Posts for Apo123

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Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Glad to see that not only is the repeating fixed, we also get lua too! This will definitely help the run progress easier.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Spider-Waffle wrote:
sweet, what was java bot able to do? This seems like a project where programming assistance will be necessary.
All it did was manually iterate over a sequence of frames. In this case, wait x*4 frames, attack, then wait 15 frames, with x increasing by 1 every time a button in the program is pushed. Essentially, it's a very dumb bot (the sequence is currently hardcoded, although I'm going to change that very soon). I'm currently trying to make a user-friendly way to change the sequence (without requiring programming experience), change the key mappings, and save and load sequences.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
INTJ, although their description doesn't entirely fit me.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Modified source via PM: http://apo123.pastebin.com/m1a4531ab Also, I made sure the paste would last longer than a day this time... All this bot does is simulate keyboard and mouse input. I've compiled a runnable .jar file, but it will only work for the controls given in the source (meaning it's probably worthless as it currently is). Basically you want to modify the Mouse X and Mouse Y fields so when you click the Test Mouse button, the mouse jumps to a place within the emulator window. Otherwise, it'll be sending input to whatever window currently has focus. Modifying this to read memory should be possible, but it is probably beyond my capabilities. OCR libraries (to read the game screen) are unreliable. Keep in mind I'm only a beginner, and this will have some bugs in it, small as it is. If anyone has suggestions for ways to improve my code or finds a bug, please let me know! I pmed antd back about how to modify the source code, but basically the only lines that should need to be modified are the key definitions (lines 32-46) and the bot actions (lines 72-78). AutoHotKey is definitely a good alternative, and may prove to be more useful than this simple bot.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Here's something I quickly hacked up, it's very very simple. http://apo123.pastebin.com/d5f4ec7d JDK 1.6 and JRE 6 First set the mouse X and Y to be within the window of whatever emulator you're using (this should work for any emulator if the controls are modified accordingly). You can use the Test Mouse button to move the mouse to those X and Y coordinates to see where it'll end up. Modify the code within mainloop() to do whatever actions you want the bot to perform. You will probably have to modify the key values to match your controls. First, modify the loadState() function to match whichever savestate you want to be loading. Frames go like this: doFrame(CONTROLS) For example, to hold left and X for one frame, just do: doFrame(LEFT, X) Keys are reset to none every frame. Leaving it null just advances one frame without sending any keys. incrementedFrame()'s first parameter tells it how many times to run. I've built in a counter to increment, so if you wanted to test an attack on every frame just do this: // Wait counter frames incrementedFrame(counter); // Hit X to attack doFrame(X); // Wait one second so the damage appears and can be recorded incrementedFrame(60); You may modify the body of incrementedFrame as you wish. After mainloop() is run, the mouse will move back to where it was when you clicked the button. Sorry about the GUI, this was my first time using Swing. Feel free to modify this as you wish. If you don't feel comfortable modifying the code/mainloop and want a specific set of commands to be hardcoded, or just want part of the code modified, let me know via PM.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
My first impulse is to make the dumbest bot possible. It would probably work in all battles, but that's probably a bad idea if there are already ideal strategies (i.e., sets of battle commands that could be hard-coded into the bot) that just need a lot of luck manipulation.
I could probably write something very simple in Java that you could use to brute-force. You'd have to record the results manually (OCR libraries are unreliable, and I don't know of any way to read the internal memory of another program).
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I love these kinds of games! I did find a minor bug, though (spoilered so it doesn't give anything away): If you take the mop, then open the crate, drop the sausage, run away, and hide in the closet with the mop, the mop is still there despite it being in your inventory. Page 1877 -> "Look at the closet" -> Page 1876 -> "Take the mop". This doesn't seem to have any effect on your inventory.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I feel this will be a FAR better and more interesting run than the GTA Advance run. Unfortunately, I do not have this game so I can't really be of much help. As for entertaining tradeoffs, yes the GTA Advance one did have some tradeoffs (the f11 race, max wanted level throughout Portland), but I mainly aimed for getting every mission done as fast as possible. The game just had too much driving and too few action segments to be very entertaining. Go for no damage, even if you have to spare some frames. I can't imagine anyone getting through a GTA game unassisted and taking no damage (the crappy hit detection in Advance helped with this a lot). Best of luck making the run, I'll try and watch all your WIPs as you post em.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
The test run looked very nice, although I'm sure the switching noises will be annoying. Also, where is the Whip Memory/Richter on the map (I assume he has to be loaded somewhere on the map, even if the room itself isn't shown)? Would it be feasible to warp there, kill him, and get the Vampire Killer unlocked?
