Posts for MUGG

Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Here is the latest version of that one little incomplete html5 game I made. There is only one test room without anything to do but jump around. http://mugg1991.altervista.org/V28/28b.html <-- without debug info http://mugg1991.altervista.org/V28/28.html <-- with debug info I haven't worked on this since 2015 March or so and don't plan on continuing. But maybe I will redo this game someday, maybe in another language. Developing games gives me too much headaches and I'm not patient. I lack dedication, but maybe I will take another try at this later. One huge problem with the game I linked was that it had no plan. I just wrote code however I pleased so there is a lot of unfinished stuff everywhere in the code. Also the physics and mechanics are way too ambitious. It needs to be simpler and cleaner. I could probably do with half the amount of variables that I ended up using. Also, with one big room where the camera only focuses on a part of it, I would need to figure out how to deal with hitboxes/checkboxes. Because the way it has always been is that my code just checks each tile (slope, wall, lava, water) on the entire room instead of only those that are close to me. I think it could save performance if I figured out how to do it better. If I do figure it out, then maybe I could just do it like Terraria and not have multiple rooms, but just one huge room. About my game idea: It's like a huge maze. I think I'm really inspired by Terraria because in that game you can go on clouds, on the ground, across lakes, through caves, through hell, through ruins, etc. and I envision something similar for my game. But instead of the game being sandbox, it would be an adventure and puzzle type. You would find items and keys that you could use elsewhere on the map to progress and there would be multiple ways to progress. It wouldn't be clear which way was the fastest and I would have liked a time-attack mode where players try to go to the goal with the route they think is fastest. I'm not sure about the time-attack mode idea anymore, though - I don't really imagine it to be that fun. Also there would be a variety of enemies, sword swinging knights, goblins, but also high-tech things like robots that laser at you, etc.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
I heard the Palace Skip trick has been revised and can now be done a minute faster than this TAS. Malleoz should probably redo the end of the run?
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Still stuck on that triple dice roll.
Edit: Ok got a 964 dice roll within 1.5 sec of gameplay finally... only took 8 days of trying, jesus...
Actually, it takes about 2.5 seconds which may be considered bad. I have checked about 10,000 possibilities by trial and error and only 3 are the triple dice roll I want. Then I found out that I made a small mistake - not making sure that a certain space has no field effect so I can't travel on it. This wastes about 1.3 seconds additionally. Basicly, all triple dice rolls I ever manipulated were really easy but this particular one turns out to be a pain in the ass. I'm going to have to check thousands more possibilities so I can save those 1.3 seconds back. When I'm done with the 2nd dream, I'll post an unlisted WIP video. Edit: I finished more testing. I don't think I will be able to get the best case scenario. It really sucks... It's not very motivating to take an unavoidable 2 second time loss. Not sure if to restart the run, but that would mean all my effort so far was for nothing.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Maybe devs had to rush the game and couldn't take care of everything.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Rugrats: Search for Reptar oh that's not n64 it seems Rayman 2: The Great Escape Edit: Tony Hawk Pro Skater 2, 100% (all goals) All gaps might also be interesting. I wonder if it can be done without restarting the level.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
CoolKirby wrote:
Did you find the background music glitch to be useful? I suppose it would depend on whether music lags the game, but I thought I should remind you.
I didn't test it. I really doubt it's a timesaver. --- I found that you can destroy cannons if you manage to be inside their hitbox for 100 frames.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Not RTA viable I suppose. Any other cutscene skips?
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
The zooming doesn't take place when you go to pianta before raising the plaza statue. (I think.)
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Maybe you can edit RAM addresses to get pokemon and items? But if you want to do it in a run / playthrough, I don't know.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
I started a new run and got until the 2nd dream. But now I have been struggling for a whole week to get the 1st triple dice roll. It just doesn't want to happen regardless what I try. So maybe the run is dead and I have to start over.. Edit: Ok got a 964 dice roll within 1.5 sec of gameplay finally... only took 8 days of trying, jesus...
