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Plush
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Experienced Forum User, Published Author, Player (152)
Joined: 9/1/2014
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Location: Italy
Looks good to me. I would like to know the RAM addresses though. Yes vote by the way, I found it entertaining even though it doesn't seem maxed.
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Experienced Forum User, Published Author, Player (152)
Joined: 9/1/2014
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What I meant was starting to translate for language settings on your profile options (There's English, Finnish, iirc Japanese, French and German) But yeah, okay. How do I actually become a wiki editor? I guess you have to make me become one.
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Experienced Forum User, Published Author, Player (152)
Joined: 9/1/2014
Posts: 235
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Ji-chan wrote:
Imgur.
Close thread. jk, Imgur is the best right now. It's not that there's a permanent way.
Post subject: TASvideos.org in Italian language
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Experienced Forum User, Published Author, Player (152)
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So, noticing that there aren't many italian TASer currently active (Something like 3 included me), I was thinking about something to encourage italian people to start TASing, but I didn't know how at first. Then, I realized that TASvideos supported different languages, so I immediately thought of helping the forum by translating. While my foreign language is Italian, I can easily understand and translate almost every English sentence. What do you think? In my opinion it's worth a try. I just need to know how to actually translate (how to change writings on a TASvideos page). Grazie per l'attenzione, mi è difficile pensare che qualcuno volesse leggere questo post: A chi fregherebbe di una lingua come l'italiano? (Thank you for your attention, it's hard thinking anybody would want to read this post: who would care about a language such as Italian?)
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(Sorry for double post) So, I'm back home. I tried the Windows XP Mode, but it doesn't seem to allow 3D Acceleration so I'm in a dead spot =/ I'm trying some other VMs, but I'm not sure I can get a positive result.
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gl then~ Oh and yeah, I have 7 ultimate. Thank you Patty, I will go for that.
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Experienced Forum User, Published Author, Player (152)
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I was thinking about convincing you guys updating the current single-star timing strat. IMO best thing would be ending it on first black screen, but I realize it's a bit utopistic since Mario 64 is nowadays TASed by few people. Tell me what you think. I could make the job of re-timing all the stars for you if necessary. Oh and first frame Mario facing camera could be annoying when there's a wall in-between, while first frame black is something you can always notice no matter what (This started because there was a star behind a wall and I BLJd through it and I couldn't time it because that hack ROM's level camera script sucked a lot)
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Experienced Forum User, Published Author, Player (152)
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Thank you, I will try when I get home.
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Experienced Forum User, Published Author, Player (152)
Joined: 9/1/2014
Posts: 235
Location: Italy
Thank you guys. What is VM? Sorry for noobness.
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Experienced Forum User, Published Author, Player (152)
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You guys have to explain me how in the 120 stars TAS submission you timed "Mystery Of The Monkey Cage". With "you guys" I, ofc, mean Nahoc/MKDasher.
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Yeah, I've seen many of them, and it's quite amazing. Umh, does it only work for some games? I tried with Touhou 8 and I didn't even get past the loading lol ("The game crashed...", and many times. With Multithreading Allow it just crashes a bit later. And yeah, I would like to make a full TAS. RNG Powerups and defeat bosses ASAP.) EDIT: Oh and yeah, putting "Wrap" makes Windows crash. :D EDIT2: I, ofc, have already trying to put Disable on Multithreading and already Disabled DirectSound Creation. It still crashes 1/6 of the times when I load state. And I load state very oftenly.
Post subject: Hourglass to TAS Touhou?
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Experienced Forum User, Published Author, Player (152)
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Does Hourglass work for Touhou games? Just wondering.
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Experienced Forum User, Published Author, Player (152)
Joined: 9/1/2014
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Slowking wrote:
Well if you want something complicated make a lua script.
w0t, nobody would want to make a lua script for 2 text boxes.
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Kurabupengin wrote:
I always wondered when is going to be a published run of a SM64 hack. I would love to see one sooo much.
I think the only one that actually (I think) deserves to stay in here is Super Mario Star Road.
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adelikat wrote:
Plush wrote:
One thing wrong with the Virtual Pad is the fact that you can't turbo alternate 2 inputs. (Example: ABABABABAB, useful for text boxes when you're very lazy)
To make sure you know, Right-clicking a button will set it to auto-fire (similar to how tas input plugin would). But now that I try it, you are right that if you press A on one frame and B on another, they don't alternate. That is a bug, thanks for pointing it out. Note: you can map buttons to autofire buttons in the controller config and get the lazy alternating. And is approximately as lazy.
I know I know, it was the same in Mupen64 too. I guess it's not a really important thing but it could be helpful.
