Posts for AntyMew

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AntyMew
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Joined: 10/22/2014
Posts: 425
Aktan wrote:
What console is the TAS on?
Windows, RPG Maker game
Sabitsuki wrote:
So I finished my TAS of a game known as Yume Nikki but when I try to play back the TAS the sounds don't work and it glitches up. I cannot post the video to TAS videos anyway because it is an English translation so is there anything I can do to the game files to fix this?
You mean on playback or on video recording? If it's on recording a screengrabber would definitely help
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AntyMew
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Ethanagor wrote:
1) It's for a complicated glitch I am currently working on. 2) See first answer.
Could you be more specific? I am certain people here would be very interested to hear about it
Ethanagor wrote:
3) Yea, I guess that was phrased awkwardly. How exactly does the N64 store text?
Depends on the game, but they're probably ASCII null-terminated strings
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AntyMew
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Gamer Maiden Sonia wrote:
Say, from you guys' tests so far, is Hourglass more compatibility friendly to Windows 7 or Windows 8.1? I'm planning to get a new computer and I want the best OS for Hourglass that's not windows XP. (XP is too outdated and the RAM limit is low).
For real, XP. Just set it up with XP/7 dual boot
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AntyMew
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arandomgameTASer wrote:
Oh yeah feos, if you're publishing this it's worth noting input actually starts at frame 1448, so the actual run time is like 6:37:55 or something.
What? The run starts from power on, blank input or no
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AntyMew
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ais523 wrote:
What happens if the game expects you to enter a navigation room next, but you go to the wrong one? Or to kill a boss next, and you kill the wrong boss? (I think the existing tests have been on leaving a sector when the game expects you to kill a boss?)
You can't leave the sector. Adam locks you out Afaik, the only way to get out of a sector to test one of those ideas is to take the NOC->AQA shortcut during the NOC revisit (you don't have Ice Missiles before Mega Core-X). But at that point in the game, you can't go to the wrong Navigation Room because the next one is after the Restricted Sector, and you can't go to the wrong boss because the only ones left are X-BOX, Ridley, SA-X, and Omega Metroid
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AntyMew
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Timed all the partner dialogue. Final tally is: Squirtle, Totodile: 41353 Chikorita, Torchic: 40859 others: 40980 So Squirtle or Totodile really shouldn't be chosen unless they save a solid amount of time against bosses, while Torchic and Chikorita should be seriously considered. Particularly Torchic, who levels up much slower than Chikorita (a few levels don't really matter when you can't do >1 damage to bosses without defense drops)
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AntyMew
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jlun2 wrote:
Hey thanks very much for that!
np!
jlun2 wrote:
With that said, how possible is it to manipulate every floor before hand to start on the stairs? I presume stylus input also counts, so that might make it "easier" to manipulate.
Actually, no, stylus input doesn't count. It isn't included in KEYINPUT, as it's also used on the GBA. And even if it were included, only the lower 8 bits of rngCycle matter, which are the DPad, A, B, Start, and Select.
jlun2 wrote:
Finally, any limits on the RNG? Example, I presume it would be highly unlikely (or impossible) to manipulate 99 floors all starting at stairs, or every single hit crit before hand. It'd be great if I was wrong however.
The former would be difficult, but it probably could be done in a somewhat reasonable amount of time. The latter is pretty unreasonable because crit RNG isn't input based EDIT: Actually, considering the odds are exponential by floor count, 99 floors is definitely pushing it lol. For Tiny Woods it's easy, because it has a very low floor count and very few rooms per floor, but in longer and more labyrinthine dungeons it very quickly becomes mathematically insane
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Post subject: Rng info dump
AntyMew
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The RNG is an LCG with 32 bits of state
state = 0x5D588B65 * state + 1;
int hi = state >> 0x10;
state = 0x5D588B65 * state + 1;
int lo = state >> 0x10;  -- arithmetic shift, lol
return hi << 0x10 | lo;
The main RNG (0x020E9FC0) is used to generate each dungeon's initial seed (0x02115414), and it handles the personality quiz and "daily" randomness like the Kecleon Shop/Wares inventory. Also, it's input-based, as others have suspected. It is called at least once or twice per frame, depending on previous user input. More specifically:
rngCycle += ~KEYINPUT;

if (rngCycle & 0xC2 != 0)
     mainRng.rand();
mainRng.rand();
KEYINPUT (0x04000130) is a short, and for the purposes of this pseudocode, rngCycle (0x020EA158) is a byte With careful inputs, the RNG can be manipulated fairly easily. For example, the personality quiz can be manipulated for the shortest questions possible without losing any time: Link to video Unfortunately, in-dungeon RNG (0x021C278C) is not input-based. It is also set to a value derived from the floor's seed (0x021C2790) at the beginning of each floor, so crits, misses, and such cannot be manipulated on a previous floor.
