Posts for CoolKirby

Post subject: Re: #4851: Zekna & Randil's NES Shadowgate in 04:17.48
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TASVideoAgent wrote:
where you play as a glasses-loving, suicidal hero who must defeat the evil warlock.
I was going to say, I don't remember the hero being suicidal in the last run! That's what I get for reading the description before watching the movie. Nice improvement with a cool glitch with a funny result at the end! Yes vote.
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Awesome work, AdituV! I wasn't even close to adapting this to BizHawk's code structure.
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Yes! I've been waiting to see progress on this game. Good work, but would the turbo tobogganing glitch speed up the toboggan courses? Also, is there any way to manipulate the people in Visitor's Courtyard to look away the whole time (so you don't have to stop and "smile and wave"?
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Wow, that looks a lot better! I agree, that flows better than just jumping to the next function (and having to accumulate all those variables). It actually inspires me to continue working on this. How far did you get in your code for reading PXMs? Samlaptop, we haven't made the converter yet. We have to code a way to read the header and input first, then we'll test it out with your movie.
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That sounds like a good idea. If you first gauge audience interest and make sure you have a run the audience likes, then it should be fine for you to submit.
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EDIT: I just remembered that TAS Movie Editor's C# source is available, and it reads PXMs! Maybe we could take the header+input binary reading from that. No need to reinvent the wheel, as they say.
Samlaptop wrote:
How do I run the java file?
I'll repost my instructions from earlier, with some additions: 1: Name your PJM file "convert.pjm" for DualShock output, or "convert_pad.pjm" for Gamepad/Standard Controller output and place it in the same folder as PJMConverter.jar. 2: Double-click on PJMConverter.jar. As long as you have Java installed, it will quickly convert your file into an Input Log.txt, which will appear in the same folder. Open this file. 3: Create a new movie in BizHawk while running your game if you haven't already, then Stop Recording. 4: Open the BK2 as an archive. (If using 7-Zip to open it, go to Tools>Options>Folders and set the working folder to Current.) 5. Open the archive's Input Log.txt, delete everything and copy-and-paste the entire Input Log.txt file that was generated by the program there. 6. Save the text file and close it as well as the BK2 archive. You now have a converted BK2! This will work for PJMs in text format, aka PXM Version 2 (not PXMs or PJMs in binary mode). Thank you to AdituV for starting work on the binary portions: I'm quite the beginner at both binary and C#. Reading the PXM/PJM header will be needed for incorporation into BizHawk, so I look forward to seeing what you come up with.
BALIST0N wrote:
but your code is so nice to read ! (many comments, clear functions etcc)
Thank you! I tried to make it easy to read.
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It should be, and it would be pretty easy to write a PXM Converter if it has a text-based format too.
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BALIST0N wrote:
so after converting (with the v0.3) i have tested it and ....... CONGRATS YOUR CONVERTER IS WORKING PERFECTLY
That's great news! Thank you for testing! :) One small thing, I got the order wrong for the Open/Close/Reset characters. It has been fixed in PJMConverter 0.3.1 (source here).
BALIST0N wrote:
but this format with no pad doesn't work... i dont know why but i think bizhawk doesn't support "no pad" type input .... ://
I believe you have to go to the PSX Menu (next to File, Config, Tools), select Controller Settings and change the controller type to Gamepad. Then start a new movie and paste the input in. It's not required to use Gamepad instead of DualShock, but it's your choice.
BALIST0N wrote:
so what's next ? :))))
Next, I want to convert the Java code to C# so it can be integrated into BizHawk. I will have to learn the basics of C# and look over BizHawk's Import Movies code first so I will know how to write it in. Do you already know C#? If you do, maybe you could start converting the code over while I learn the language.
