Posts for Halamantariel

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Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
I've done some testing after reading your findings, and I think what you've found is something MUCH MUCH bigger than manipulating SMAAAASH and item drops. I've locked the value to 147 as you've suggested, and what I found is that I've never seen so much enemies lying around in my whole life! It may affect the amount of enemies that appear. Maybe not the amount, but if an enemy appears at that spot or not, and the game sets it to ALWAYS yes. Just play Onett from the very beginning of the game with this value on. I've never seen that much enemies at that place. I think you've found one of the base variables used for this game's random number generator. Hell, you might have found THE only value the rng uses! Either way, I salute you. Great work on finding this! And continue your work to find more things! I could really use all this information when I start working on this TAS again (in a not-so-far future) EDIT: I also noticed a lot more of Magic Butterflies ... some where I never knew there could be one! Oh, and it's not the only rng value, because sometimes I miss (Just missed). Thought this might help you in your quest for breaking down Earthbound's rng! :)
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
xou wrote:
It totally desynches here. Which ROM are you using exactly ?
Didn't desynch here at all. The rom used was Mortal Kombat II (U) (V1.0).smc
Post subject: Re: Jyzero!
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Atma wrote:
In regards to the runs, both have their flaws and awesome moments. But either way they're both good.
I totally agree with that. However, since these are both test runs (right?), combining the strong points of each into a single movie would be totally awesome, wouldn't it? All these time-savers, combined into one movie ... that would be the perfect FF3/6 TAS, in my opinion. Continue your great work, guys!
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Bag of Magic Food wrote:
So it only has hard resets, right? How hard do you think it would be to program a realistic reset button effect?
What happens is that it doesn't record resets. I don't know how the reset function works, but at least it doesn't record it in the movie file. This is what needs to be done: recording a reset. It's not a question wether it's a hard or soft reset.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Truncated wrote:
So how does it work usually? I can't think of any way to do it other than that.
Usually phpbb clears the "unread threads" table for the user once he disconnects. Disconnection is either when you log out or when you log in the next time without having logged out in the first place. The plugin changes that and makes it so that it doesn't clear the table on logout. I'll try and find the link to it. EDIT: Here's the link: http://www.phpbb.com/phpBB/viewtopic.php?t=158578&highlight=unread
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
There's actually a phpbb extension (plugin?) which Bisqwit could install that has a better management for unread threads. What it does is create a new table in the database and stores all the unread threads per user in the database directly, so that the next time they visit it's still unread. (Something like that) I had installed it on a forum a few years ago and it seemed to be pretty useful. However it takes a whole bunch of database space and also slows down the process of loading a page. Sorry that I don't have links, but it shouldn't be too hard to find, if you want to install it.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Shakespeare wrote:
What's up with this? When will be first beta release?
I have no idea. Work and school have taken all my time recently, and when I had some spare time I worked on my IoG 100% TAS. Basically I haven't started yet, since I have to re-start from scratch because of the design change. I'll be starting to work on this in the next few weeks, when I have a little more time for myself.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
mazzeneko wrote:
I know this run is "100%" but... this run only collects all herbs and red jewels..? I know red jewels are the point but why all the herbs as well? Why not just make a run with real "100%" where you kill all the enemies to get your attack, def and life to max AND collect all red jewels.. I don't think collecting herbs has any point. :T Just my opinion.
As I have said in many previous posts, not killing all enemies doesn't matter because when I defeat a boss, I get all the upgrades that I should have gotten before that boss. This means that I DO collect all upgrades that I would get for fighting enemies. Also, 100% means 100%. You get EVERYTHING, including herbs. I know they are pointless, but they count in the 100%.
mazzeneko wrote:
Oh, and the run looks good so far, just one question. About the two vampires. Can you just kill one of em so they don't get to use their twin attack, that makes you lose some frames (the vampires are invurnerable when they do it)?
As I have said in "My Notes.txt", alternating between the two vampires was a lot faster than any other possibility. I have tested everything I could think of in this fight and this turned out to be the fastest way, mostly because the "preparation" for this attack brings the female vampire really close to me and she stays there for a long time, enough for me to kill her.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
MattyXB wrote:
I first wonder me about 2 parts. But I made a SaveState and try these out and now I understand why you do it like it show in the movie.
I finished updating the "My Notes.txt" file. I finished it before reading your post, and I had already included explanations for both your concerns.
TheAxeMan wrote:
I do have a question about item management, why don't you drop all the herbs and load up the inventory with red jewels?
Each time I select a red jewel from the inventory and use it, I spend 45 frames. Going out of my way to give all red jewels to Gem would spend ... I don't know ... but a lot more than 45 frames * the amount of red jewels I have. Plus, I'm not tossing away herbs. The point of collecting them is to keep them 'till the end.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
!!! UPDATE !!! It has been a while since the last update, but it was worth the wait. Trust me. Current progress goes up to Seaside Tunnel. That's right. I've done Diamond Mine, Sky Garden AND Mu. It's all done and perfected. I've never re-recorded that much for a game. I'm really devoted to making this perfect. You'll notice that after I get Psycho Slider it sometimes look sloppy when I hit-and-run enemies. This is because I can't use the hit-while-running bug, so I have to stop, hit, then start running again. You might have some questions about some parts of the current WIP, so feel free to post them here. However, you could also wait a few days, for when I will have updated the "My Notes.txt" file, which should answer most, if not all questions. Here's the link: http://halamantariel.homeip.net/speedruns/ Rom name and version: Illusion of Gaia (U) [!].smc Feel free to post any comments or suggestions about the current progress.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Truncated wrote:
>it's not unusual that the user makes a stupid mistake and then proceeds to overwrite his movie with it.
