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did anybody actually try using... say a magic arrow .... without having the magin meter?
maybe the game thinks you have the default value (full meter) if you have no meter yet?
they might've assumed that you wont get magic items before the meter?
just an attempt at helping :P
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I imagine that there's 1 action that has the best payoff/time... if this TAS would consist of continuously doing that action then the result wouldn't be very interesting
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did you guys see this?
http://perfectdarkelite.yuku.com/topic/13519/t/The-Perfect-Dark-TAS-topic.html
I don't see anybody mentioning a killer bug over there...
This is probably a very stupid comment but just consider it an attempt to help :P (I wouldn't be surprised if 50% are the same people as over here but with different usernames)
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Thnx again for feedback Aqfaq and mmbossman :)
does anybody know what happened to the screenshots by the Bot?
the one that was taken is not part of the movie (well, it's probably part of a screen that is), and clearly not a very appealing one :P
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i was thinking of starting an EWJ run when i finish my current project :P (I still might, or maybe ill compete on SNES version :P, or just to the sequel)
anyway GL
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Im sorry i should've added this the 1st time...
it looks like a normal jump (without a front-flip) would be enough to make it to the next cloud as well
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I don't know the game but it looks like an on ok start
it appears to me that doing a front-flip slows bonk down (e.g. in the part where he jumps on the clouds), try it out :)
can't tell you anything about whether or not it would be accepted but GL & HF
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if you continue this project then GL on it, was a great game to play realtime and should allow for some fancy moves in a TAS (heh i remember finding the weapon-swap-glitch with my brother when i was like 6 years old :P), maybe even some completely new strategies can be found
I just wanted to say that imo the previous one (not even sure if i watched a TAS or a regular) was a bit boring because it was basically just X hours of using the exact same strategy
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Ah that looks great! While using callbacks was the obvious choice... I didn't think about the possibility to allow returned values! The value-counter should now be incredibly easy to implement (and would be a perfect demonstration of the use of these registers? :))
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Im quite sure that the first one is possible (and easy) if the right memory addresses are known (maybe just let a script search for the first frame that the left/right arrow buttons affect anything)
As for the second one... simply counting and reporting is very easy, but reverting to the proper value on a state-load is not yet possible i think
so there's a new request.... some way of handling events such as (manual) savestate-loading/saving (not sure if there's other interesting events?)
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Ended up with both 'Illusion of Time/Gaia' and 'Killer Instinct' for SNES twice after bying my second SNES (because i sold the first one when n64 came out)
Furthermore, I have over 4 copies of Diablo2+expansion and loads of CD keys which I used to run bots
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very nice run so far :)
one tiny comment, in squeals on wheels' find-20-stars bonus game... wouldn't it be faster to end with picking up the lower-right stars and rolling towards the final?
GL with the rest of this :)
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perhaps writing an evaluation/utility function that is as general as possible would improve the bot (and then just go for a greedy approach)
it could incorporate anything from having a feather, being in flight, being in the water, or level-specific stuff such as 'having gone through pipe X' etc etc)
all these ideas .. ;)
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looks very nice to me tbh, you plan to expand it? :) would be great to see a more general version (e.g. one that does not assume that holding right+Y is best, and one that might start flying? :D)
I tried something similar for Mr. Nutz using several different approaches but failed miserably :P (it'd only get to about 30% of the (by my knowledge) best possible)
@Halamantariel, very nice script :D perhaps using more savestates a tree-search would result in a major speedup for scripts like that? (default backtracking)
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ok World 3 seems to be finished and uploaded
I think I won't post more WIPs until the run is complete
tried many ways of fiddling with the X/Run-button and couldn't find a single case where releasing it was faster for any action
World 3 took quite some planning for hp and ammo... also the swings/chains are *really* annoying since one cannot choose to ignore them (Mr Nutz always grabs it if he's close enough, even when it's moving in the opposite direction). Sometimes they swing the wrong way and I'm forced to wait for it to swing back.
unfortunately MicroStorage doesn't accept save-states, else I would've provided them.
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great work!
I've been playing with it for a bit and will do some more soon, but i ran into something
using "Snes9X v1.43+ v11 (beta15 + lua 0.02) for Windows" the game is not unpaused at start of execution and not paused at the end either.
script to reproduce:
framecount = 0
while (framecount<100) do
data = memory.readword(0x7e005a)
snes9x.message("x_coordinate "..data)
framecount = framecount + 1
snes9x.frameadvance()
end
does not matter what game i use
note that the message is being displayed, so the script does indeed run.
=====================================
something else i noticed, I was unable to control/change the emulator speed
script being run:
snes9x.speedmode("maximum")
framecount = 0
while framecount<100 do
framecount = framecount + 1
snes9x.frameadvance()
end
snes9x.speedmode("normal")
would expect to see the game 'skip' 100 frames, instead it just continues as usual
trying changing some settings but nothing changes (e.g. 'toggle fast forward mode' and 'pause when inactive')
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oops i'm sorry, i thought i added them already :P
http://dehacked.2y.net/microstorage.php/info/694924329/front.smvhttp://dehacked.2y.net/microstorage.php/info/455657786/back.smv
edit: I checked if it worked without the use of any save-states btw.. just playing it all from frame 0 onward
this front-file is actually the result of an attempt to hex-edit it, but frames 0-37080 are still valid and so is the back part, and if i try to hex these it won't work.
I'm using QuickHex v3 btw, but i dont suppose the inner workings changed
and I'm recording in snes9x v1.51
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I tried several different field-values (including using 'offset'), but all it does for me is extend the output SMV file with frames that don't have any input
example:
I want to use frames 0-37079 from file 'front'
and frames 706-4000 from file 'back'
and have them in a single SMV file right after eachother
so i enter
[from/lefthand side]
<select>
706
3293 (autocompleted)
4000
[to/righthand side]
<select>
offset = 0
startframe = 37079
it does calculate the correct ending frame... just there's no content in the second/new part
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thnx for comment
about the autofire: I'll look into it soon, but im fairly sure it's the fastest way since every single frame a new letter appears (so it's the fastest way unless i can make multiple letters appear simultaniously)
edit: oh, its a new letter every frame, not 'every other' frame
about the 'releasing X': good point, so far the fastest way to change direction i found was to hold down (duck/crouch) on the ground until speed==0, then jumping and accelerating in air.... forgot about toying with the run button :X, again i'll look into it :)
edit: as far as i could figure out, the X/Run-button only influences behaviour where it is expected (that is, where speed exceeds the walk-threshold)
about the goals, ye i'll stick with one goal... even though i found that future levels will force me to collect loads amount of coins :D
found another nice (mini) sequence break in W2L2, i'll post another WIP when World3 is done