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Hey, I never noticed this was on the workbench! Definite yes vote from me, the entire run entertaining to me. It was fun to watch this game get slaughtered. As for the door transitions, they don't really bother me. Like with Super Metroid, it's something you just get used to after a while. The non-transition parts more than make up for a third of the movie being door transitions, in my opinion.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I'm sorry to hear you're quitting. Thanks for all those wonderful encodes, you will be missed.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I now have a headache. My mind cannot comprehend just what the hell went on in that run. Excellent work.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I'll place my vote in about 40 days. I have to admit, I saw the submission time and thought "...what? Oh, it's April 1st."
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Sorry for keeping the off-topicness going, but I recall there being Game Boy versions of the Star Wars games. Are they at all similar, and do they also have the random desynchs? Also, this is an amazing run from what I've watched so far. I haven't watched through it all yet, I'll edit this when I finish.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
That was awesome, I can't wait to see the final version!
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I also get the infinite black screen. It happens on every level, not just the first one.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
arukAdo wrote:
Nemesis should not be able to afraid anybody after been TAS'ed :D
Naw, the police station window still gets me every time, even though I expect it. All it took was mistakenly running into the save room nearby on my first playthrough... I wonder how many people also ended up trapped by doing that?
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
arukAdo wrote:
Edit: on second tough, its not boring yeah, but the mercenaries minigame is like 5-10min mission and full action with lot of monsters, so i believe it will be more entertaining
I forgot about the mercenaries minigame. I'd definitely be interested in seeing a Nicolai run (possibly knife only), or a Mikhail run (aiming for fastest time).
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I just finished watching this. I have to say that I really enjoyed watching, I didn't think it was boring at all. All that dodging, I never would've thought about using it as much as you did.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
dartht33bagger wrote:
Animal crossing is one of my favorite games as well but I don't think it would be much of a tas lol...
Does it even have a defined end-point?
Dromiceius wrote:
Umbrella Chronicles.
Definitely, hell any rail shooters would be interesting to watch (for me, at least). I believe the Wii has a couple House of the Dead games for it.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
That was incredible. I'm still laughing even now.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I'll try it, and I don't believe it does delay you from switching while firing. Edit: No, I'm not dead. I'm still working on this, very slowly (about half an hour per week). This semester has a lot of work (and parties), but hopefully I'll be able to make some progress. Edit2: I'm still not dead, and I apologize for going so long without updates. I've gotten through the boss fight, but I can see that ammo management is going to be a very central part of the real run. Will post an update when I get through the first level in set 4 (currently about 25% done with it).
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
You hit the button to fire + the button to switch simultaneously, then let off the fire button for a frame, then hit it again on the same frame the shot is fired. You actually discovered this trick when you posted on page one:
honorableJay wrote:
One thing that's interesting, if you hit A and B on the same frame, then release the A button and continue holding fire, you'll change weapons and fire in a weird way. You'll start firing whatever gun you were holding, yet the next gun will be selected and ready to go. Just stop firing then start up again and you'll fire the gun you previously selected. So if you have the machine gun and you want to fire the flame thrower next, you can hit AB for 1 frame, then let go of A, and start firing the machine gun. Then let go of B to stop and then start firing the flame thrower. I haven't seen how this affects actual ammo counts though, but I will see if I can do some more testing later.
Honestly it may not be truly at the same time, but a frame or two apart. Still, it might help increase the amount of damage per second.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
http://dehacked.2y.net/microstorage.php/info/1543182814/Alien%203%20%28UE%29%20%28REV00%29%20%5B%21%5D.gmv Finished the third levelset up to the boss. I may have to redo those levels, as I wasn't taking ammo management into consideration. We'll see. I'm going to try and see if there's any way to throw a grenade and launch a rocket at the same time. If so, all boss battle times will probably be halved. I've managed to fire a flame from the flamethrower and shoot the machine gun simultaneously, so maybe it's possible with other weapons.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
That was incredible. Like others, I normally fast forward through JRB. This time, I didn't.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
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