Which is why there are two options: Save and Save As... Users wanting to go safe will Save As and change the name to add like v57 (like FODA does with his Mario64 wips), and other users might want to simply save, depending on how complicated the edit was and on what could be the repercussions. There's also always to option of copying the file before opening it with the program, which anyone can do with any OS I know of.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Truncated wrote:
8) Make a backup automatically whenever a movie file is opened.
That is already implemented. The way it works is that when you open a movie file, the program creates a (movie filename).tmp file. Ex: Illusion of Gaia (U) [!].smv.tmp The program then works with that .tmp only, never touching the .smv, except if the user selects "Save" in the menu, in which case the original .smv is deleted, and the .tmp is copied to the original filename.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Avoid ALL random battles..? ... It could be done, but the way the game generates the enemies is pretty tricky. It's like if it had "zones", which upon entering it, it generates a (not so) random amount of enemies. The trick is to find out where each zone starts, and to manipulate the game into generating 0 enemies everytime. It's feasible ... but it's highly time-consuming (unless SOMEONE happens to find the memory adress for the amount of enemies generated in the next zone? :D) When I start working on this TAS (which should be in less than a month), I'll do what I can to make it as enemyless as possible, but like I said, it's pretty time consuming. I'll need all the patience I can get :)
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
I hear ya, truncated! now THAT'S what I call a software demand! A lot more like what should have been asked for in the first place! Rest assured, number 1, 2, 3 and 5 are 100% sure to me implemented. Also, I intend to make the interface a lot similar to that of EME. I really had no idea at all of how to present my program, and this idea proves to be a genius one! As for multiple movies open at once, you could always open 2 instances of the program ... that would do it :D Support for several movie format: that's going to be a problem. The only experience I've got with movie formats are with Snes9x movies ... but I could always try to do another one (gens or fceu) after I'm done with Snes9x. Edit header ... that's an interesting thing, but I'm not going to allow the user to edit some parts of it. In fact, I intend to allow the editing of the Author information only. Re-record count and Frame count will be handled by the program itself.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Dromiceius wrote:
Are you making the source available?
It will be, as soon as my first official release will be out. This will be when I complete the editing feature, which will allow you to edit a movie, one frame at a time, by simply clicking on the buttons you want pressed on that frame. I estimate this first official release to be within 2 weeks, because I can only work on this on weekends, since I work all day long, and I try to relax when I come home. Within 2 weeks you should see a first official release for this, source code included.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Shakespeare wrote:
there is no frame copy in WIP version.
Like I said, the WIP version is READ-ONLY and is a version that is only to show you the FEEL of the program. There is no feature implemented at all, except READING from the file. Also, nobody ever asked for Frame Copy ... I'll implement this if you ask for it, but don't come complaining it's not there before talking about it in the first place!
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
I've got a first version up online, however it's far from being complete. It's only read-only. That means you can open movie files, and see what buttons are pressed at what frames. All in all, this version is totally useless. I'm posting it just so you can get a feel for the program I'm creating and see if you like it or not. Also, if you have any comments or suggestions, feel free to post them here. Here's the link: http://halamantariel.homeip.net/Snex9xME.exe
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
I think I might be up for the task. I know this game as much as I know Illusion of Gaia, and I played it just as often. Plus, I might be the one who knows the most about it, TAS speaking, since I already tried my luck with it a while ago. Ever since the new Memory Watch feature was incorporated into Snes9x, I feel the need to TAS more than ever before. As a proof, you can check the speed at which my IoG100% run is growing. All in all, after I finish IoG100%, I will start working on this game again. Either that, or I'll do Super Widget first (which shouldn't take more than two weeks). Sooner or later, I'll end up doing Earthbound.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
I hate double-posting, but I need some help... I'm having some major problems with my router. It works like half the time ... If someone could mirror my latest movie and "my notes.txt", that would be great. You could zip these 2 files together and put them up somewhere. HUGE thanks to anyone who mirrors my files. I wouldn't ask for this unless I really needed to. My router just sucks right now. I'm contacting Linksys tech. support so that they can send me a replacement router (still on warranty). I'll keep you posted on this situation.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
!!! UPDATE !!! The current progress goes up to right after the Castoth Fight. That's right: Larai Cliff, dungeon #2, is completed! Since I now have a file where I write down anything I could write down when posting an update, I won't post big update messages. I'll leave you the pleasure of reading the file I wrote just for you guys. You can read the "My notes.txt" file on my webpage to get more information on the tricks used, the new things discovered, etc. Here's the link: http://halamantariel.homeip.net/speedruns/ Rom name and version: Illusion of Gaia (U) [!].smc Feel free to post any comments or suggestions about the current progress.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