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Experienced Forum User, Published Author, Player (152)
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Thank you adelikat for showing me the existance of the autofire and rewind option, and I should inform myself before talking, I know :/ One thing wrong with the Virtual Pad is the fact that you can't turbo alternate 2 inputs. (Example: ABABABABAB, useful for text boxes when you're very lazy)
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jlun2 wrote:
Uh....what exactly are the addresses for this game? I tried looking up the game resource page, and ram watch pages, but SM64 doesn't seem to have any addresses listed. Can anyone please post them?
For Super Mario 64 (U) [!] Moving Angle: 00C26BFC Unsigned Short Facing Angle: 00C26C1C Unsigned Short X Position: 00C26C2C Float Z Position: 00C26C30 Float Y Position: 00C26C34 Float Vertical Speed: 00C26C3C Float Horizontal Speed: 00C26C44 Float Stars: 00C26C98 Unsigned Short Lives: 00C26C9E Short Coins: 00C26CE0 Unsigned Short Health: 00C26C9D Byte BitFS or BitS Bowser's Speed: 00C28FC0 Float BitDW Bowser's Speed: 00C29940 Talking about RAM Addresses, some people like me absolutely need the Secret Speed addresses. (That one that gets manifested if you press Z)
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ALAKTORN wrote:
TASeditor wrote:
Plush wrote:
For example to check if a 100% attack misses in first gen, you see if the address says "256" (It's 1/256) (or "1", I don't know)
[…] Depending on the RNG this not always true.
That’s why he brought up a specific example (Pokémon) and didn’t generalize. I don’t know where you got that quote from but I’d like to answer it myself: just because the chance is 1/256 it doesn’t mean that the value necessary for it to happen is either 0 (not 1) or 255 (not 256, those are the possibilities, which include the number 0). Also another thing I’d like to mention is that: I highly doubt the chance is actually precisely 1/256… no matter the RNG, it’s probably gonna be biased some way or another, so even if it needs to hit 1 precise number out of 256, the chance could be all over the place depending on the formula with which the RNG creates those numbers. Edit: for some reason the font in my post is really big, weird.
I pretty much understand what you're saying but I can't really explain it lol Umh, just wondering, what's that number between 1 and 256 (Or 0 and 255, idk) that makes you miss a 100% attack?
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Eszik wrote:
Basically when a game wants to randomize something (an enemy pattern, the damage that an attack will deal, etc...) it checks the value of a RAM address and acts differently depending on the value. Let's say there's 256 possible values, if the value is 17 you will get a critical hit, and if it's 58 you'll miss (this is a quite simplified example obviously)
ALAKTORN wrote:
@Plush: the RNG is just a mathematical formula that gives a number, the RNG address shows that number as its value. Depending on the value different things happen, like Eszik said above; but all the RNGs I’ve come across are 4 bytes in size, so there are far more than 256 possibilities (4 bytes are 4294967296 possibilities).
Yeah, I realized that now. Thank you guys~
ALAKTORN wrote:
I don’t recall anyone ever doing anything related to luck manipulation in SM64, so that’s why I said it.
Actually there's a mediocre quantity of RNG in it. Notice some enemies' movements, coins' trajectory when spawning from an enemy/box or for example Tick Tock Clock Crazy movements when entering the "painting" at 6.
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ripz wrote:
Kyman wrote:
yes we have
I had a feeling that, at some point, SOMEONE found it out of all the dedicated SM64 TASers out there.
Can somebody explain what do you guys mean with RNG Address? How can a number tell you the RNG? I pretty much suck with RNG stuff, so forgive my n00bness.
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If this gets published the site would get spammed with Pokémon Randomizer runs, so pls. Plus, it's not so enternaining. No vote.
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Experienced Forum User, Published Author, Player (152)
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I don't know much about encoding, but I don't think a 23/24/25h long TAS is going to get encoded easily. Talking as an ignorant in subject. Correct me if I'm wrong (22h of them are looped).
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ALAKTORN wrote:
Crooked? Me l’ha detto Google.
k, whatever lol
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Double post: Come si dice storto? In senso, una figura geometrica storta o un pattern storto
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I want to point out that one of the 11h stars can be replaced by BBH 100 Coins 0x. For the other 11h one I have no clue. We were working on JRB 100 coins without A, but it SEEMS impossible. Also, it may be possible to get one of the Volcano Stars by lava boosting, but neither me and him can get it. However, it's a REALLY close star, trust me. We'd need a veteran Super Mario 64 TASer to help us by checking some stars. (Pannenkoek2012 is not active from a long time for some reason, I think he's taking a break.)
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