Posts for Dacicus

Post subject: Re: #6356: c-square's DOS ??? ???? "Fastest Loss" in 00:00.01
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c-square wrote:
As the rom is universal across all emulators
Nice word choice, but can you really compare the DOS version of the game to the C64 version?
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Nice find. Yes vote.
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How will this affect the encoding workflow?
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What settings did you use to dump the AVI from FCEUX? How did you encode the file that you uploaded to YouTube?
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Geesk wrote:
Sorry,I have no intention of concealing the discoverer of BUG.
Unfortunately, I don't know the language in the link. Does the discoverer know how the bug works?
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Geesk wrote:
This bug is not what I found,I saw it in another video,I don't know who the author is. The author of the video is not the discoverer of bugs.
Can you link the video, please? EDIT: I've looked into this a bit. First, some useful RAM addresses:
$006A = P1 lives
$006B = P2 lives

$04EB = P1 status
$04EC = P2 status

$04F1 = P1 health
$04F2 = P2 health
The four lowest bits of the status address seem to be the most important; the highest bits can vary depending on which turtle is selected. Usually when a player gets game over, the status address is set to 0x03 for some time, and then to 0x00. When the glitch occurs, P2 status goes from 0x37 (beginning part of jump) to 0x06 (taking damage while in the air?) to 0x04 (rotating part of jump) to 0x35 (standing in place in the ground). It never reaches 0x03, for some reason; this might be the key to the glitch. The P2 lives address, however, goes to 0xC0, which indicates a "game over" state; this is probably why enemies ignore the player.
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Post subject: Re: Capping off AGDQ 2019, looking to changes for future GDQ's
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dwangoAC wrote:
From here on out, all GDQ content must be in a state ready to show to an audience before submissions open. Period.
I agree that this is a good idea and was thinking about suggesting something similar. I'm open to trying some resynch work in the future, if necessary.
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Post subject: Re: #6192: David Fifield's DOS Mega Man in 01:46.94
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Ferret Warlord wrote:
How easy is it to exit a completed level? Does the E tank reappear on death?
You can't return to levels that you've completed. However, I just verified using DOSBox that the E-tank in Sonic Man's stage respawns after a game over but not after a regular death. You don't even have to return to the level select screen after the game over. Just choose to continue--which actually means to start from the beginning of the level--and you can farm another tank. EDIT: This was already addressed by Sand here and here.
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YushiroGowa wrote:
There were two versions, a "male" and "female" disk
Could this be Alter Ego?
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I've also been looking forward to this. Great work with all of the time savings! Yes vote.
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Why did you pause at approximately 5:00? Was it related to the vertical camera recentering delays? Or RNG manipulation?
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I looked into this game a bit early in the contest and found these addresses that don't appear to be listed above or that complement the above info:
0x95 Y-position of player character
0x94 Y-subpixel

0x9C Y-speed of player character
0x9D Y-subpixel speed

0x9E Max X-speed
0x9F Max X-subpixel speed
0xA0 Max Y-speed
0xA1 Max Y-subpixel speed

0xA8 flags
  0x00 = jumping or falling
  0x01 = standing on ground
  0x02 = jumping/falling/standing/whatever against a barrier
  0x20 = standing on platform / enemy / projectile
  0x80 = taking damage

0xAB flags related to jumping
  0x00 = not jumping
  0x01 = jumping
  0x02 = falling after jumping

0xAC Counter related to jumping
I also modified my Wizards & Warriors III Lua script to exhaustively generate vertical jump information, but analysis of the first 0x3000000 trials showed that all of the data was present after the first 0x2000. Only ran it in the first level, though. I can upload that info, if desired, but it may not be useful due to the bomb boosts/jumps.
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feos wrote:
Since this game has no credits, only the cutscene with the queen, and then the usual congrats screen with a password which goes after every level, I think it can be encoded without the last Start press, so there is some feel of completion and the music track can play fully.
Removing that Start press saves 18 frames, so should the movie file be replaced to update the time? I already made a replacement here that I used for AVI dumping.
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Based on the savestate info on the wiki (Wiki: EmulatorResources/VBA/LuaScriptingFunctions), did you try to actually save the state using the savestate.save() function?
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Looks good. Yes vote.
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That was entertaining, but I admit that I don't know the game. Yes vote.
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How does the checksum stuff work?
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Trying to import the VBM of [3216] GBA Castlevania: Aria of Sorrow "all souls" by Fz-Last, klmz & Pike in 17:06.41 into BizHawk 2.3.0 under Win7 Home Premium SP1 causes an unhandled exception. It says, "Object reference not set to an instance of an object." Here are the full details:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at BizHawk.Client.Common.MovieImport.LegacyImportFile(String ext, String path, String& errorMsg, String& warningMsg)
   at BizHawk.Client.Common.MovieImport.ImportFile(String path, String& errorMsg, String& warningMsg)
   at BizHawk.Client.Common.MovieImport.ProcessMovieImport(String fn, Action`1 conversionErrorCallback, Action`1 messageCallback)
   at BizHawk.Client.EmuHawk.MainForm.ImportMovieMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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I developed the formula using the info you posted here. Then I verified that the 1-hour number from here and the 2:15 number from here make sense in the formula.
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The tinyupload links.
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I think that the 0x180 addresses may actually be the time ones, with F being the lowest byte, D being the next lowest, etc. If you compare the 1-, 2-, 3-, and 4-minute values with the 0-minute value, you get differences of 1984, 3587, 5420, and 7312 (decimal). These are close to multiples of 1800. The formula for the trend line that OpenOffice.org gives me is 1781.7x + 121.5; x is minutes. If you use that to calculate the minutes in the save files you posted earlier, you get close to 1 hour and to 2 hours 15 minutes (I'm assuming that's what 2:15 means in that screen shot). Please double-check my calculations, though. EDIT: Here's a prediction to check if I'm correct: 1337 minutes = 22 hours 17 minutes = 0x24B8C8 (1337 * 1800). Try setting 0x18B to 0x24, 0x18D to 0xB8, and 0x18F to 0xC8. IDK the game, so I hope that time doesn't cause some type of overflow. Or try 0x167088 to get 13 hours 37 minutes.
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In FCEUX, you should be able to add input if you load a savestate after disabling read-only mode. So make a savestate wherever you want to start adding input, then disable read-only mode, then load the state.
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Yes vote from me.
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What is it that you use the Iron Golem for? The submission text seems to be cut off there.
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Are any other cores affected?
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