Post subject: PJM>BK2 Input Converter v0.3
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Oh, I see. Then congratulations on getting your BK2 working, and I'm glad my script was able to help you! Actually, I would still like your help if you don't mind. I want to generate the correct number of dots every time, and I think my new code might do that currently, but I'd like you to test it again. Here's the newest jar file and here's the newest source. I studied and tested the PJM format more closely, and as a result, this version includes full support for loading DualShock PJMs, as well as PJM Disc Changes, Resets, and Disc Tray Open/Close. It can also input from and output to both the Standard and DualShock controller input layouts now. Here's an example of an input PJM:
..............||0|
#XO^1234LDRUSs||2|
.............s||0|
.....2......S.||2|
..............||0|
And the resulting BK2 (note the Disc Open/Close and Disc Change):
|    1,...|  128,  128,  128,  128,.................|
|    1,.!.|  128,  128,  128,  128,UDLRsSQTOXlrLR...|
|    1,...|  128,  128,  128,  128,....s............|
|    2,..!|  128,  128,  128,  128,.....S....l......|
|    2,...|  128,  128,  128,  128,.................|
There are eight different kinds of tests you could run if you want:
                |                          Output                         |
    |   Input   |   DualShock "convert.pjm"  |  Gamepad "convert_pad.pjm" |
    |  1P GPad  |      (Pass, 17 dots)       |      (Pass, 14 dots)       |
    |  1P DuSh  |      (Pass, 17 dots)       |      (Pass, 14 dots)       |
    |  2P GPad  |    (Pass, 17 * 2 dots)     |    (Pass, 14 * 2 dots)     |
    |  2P DuSh  |    (Pass, 17 * 2 dots)     |    (Pass, 14 * 2 dots)     |
Thank you! Also, did you say earlier you started converting this script to C#? That was the code I thought you had completed, I apologize for the misunderstanding.
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Well, that was fast. Can you share your code? I can implement the extended PJM support I've been working on tonight and we (or I, if you're not interested) can implement it into BizHawk.
Post subject: YouTube video description not updating
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I noticed that changing the movie description didn't automatically update the YouTube encode's description like it used to. Is this the intended behavior? It would be nice to remove the encode's TODO now that the run does have a description.
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BALIST0N wrote:
almost perfect, but its seems the problem is again from the input converted ... input file(converted from pjm) :
|   -1,...|..............|..............|
|   -1,...|..............|..............|
|   -1,...|..............|..............|
|   -1,...|..............|..............|
|   -1,...|..............|..............|
|   -1,...|..............|..............|
|   -1,...|..............|..............|
This is correct: it's the standard BK2 Input Log code for a 2 players, no DualShock (Standard Controller) PJM. Your PJM should also have two lines of 13 dots. Here's an example of how that converted BK2 would look like when filled with input:
|   -1,...|UDLRsSQTOXlrLR|UDLRsSQTOXlrLR|
|   -1,...|..............|..............|
A PJM with DualShock input will include two more dots (for a total of 16) for L3 and R3 respectively, and numbers for each axis of each joystick. I had support for it halfway implemented, and unfortunately I left the code at home, but I will upload it when I get back in several hours. If you need the positions of PJM and BK2 input, I included a table of it in my v0.2 code posted above (around line 200). Hope it helps! I'll help out with the C# once I've added support for all features of the PJM (reset and disc changes are next on my list). zeromus: Good to know, I'll go ahead and change it to 1.
Post subject: PJM>BK2 Input Converter v0.2
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You're welcome! Ah, okay, it seems your BK2's SyncSettings are set to DualShock Controller, while my script was outputting to the more compact Gamepad input. DualShock is the default for BizHawk, so my converter now defaults to DualShock too. If you want to output to Gamepad in the future, just name your file "convert_pad.pjm" instead. (If and when we integrate this into BizHawk, the program can read the user's PSX Options to determine the controller used automatically.) I also fixed the input bugs by replacing the parser string operations with some nice, clean character arrays. The script now supports 1 and 2 players, DualShock or not! Here is the v0.2 version, and here is the source code again. Thank you for testing the last one and reporting results; I would appreciate if you could do the same with this one. One strange thing I noticed is that your BizHawk/computer seems to output " 1" as the disc number instead of "-1". I don't know why that's happening, but I guess we'll see if it happens this time too. Thanks zeromus, I'd be happy to help write the converter into BizHawk. I don't currently know C#, but I should be able to learn the handful of commands needed to port it over. Maybe BALIST0N could even help me if he already knows C#.