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AntyMew
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ZX497 wrote:
[Respawn Spin Clip] Unassisted. Maybe useful somewhere? Regardless, at least this wholly opens up the memory corruption outside of a TAS.
I wonder, could this be used to take the ARC-PYR shortcut instead of the elevators for emergency in FrankerZ? I don't recall if Adam locks you out of ARC
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AntyMew
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Pokota wrote:
It was running fine in my vista VM once I enabled the acceleration.
Hourglass just doesn't support xinput, GM:S's input library. There is a direct input library in the GM:S runner, though, so it's at least possible that with some obscure setup GM:S decides to use direct input instead
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Post subject: sure, why not
AntyMew
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AntyMew
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Link to video
  • Walk up to the side of the dog food
  • Hold left+right, hold up to bounce off the wall, then interact with the dog food after a moment
  • Skip through Mettaton's dialogue until you automatically step forward -- If desired, you can walk a few tiles forward while mashing through the dialogue. This saves about a second, but if you don't get to the fridge in time, you fail the glitch
  • Interact with the fridge, and continue the dialogue up to the choice to get the noodles
  • Hover over "Leave it"
  • Mash through when Mettaton's dialogue overlaps the existing textbox
  • Optionally, open the menu and attempt to equip the pan before the cutscene completely ends -- You have to be quick with it, since when the camera locks back into place movement is enabled again, and the menu stops working
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AntyMew
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There isn't a PC game resources platform besides DOS yet sooo triple post data dump scr_steps: Calculates the amount of steps until the next encounter
// argument0 = base steps
// argument1 = rand steps
// argument3 = area kills pointer
global.flag[kills_area_pointer] = self.argument3
if (self.argument2 - global.flag[self.argument3] > 0)
{
    self.populationfactor = self.argument2 / (self.argument2 - global.flag[self.argument3])
    if (self.populationfactor > 8)
    {
        self.populationfactor = 8
    }
    self.steps = self.argument0 + round(random(self.argument1)) * self.populationfactor
}
else if ((self.alldead == 0 || self.alldead == 1))
{
    self.steps = 20
}
else 
{
    self.steps = self.argument0 + round(self.argument1 / 2) * 5
}
random(n) returns double x, where 0<x<n round() uses banker's rounding, which rounds to the nearest even number, or 0 The maximum and minimum rand step counts are half as likely as any other number, due to using round instead of floor or ceil All of the objects which call scr_script can be found here Also, in every relevant room in the game, the base steps and rand steps from entering the room are much lower than the same from the same after getting an encounter. So while grinding, exiting and reentering the room is faster
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AntyMew
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Spikestuff wrote:
I need to ask someone who still has/runs on a Vista or XP operating system who owns the game. With the Steam copy you can extract Undertale.exe into a folder and once you open that you sprout out several audio files and another Undertale executable. What happens when you load the extracted version?
It works exactly the same. The internal UNDERTALE.exe is basically a renamed GM:S runner which automatically loads data.win if it's in the same directory. You can delete or rename steam_api.dll to prevent Undertale from connecting to Steam, too
Pokota wrote:
I can set up a vista box and test it Followup Edit: The VM I used as a test environment failed with "unable to create the direct 3d something or other," so yeah I can't test it at present.
