53:05 with new skips I discovered recently ok hope you like http://www.hitbox.tv/video/211278
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
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@Slamo: you can do a navigation script for Wario Land 1 GB because in this game also have OoB and possible wrong warp doors and glitched 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
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Thevlackdemonn2294 wrote:
@Slamo: you can do a navigation script for Wario Land 1 GB because in this game also have OoB and possible wrong warp doors and glitched doors.
I'll take a look and post it in the appropriate thread. No guarantees it will be quick though, I don't know if it uses a similar engine to 2 and 3.
Fortranm
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It seems the notes on ISM's run from 2012 mentioned N4 green, which is the only new skip featured in current RTA WR. Could anyone please help translate this text? The time spent for S3 green in vlackSR's WR is longer than the time spent for both N4 green and S3 green combined in ISM's run, but I'm sure the time spent to skip N4 green can be more optimized in a TAS. Don't know if anyone has tried fat Wario clipping at the left wall of the very first room in N1. I wonder if there is any chance to get into the black area below the boss fight room and teleport into the tree. If Rudy's hand is considered a heavy enemy, the only chest can be skip is E3 green even if N1 blue early is possible.
Fortranm
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It's about time. Link to video http://tasvideos.org/userfiles/info/30927243447445594 The route will be mostly based on ISM's TAS on Nicovideo from 2012(http://www.nicovideo.jp/watch/sm17956615). The only big difference will be S3 green early, which allows the player to skip N4 green. 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?
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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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jlun2 wrote:
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.
System Bus is what old emulators usually display with RAM Search, WRAM is a sub-domain of it. Look at a memory map for the GameBoy (Color) to know which region of RAM is where.
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Is anyone working on a TAS for this game because I loved the Wario Land 4 TAS. Really looking forward to seeing what this game consists of for TAS!!!
My name is Forensics.
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Acumenium
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First post here. Long time lurker. Very long time. Anyway... I know ISMin's run was mentioned above but here it is in case anyone wants to see it again since it was (formerly, anyway) nicovideo-only: Part 1: https://www.youtube.com/watch?v=VXRG9oi-as8 Part 2: https://www.youtube.com/watch?v=5LPSL20INnM It's obviously far better than an RTA but the optimization is really, really poor. I didn't calculate offhand but I think the run on the right (which is what he's comparing his run to?) is actually faster because there's simply too many points where ISMin's run is dawdling or glitching pointlessly. E6 is a great example in Part 2, but there's many others. However, it seems to have a lot of commentary if anyone here can read Japanese? I saw a user here named Fortranm had a WIP earlier in the thread but it doesn't seem to have gotten (much?) past that point. Wario Land 3 is such an amazing game and it's the only Wario Land game to not feature a TAS here. :( I wish there was something I could contribute to a possible run but I'm really not good at TASing, especially action games like this, and I'm not particularly skilled with programming either so glitch finding or .lua scripting would be out. I could find videos of other TASes like the above ISMin one but I don't think that's a rare skillset, haha.
TheKDX7
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Acumenium wrote:
First post here. Long time lurker. Very long time. Anyway... I know ISMin's run was mentioned above but here it is in case anyone wants to see it again since it was (formerly, anyway) nicovideo-only: Part 1: https://www.youtube.com/watch?v=VXRG9oi-as8 Part 2: https://www.youtube.com/watch?v=5LPSL20INnM It's obviously far better than an RTA but the optimization is really, really poor. I didn't calculate offhand but I think the run on the right (which is what he's comparing his run to?) is actually faster because there's simply too many points where ISMin's run is dawdling or glitching pointlessly. E6 is a great example in Part 2, but there's many others. However, it seems to have a lot of commentary if anyone here can read Japanese? I saw a user here named Fortranm had a WIP earlier in the thread but it doesn't seem to have gotten (much?) past that point. Wario Land 3 is such an amazing game and it's the only Wario Land game to not feature a TAS here. :( I wish there was something I could contribute to a possible run but I'm really not good at TASing, especially action games like this, and I'm not particularly skilled with programming either so glitch finding or .lua scripting would be out. I could find videos of other TASes like the above ISMin one but I don't think that's a rare skillset, haha.
The run being compared is an older version of TAS that ISM had performed before. The right run had a time of 56:51.22 ISM's TAS in 56:51.22 : - Part 1 - Part 2 Then, this run is actually faster because it avoids the Head Smash Helmet in level E2 and which therefore allows you to recover the second music box more quickly thanks to an OOB glitch at level W4. As for level E6, The route is different in the new version of TAS because ISM did not collect Super Jump Slam Overalls which is in the gray chest at level Castle of Illusions (E3), which does not allow you to be able to raise the giant frog to level E6.
Acumenium
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Hmm. Sounds like I was a bit hasty with my assumptions---and unobservant, after a second watch I see many points where a stage is selectable in the older run that isn't on the newer, indicating that a different path was indeed taken. I apologize for that. The old run is purely for comparing each stage. One area I can see a comparison for where the old run did many more stages is W4. The Head Smash Helmet is obtained in E2, which is never even played in the new run. It makes it feel very strange to even show a comparison if there really isn't any. E6 however still seems weirdly done as neither lifts the frog up via that power-up. New run: The Pneumos/Jellybobs (the jellyfish thing that inflates Wario when it stings) stings Wario in the right area of the stage so that Wario floats to the top and gets the Silver/Gray Key. Old run: Wario bashes into the wall to jump up again, gets the Silver/Grey Key, and then proceeds as normal. Is a power-up needed to do that wall jump in the old run? It's the more powerful bash, do you need to ricochet off the wall to do that specific jump?
TheKDX7
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Acumenium wrote:
Hmm. Sounds like I was a bit hasty with my assumptions---and unobservant, after a second watch I see many points where a stage is selectable in the older run that isn't on the newer, indicating that a different path was indeed taken. I apologize for that. The old run is purely for comparing each stage. One area I can see a comparison for where the old run did many more stages is W4. The Head Smash Helmet is obtained in E2, which is never even played in the new run. It makes it feel very strange to even show a comparison if there really isn't any. E6 however still seems weirdly done as neither lifts the frog up via that power-up. New run: The Pneumos/Jellybobs (the jellyfish thing that inflates Wario when it stings) stings Wario in the right area of the stage so that Wario floats to the top and gets the Silver/Gray Key. Old run: Wario bashes into the wall to jump up again, gets the Silver/Grey Key, and then proceeds as normal. Is a power-up needed to do that wall jump in the old run? It's the more powerful bash, do you need to ricochet off the wall to do that specific jump?
In the old version: The gray key in level E6 is obtained thanks to a wall-jump high enough to obtain the key (and that thanks to the High Jump Boots obtained in the green chest of level E4) In the new version: High Jump Boots are not collected because the green chest of level E4 is no longer required, which means that Wario cannot reach the gray key at level E6 with a simple Wall-jump and so he uses a jellyfish
SoapAgent
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Hi all, I am a relatively new RTA runner of Wario Land 3, and I decided to review/improve the RTA route for 100% and make a TAS out of it. I have currently done a little over an hour of the movie, which I estimate will clock in at about 3h25m in the end. I don't know how familiar people are with this game here, as this topic hasn't been posted in for a while, but I would appreciate any feedback or optimizations anyone notices. I am including a YouTube link to the most recent WIP as of this writing below. Some informational documents and some bk2 movies are in the Drive folder in the video's description. https://www.youtube.com/watch?v=tsxMcLMykvA Thanks! This is my first post here; please let me know if I'm doing something wrong (:
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