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Joined: 10/12/2010
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[19:49] <BimmyLee> oh no, psxhawk is too slow on a version it wasn't even released in
[19:49] <BimmyLee> what do we do?
[19:49] <Invariel> You act all sad and ask the user to upgrade to the latest version at a nominal fee to see if performance improves.
[19:50] <Invariel> If the problem persists, offer the user free service for a time (say, a year) to retain the customer.
[19:52] <BimmyLee> Invariel, thanks, I"m not capable of that kind of politeness and restraint in situations of that absurdity
[19:52] <Invariel> No problem.
[19:53] * Invariel uses his inherent powers of Canadianity.
later
[20:05] <Invariel> We need to start over with Masterjun, and just embed an SNES inside Masterjun 2.0.
[20:06] <BimmyLee> that sounds like it would hurt
[20:06] <Invariel> Wouldn't hurt us...
[20:06] <BimmyLee> good point
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
Kurabupengin, could you please start checking if the videos you post are actually good? You are wasting everyone's time, seriously.
The fact that drifting gives you a boost is not a secret, but that guy doesn't even seem to notice that.
Here is a fairly optimized Level 1.
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
The sprite data for levels starts at $07:C300 (look here).
According to the level data format the sprite data starts with a 1-byte header, then 3 bytes for each sprite and then ends with a 0xFF (which is why you see sizes of 5, 8, 11... bytes).
The first byte of the sprite data is the sprite header.
Each sprite is three bytes long.
|First | |Second| |Last |
YYYYEEsy XXXXSSSS NNNNNNNN
yYYYY = Y position
EE = Extra bits
XXXX = X position
sSSSS = Screen number
NNNNNNNN = Enemy number
(Note: The first byte being FF marks the end of the data)
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
While you're at it, you might also want to spam the B button for a bit when you didn't move for like 2 seconds.
And also why don't you also press the B button when there is an enemy right in front of you. It will make it more efficient!
See, here are the addresses:
Address Length Type Description
$7E:0094 2 bytes 3 Player X position (16-bit) within the level
$7E:00E4 12 bytes 2 Sprite X position, low byte.
$7E:14E0 12 bytes 2 Sprite X position, high byte.
$7H:L0L0 42 bytes yes Read this address to get the winning value!
But seriously, creaothceann, do you understand the concept of a self-learning AI?
It has to learn to either avoid the message box or get used to it (the message box is a sprite, so it can detect that).
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)