Direct3D isn't installed. If you're using VBox the process is: Enable 3D Acceleration (Display settings) Boot in safe mode Install Guest Additions (Devices menu) Install Direct3D Support Full game doesn't accept input under VM or not. Demo works but from my experience savestates are horrifically slow in VM Hourglass needs an update to work with GM:S at all
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AntyMew
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Eh. Alongside the existing Sonic 2 TAS it mostly loses its charm. There are a few really nice jumps here and there, but imo it'd be a lot more entertaining as an RTA run, since a single hit means death
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AntyMew
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arandomgameTASer wrote:
It would be like when Darwin first discovered evolution, and some random guy chimes in and says "DON'T YOU HAVE ANYTHING MORE PRODUCTIVE TO DO WITH YOU LIFE?!!"
Yeah, that's my line ;P
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AntyMew
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TheKDX7 wrote:
No, I did just notice that someone changes the screenshot so that it corresponds to the wish of the author, sorry!
Imo empty voids are boring screenshots. The last suggested screenshot wasn't quite as empty, and also showed off Ultra Hammer Early
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AntyMew
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512kb will be done at 02:14 EST. I won't be up that late, and the upload to archive.org will take a while, but I'd say it'll be published by the end of Wednesday
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AntyMew
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MUGG wrote:
My 100% SMV mixed Jet and fire (I don't know in what order) in the bird room. I think that file is on my other computer right now, so it's troublesome to get. I don't know if that's better than what you have...
I have that movie. You started with a Fighter partner to collect a few treasures, and got Jet w/Fire partner from the Birdons. Then you kept that combination until mixing Fire in Crystal Area's middle room and turned the partner into a Wheelie in the right room It isn't comparable due to the Fighter helper alone, since it saves 3 frames getting the Birdons into position while simultaneously getting Kirby much farther to the right to respawn them
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AntyMew
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I've been trying to make Jet first work in GCO, to no avail :/ Link to video The plan was to mix Jet from the Birdons, make a Jet helper and mix Fire from TAC and Simirror at the end of Sub-Tree, self-destruct the helper in Crystal Area, then turn it into a Wheelie. Unfortunately, there's just no way it'll work without big improvements
    Fire + Wheelie | Jet | Diff
  1. 975 | 580 | -395
  2. 320 | 322 | +2
  3. 365 | 224 | -121
  4. 320 | 799 | +479
Total is -35, but I need a lot bigger buffer to keep some time through the minecart room Initially I ruled out getting a Fire partner from the Birdons, since I'd have to lose Fire to get a Wheelie, then get Fire again from Computer Virus. But honestly, with the amount of time lost getting Fire here, it might've been faster. Either way, Jet first doesn't look likely, unless the Fire mix can be improved by seconds. It's disappointing, since I prefer Jet entertainment-wise, but Fire is just too slow without a Wheelie partner
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AntyMew
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If you absolutely need 16:9, dump it at 4:3 then pillarbox it. Do not stretch the video or the internal resolution to 16:9, since that just makes everything wider
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AntyMew
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Fixed embarrassing typo of memory.read_u16_le(RAM.RNG) to memory.read_u32_le(RAM.RNG) o////o That would explain hetfield's problems, lol. I tested the drops before and coincidentally got the predicted result, so I assumed it had something to do with AoS instead of the script
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AntyMew
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Why is bit.lshift SHIFT? What about rshift and arshift? Personally I'd use LSL, LSR, and ASR to match their ARM opcodes
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AntyMew
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Updated script to correctly account for manual resizing and non-3:2 ARs
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AntyMew
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jlun2 wrote:
Pokota wrote:
Because of the nature of the Extermination run, it is not respectful of the game or the story it presents to publish a TAS of it.
I have no idea what you're talking about, but if people honestly respect a game they won't be finding glitches to break it nor would they bitch about it every time their video gets taken down due to copyright. Or is respect some kind of game mechanic?? Never played nor planning to.
Not respectful as in it's literally genocide. Just on video game characters who are really hard not to feel for, especially after a pacifist run. Undertale does a great job of making you feel like shit for killing everyone I don't see that as grounds to reject an Undertale TAS, though. A reason not to make one, sure, but if someone does it anyway, why not accept it?
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