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Apparently there is a new trick to despawn enemies. https://www.youtube.com/watch?v=Nr9-5JXvcuc Will probably make a luascript that shows all loaded enemies and investigate it later.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
How is progress? What strat did you end up using in GCO? Edit: I found my smv I was talking about. http://dehacked.2y.net/microstorage.php/info/48232640/KSS2.smv It mixes Fire helper and Jet Kirby in the bird room. I'm not very familiar with the game anymore, but I think that was the most promising strat to do. Not sure what to do when you arrive at fatty whale (ditch helper or keep idk?). And after that is a mystery for me.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Ideas to improve the TAS Better momentum preservation around corners? (such as in Level 1 when ascending to the top) Level 2 Lololo Lalala --> possible to hit both in one hit? (test it) Tested it, doesn't work. Stars that you shoot nearby of Lololo or Lalala don't survive for some reason, so you can only hit one of them each shot. Level 4 Kracko Jr. --> it might be possible to kill him one cycle? (test it) Tested it, doesn't work Level 4 block row --> use exhale-inhale instead of spicy food? Level 5 Kracko entrace --> enter by taking damage or from above somehow, instead of at bottom Level 5 Dedede --> better manipulation (make him jump only) __ This hasn't been posted here so... Kracko moves fast if you are in the triangle, and slow if you aren't.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Assuming by RTS you mean Real Time Speedrun (aka RTA Real Time Attack), you can probably just go use DosBox 0.74. For TASing, use JPC-rr. If you can. (I can't.)
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
I didn't know that bug can clip through ceilings
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Luckily I have not gotten burned from this game yet, so here is a small update. - The run has been restarted on Japanese to save time by faster text. Saves 8.2 seconds from power-on to fading into the first map. Will save up to 1 minute or so in the whole run. - People here, on my Youtube and on my Twitter all want Hard difficulty to be used. So the run will be Hard, period. - Unlike the English WIP, I have now researched the 6 maps and come to the conclusion:
  • Toy Sea Future Rainbow Pirate can be cleared the fastest, but Rainbow is risky to manipulate (might take too long)
  • Pirate can work as an alternative for Rainbow Pirate is slightly faster than Rainbow
  • You don't want to miss out on Future Toy Sea because they are good. Cake is terrible and should be avoided.
I have found a system start time that yields a convenient RNG seed. Took me like 2 days of testing... : Mon, 01 Jan 2001 00:01:27 GMT (d7 c8 4f 3a at 0x81 in the DTM) and confirming A press at Input: 8068 yields Rainbow Sea Future Toy. I have yet to find a system start time that yields RNG seed for Sea Future Toy Pirate without delay frames. - As for why Rainbow is risky to manipulate: DK has to be in the exact right space for Rainbow which I can achieve only by adding delay frames until it works. There are 18 possible spaces, so I hope it can be manipulated quick enough. Then, by waiting on Minibowser dialogue, I have to manipulate Piranha plant on the exact right red space (the bottom one) and a Hammerbro on nearby space after that. This might take too long but I'll test it later.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
When running Mario Party 5 (J) with Bios, it gives me the messages: "IPL with unknown hash 8bdabbd4" "IPL found in JAP directory. The disc might not be recognized" I don't know what to make of this but I wanted to let you know. _______________
JosJuice wrote:
When you're starting a TAS, the date and time will be set to the date and time of your computer. If you want to change the starting date and time (...) hex edit the time in the DTM at 0x081 (a 64-bit integer).
Is this the memory location? What would I need to enter to get
  • Jan 1st 2000 0:00
  • Jan 1st 2000 0:01
  • Jan 1st 2000 1:00
  • Jan 1st 2001 0:00
  • Jan 1st 2002 0:00?
What is the time and date if I enter 0?
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Language: Lua

--DKC v1.0 --snes9x 1.51 while true do local keys= input.get() if (keys.Z) then local face = memory.readword(0x7E0C6E) -- ? if face == 52 then memory.writeword(0x7E0E8C,2) -- speed else memory.writeword(0x7E0E8C,-2) end end emu.frameadvance() end
Change as you see fit.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
I think you could have posted in the thread you already opened. Also, you should tell what emulator this is for because lua implementation differs sometimes.
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
What is this new actor unloading glitch thou speaketh of? Edit: pastebin
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2323)
Joined: 5/15/2007
Posts: 3857
Location: Germany
It does not seem to cause desyncs for me. A work-around seems to be to frame advance 3+ times really slowly.