!!! UPDATE !!! The current progress goes up to the re-visit of South Cape. This means that the Underground Tunnel (Dungeon 1) is completed! You can read the "My notes.txt" file on my webpage to get more information on the tricks used, the new things discovered, etc. Here's the link: http://halamantariel.homeip.net/speedruns/ Rom name and version: Illusion of Gaia (U) [!].smc Feel free to post any comments or suggestions about the current progress. -- EDIT: Added a few notes in the "My notes.txt" file. I added an explanation for the ultra-fast running in Edward's Castle and a comment on Edward's Castle revisit.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Since I read your post, I decided to create Snes9xME, which is a Snes9x Movie Editor. I just started it about 10 minutes ago, but as soon as I finish something "useable", I'll post links here. I'm programming it using Delphi 6. If you have any request for features, besides "hex-editing", please post them here. I intend on increasing the re-record count by 1 for each modification you make. That means every time you will save your modifications, it will increase by 1. This way, the re-record count will include the hex-editing, which, in my opinion, is a good thing. Note to Bisqwit or moderators: If you wish you can separate this into another thread if the discussion becomes more about Snes9xME.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
I hate double-posting... but since nobody replied and I have something to say, I kind of have no choice. I'm posting today to ask anyone for "help". There are a few things that you can do to help me progress in the 100% TAS. 1) Find bugs in the game. 2) Give me ideas of what I can do to entertain you while I have to wait (example: Edward's Prison, Secret Door in Larai Cliff) For the bugs in the game, I haven't found many of them. All the ones I found were abused in the any% run, and they were not big ones. I remember someone talking about a bug in Great Wall which involved doors and Psycho Spin, but I never saw it executed and never really understood what to do to recreate it. So what I'm asking is for help from anyone who is willing to, to find some bugs, record movies of those and post them here, so that I can recreate them later on. One that I would really like to see is that "fabled" Great Wall Psycho Spin Door Entering glitch (PLEASE give it a name! :)) Thanks in advance for any help/ideas. You'll be rewarded with a special thanks in my run description and a Wookie Life Debt, but I'm not a Wookie.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
TheAxeMan wrote:
Is there an upgrade in the secret area? Are you going to take hits this time through?
The answers are No, and No. There are no upgrades in the secret area. Therefore, I'm just going to run to the boss, kill the boss, and get out of there. And no, I'm not going to take hits. Even though it mays seem like it could be faster, it's not. Getting hit in IoG is slow, since your character gets throw back a little and stops running. Also, I've made it a personal goal to do a no-damage run once again. Anyways .. that's not why I wanted to post tonight. Here we go with the news. I'VE DONE IT! IT'S DONE! You can go here to see the first official WIP of the 100% Illusion of Gaia run. It goes up to the shortly before Edward's Castle and collects all THREE red jewels. I wanted to post this one early, with nothing much done, because of the incredible feeling I have (and some of you will have too). This feeling is HAPINESS! I'VE DONE IT! I have gotten the third red jewel from that damn fisherman! It may be unpleasant for some, but I had to enter/leave a house (Lance's House) to make the "counter" increment artificially. Also, I had to wait a little before entering the Secret Cave. The "counter" thing is all explained in ealier posts by myself. I have included a file named "My notes.txt". I put some notes and comments in this file that may interest some of you. I put in there all the small things I find and do. ENJOY! Progress on this run won't stop progressing now ... it won't stop. Here's the link: http://halamantariel.homeip.net/speedruns/ Rom name and version: Illusion of Gaia (U) [!].smc Feel free to post any comments or suggestions about the current progress.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
The goals for this 100% run will be as follows: 1) No damage. 2) Get all red jewels. 3) Get all upgrades. 4) Defeat Solid-Arm. 5) Get all items (herbs, wind melody, etc.). 6) Get all special powers (I skipped Aura Barrier in the any%). I may be missing other points that I don't think of right now, but since I've played this game 100% for years when I was young, I won't forget anything while I play. Basically, I just have to do the same thing I did when I was a kid. Points 1, 2, 4, 5 and 6 are pretty self-descriptive. However, point 3 is a little more complicated. Remember how I discovered that when you defeat bosses, you gain all the enemy-gained upgrades that you could have gotten on your way to that boss? Well, it's not going to change in this run. I'm still taking the same strategy. All I have to do is to go and get the other upgrade (3 HP upgrades, and some other upgrades given by Gem the Jeweler.) I know that there's one Defense Force boost from Gem, one Life Force boost from Gem, one HP Jewel in Freejia, one Strength increase from Gem, one Psycho Dash powerup from Gem, one Dark Friar powerup from Gem, one HP boost from life potion from the building in Euro, and finally one Dark Friar powerup from dark potion from the building in Euro (but it's useless since you get it from Gem anyway. I'm still going to take it though). So this is what I'm going to do. If I think of anything else that I forgot, I'll edit this post and add it. By the way, don't bother asking for a 100%-kill run. I'm not going to do it, since it's useless as you get the upgrades from the bosses.
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