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Nice run! Some fast Panel de Pon action. Yes vote! Another game to cross off of MESHUGGAH's SDARuns page too. You beat that speedrun by over 10 minutes!
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This game looks pretty cool! Makes you feel like a real action movie star. The run was fast! Yes from me too.
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That was pretty nice. I liked the damage boosts, and the time attack level at the end was probably the most interesting. How do they expect anyone to beat that in real-time if a TAS finishes with one second left? Is it possible to jump up those vines, like in Super Mario Bros. 2 and some other games? Or would that make you fall off the vine?
Post subject: PSX>BK2 Input Converter v0.01
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PSXjin's PJM and the Input Log inside BizHawk's BK2 are both in text format. This should make it relatively easy to convert between them. The PJM input layout for Player 1 goes:
|Square|Cross|Circle|Triangle|R1|L1|R2|L2|Left|Down|Right|Up|Start|Select|
While the BK2 input layout for Player 1 goes:
|Up|Down|Left|Right|Select|Start|Square|Triangle|Circle|Cross|L1|R1|L2|R2|L3|R3|MODE|
I should be able to write you a small Java program that can convert the input data over. EDIT: I have completed the converter tool, and it works for both 1-player and 2-player PJMs! Here is an executable .jar file, and here is the source code in case you want to compile it yourself for whatever reason. Here's how to use it: 1: Name your PJM file "convert.pjm" and place it in the same folder as PJMConverter.jar. 2: Double-click on PJMConverter.jar. As long as you have Java installed, it will quickly convert your file into an Input Log.txt, which will appear in the same folder. Open this file. 3: Create a new movie in BizHawk while running your game if you haven't already, then Stop Recording. 4: Open the BK2 as an archive. (If using 7-Zip to open it, go to Tools>Options>Folders and set the working folder to Current.) 5. Open the archive's Input Log.txt, delete everything and copy-and-paste the entire Input Log.txt file that was generated by the program there. 6. Save the text file and close it as well as the BK2 archive. You now have a converted BK2! I don't know anything about Tastudio, but it's probably easy to convert it to *.tasproj once you have your working bk2.
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Is there an IRC chat where we can pop in whenever we have time to keep up with the run's progress? If there isn't, it's okay, I look forward to the planning document being made public regardless.
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Those are awesome! Thanks for posting them.
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"Didn't see that coming!" This was one of those shows that you couldn't stop watching when it came on, even if your mind wasn't exactly being challenged by its content. I don't even remember any of these villains, except Bling Bling Boy (I thought he was funny). I couldn't decide if this run as a whole was entertaining or not...some areas were a lot more entertaining than others. I'm going with a Meh, though bordering on Yes. Also, thanks Samsara for the encode!
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Glad to see this is being done. I look forward to a Halo: CE TAS whenever XQEMU becomes fairly accurate and TAS-stable.
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That wall glitch was surprising! Good work!
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Since that ammo in Chapter 10 is unreachable, is it possible that the Chapters 2 and 14 maps are as well, due to a design oversight? Has this game ever been successfully completed 100%?
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Nice to see zelpikukirby still TASing. I was wondering if we'd see any more awesome work from him. Was this completed before the Pinna 5 Skip was found, or does it turn out to be slower?
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I watched the fog-on encode, and unfortunately, it did stop being entertaining for me about halfway through, but I did watch it through to the end. I liked it, and the OoB clips are always fun to see. I've been keeping up with your progress since your first post in the thread (despite not knowing the game), good job on finally finishing this! I would watch a fogless encode too; perhaps you could wait until the run is accepted to post one to make sure it wouldn't influence the votes.