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Link to video.smv
Made with Snes9x
That video uses the 4 extra buttons of the SNES controller. A regular controller has 12 buttons but with 16 bits there is place for 4 extra bits, which is currently only possible in Snes9x...
I think this would be possible on a console once a custom controller is created...
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ok, thanks to Bond697's description and this site I created a lua script which shows my/enemy's IVs, EVs, Stats and everything else on this site.
I have only one problem, the start address is not the same every time.
I found that the start address (which is the PID) of wild pokemon is at 0x0224795C, which is also the address for the rival battle.
But for regular trainer fights it seems to be at 0x0224C2AC...
Maybe my next task will be creating a lua script to decrypt the RNG, for battles or IV manipulation...
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That wouldn't be entertaining at all because it would take very long to go where it is glitched. Also, what would be the goal? "fastest glitched graphics"? I think that wouldn't make any sense at all...
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I did some research, here is what i got:
cash: 0x022266E4
total Steps: 0x2222FE4
(In battle:)
total HP: 0x0225B63A
current HP: 0x0225B63C
Atk: 0x0225B71A
Def: 0x0225B71C
Sp. Atk: 0x0225B71E
Sp. Def: 0x0225B720
Speed: 0x0225B722
enemy total HP: 0x0225B85E
enemy current HP: 0x0225B860
hmm, compared to the japanese version, it seems like some addresses for usa version are 0x640 higher.
Also, looking at AR codes to watch IVs/EVs it seems like when you are in the Summary of a Pokemon, it changes values of some addresses of 0x21B8F48 to 0x121B9172
for example it changes 0x021B8FFA which has the value #$21A2 to:
- #$2147 when holding L
- #$210E when holding R
I don't really know, maybe those values are pointers, to other functions in the code?
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Super Mario World
- Eating a berry at the same time the game shortly freezes (scrolling, changing powerup...)
- Eating a chuck
- Spitting out a null object on a brown platform
- Clearing a secret exit with a glitch in a level without one could lead into an unwinnable situation
Super Mario World 2: Yoshi's Island
- Hitting an info block twice at the same time
Tetris (NES)
- Clearing line F99 or lines after that could maybe crash the whole game
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TheKDX7 wrote:
Do you think that the run "glitched" can be improved?
Masterjun wrote:
And as i was trying to find possible improvements for the glitched run, i noticed something in the auto-scroll room (the one before the bowser fight).
i saw that the door entry wasn't optimized so i did it myself and it saved 4 frames!
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partyboy1a wrote:
We need to manipulate a "good" garbage pattern.
No, seriously, if you really want to get just 7 line clear animations you have to "manipulate"(or wait for) a PERFECT pattern. You can be really happy if it is possible to solve the seed in 9 line animations.
I tested a seed until I realized that I could only single the last 6 rows and that happens really often, because its... well... garbage!
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If I use the Trace Logger in Tetris (NES) it somehow pauses the game by itself (even while movie playback)... there is also something strange going on with the sound after logging...
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Baxter wrote:
What influences these RNGs? Are they just timers? If you have to wait 65536 frames to get to the 65536th initial garbage state, then there is no use for the vaste majority of initial states for such a short TAS. Every frame that is spent manipulating must be gained again due to the better randomness.
so this shifts both $0017 and $0018 right and uses bit 0(of $0017) as bit 7 in $0018
like:
11111001 00001100 ($0017, $0018; #$F9, #$0C)
next frame will be
01111100 10000110 (#$7C, #$86)
but there is another thing in the routine, if bit 1 of $0017 and $0018 are different, then the bit 7 of $0017 will be set
so in the example:
01111100 10000110 (#$7C, #$86)
next frame will be
10111110 01000011 (#$BE, #$43)
but sometimes the RNGs will be called 2 times in one frame, so its not that easy...
EDIT: so i wrote a program and I can say that there are exactly 32767 possible different seeds. they have a fixed order, so, for example, you have to wait a long time to get the last seed (which is #$13, #$11)
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amaurea wrote:
I am not familiar with Bizhawk, but if it works like other lua-enabled emualtors, then a function passed to gui.register() will be called every time the screen needs to be redrawn, whether paused or not.
unfortunately, there is no gui.register() or something similar to that in Bizhawk, so i think we'll have to wait for a newer version...
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He just had a savestate at the beginning, so he wouldn't have to wait for the level to restart. Maybe you should watch more than the first 15 seconds of the video...
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Bezman wrote:
I couldn't really see alternative paths that weren't taken
There you go.
for example 3:40 (skipping half of the room by having yoshi from the room before)
or 5:03 (holding p-meter the entire room before, so here it is possible to fly)
or 6:03 (flying under the room)
Also, this run is not really optimized, i can save 13 frames and there are still some possible improvements. I still don't like the design of kaizo, so i voted No
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