Posts for Randil

Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Haha, amazing! That was hilarious. Great job, easy yes vote from me.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Nice job! The spear suicide was hilarious. :) The menu movement seemed very good as well (I watched parts of the new content in frame advance). I'm afraid I don't have much to contribute other than my awe of the fact this game can be broken this much!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
The formula Advanced RNG = mod(-210581447*RNG + 2684337210, 2^32) works for all of them except 2684337210 -> 3668764404.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Amazing! Please keep us posted on your future progress! I will take a closer look at your movie file in the near future and post any relevant thoughts I have about it.
Thanks! I haven't really looked at either Deja Vu or Uninvited, but I know that there's the bullet overflow glitch in Deja Vu, and I think Uninvited has something similar? It may be possible!
Yeah, Deja Vu has (as you say) this bullet overflow trick. I haven't been able to use it in the same way as the glasses trick in Deja Vu, but maybe you will have more luck. There is (as far as I know) no similiar trick for Uninvited (if there is, let me know :) )
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
feos wrote:
You should unecm them, they are archives. Google unecm.
Thank you, I learned something today. I found an unecm-tool and it worked great.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
First of all, thank you very much for the PSX core! Although it works great for some games I have tried, I can't seem to open other PSX ROMs. Some PSX ROMs I have have file extension .img.ecm rather than .img. When this happens and I try to open the ROM through the .ccd file, I get an error that the .img file is missing. So I tried changing the extension from .img.ecm to just .img so Bizhawk would find the .img file, but now I get an error that the IMG file length is not a multiple of 2352. I have been able to play these ROMs in other emulators, for example ePSXe, so the ROMs do work (and I didn't need to rename anything for this emulator). An example of a ROM where I have this problem is Star Ocean - The Second Story [NTSC-U] [Disc1of2] [SCUS-94421]. This ROM came with a .ccd file, a .img.ecm file, and a .sub file. Is it simply that some games are not yet supported by the new PSX core?
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Awesome job, I really enjoyed this. Easy yes vote!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
I loved this, fantastic job. Easy yes vote from me! :)
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Nice improvement! Yes vote from me. :) If I am allowed to think out loud a little, I do however suspect that rest of the TAS could use some improvement as well. But it's very hard for me to tell how much time could potentially be saved, and admittedly I don't have many suggestions except the good old "optimize movements". My gut feeling tells me that maybe 1 to 10 seconds could be squeezed out, probably somewhere around 5 (but hopefully more!). Aglar managed to squeeze out 10 frames from level 1 some time ago: http://tasvideos.org/forum/viewtopic.php?p=213048#213048 But as I responded then, this game is not edit friendly, so any improvements found are hard to edit in, basically forcing you to redo the TAS from that point. This also means that small improvements might get lost in future RNG and lag. Anyway, that's just a suspicion from my part, and I truly don't blame you for not doing it from scratch I also read the SDA post about the wall zip with delight, and thought that it should have a huge impact on the TAS. But looking through the TAS now again, just like you concluded, it might not be so easy to implement since it only moves you to the left... But again, nice job indeed! You should totally do Mickey Mousecapade next: http://tasvideos.org/842M.html
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Great job! You work very fast but manage to keep a good quality throughout the run. And thanks Samsara for the encode. Some thoughts that popped up in my head while watching this (I will refer to the timings in the youtube video since I watched the encoded video). Some of this is nitpicking, but I thought I'd raise the points anyway: *I think you can make a wall zip at the end of 1-3, zipping through the block on the left and wrapping to the right side of the screen and reaching the door a little bit faster. *Maybe you can zip through the wall on the left on 2-1 at around 06:54 in the youtube video? I'm thinking that you turn around at this point, zip through the wall and pop out on the far right side of the screen. Might save a few frames maybe? I seem to remember testing this a while back, but I don't remember exactly... *I think you can zip through the left wall at the store at 12:26, saving a few frames. At 18:13 you zip through the wall at the store (with the same layout), which is a little bit inconsistent. *Same thought on the room around 12:31, I think you can zip through the left wall here too. *13:47, aah, the platform pause trick :) It still makes me smile! *This is a crazy idea, but at 17:52, would it be faster to drop down the pit in the middle of the room, zip through the wall here and pop out right on the door? Just a thought. *Maybe a possible wall zip around 17:56? If you drop down to the lava and zip through the blocks to your left to reach the door. Anyway, I will vote yes since this is a very nice improvement to the published run (and most of my points are nitpickings that don't account for much potential time lost). Awesome job, I think you are becoming a very competent TASer :) Maybe Little Nemo next? I think SDA has found some nice wall zipping glitches for that game that are absent in the published TAS.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Alyosha wrote:
Randil wrote:
Haha, looks like I'm still active on this forum without me knowing it. :) Great job on this, I know how hard this game is to optimize. Yes vote from me.
Do you have any other projects that I could take credit for help get finished? : )
Yes! I suggest you take a look at one of these: *Kid Icarus *Little Nemo *Goof Troop All of the published TASes for these games are quite improvable, and Kid Icarus in particular has this new wall hack glitch. The latest Kid Icarus WIP is available in the forum thread. Oh, and check out Speed Demos Archive's progress as well, the guys over there have made some nice progress on the game.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Haha, looks like I'm still active on this forum without me knowing it. :) Great job on this, I know how hard this game is to optimize. Yes vote from me.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
feos wrote:
This run seems to aim for in-game time, as the weapons aren't wasted to decrease the countdowns.
Aah, yes, you are right, I automatically wrote real time out of pure habit. I fixed this now, thanks.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Awesome job! Very nice improvements. I like the antics you showed off, as well. Easy yes vote from me. :)
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Interesting! I will definitely check it out.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
That is known as the Debug room. I'm not sure how well known it is. There is more information on it here: http://tcrf.net/Shadowrun_%28SNES%29 I don't think a TAS would (or should) be allowed to use it, but I'm interested to know what others think.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Thanks a lot, I got it to work using your solution 2. :) For anyone else who might encounter this problem: The problem was that I used a "global" address location for the RAM address in question, so I got the code to work by changing
memory.writebyte(0x7E33DE,200)
to
memory.usememorydomain("WRAM")
memory.writebyte(0x33DE,200)
since the WRAM starts at 0x7E0000.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Hi, I think I have found a lua problem with 1.7.1: Writing to RAM using memory.writebyte doesn't seem to work in 1.7.1. The lua code executes without returning any sort of error, but nothing seems to happen. I've succesfully run the lua script in 1.6.0a, so I don't think it's any (big) problem with my code. I have also tried memory.write_u8 and its cousins, but they don't seem to work either. Some more details: I've tested this in Bizhawk 1.7.1, with both cores, on the SNES game Shadowrun (U). Example code that doesn't seem to do anything:
memory.writebyte(0x7E33DE,200)
(this should set HP to 200). I hope this is enough information. Can someone confirm this problem?
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
What happened with this project, keatingX5? Did you finish the movie? I would be interested to see how it turned out.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
I'm having some problems with changing the emulator speed with a lua command in 1.6.1. If I want to set the speed to 300%, I would normally use emu.speedmode(300), which worked before. But using this command now returns the error "attempt to call field 'speedmode' (a number value)" Looking at the LuaFunctions page, it seems that this has been replaced with client.speedmode(300). But this command returns the error "LuaInterface.LuaScriptException: 300" Am I doing something wrong?
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Bewitched interested me, so I wrote a program that seems to solve most maps I've thrown at it. Interestingly, it looks for the only possible solution rather than a possible solution. So if there is another solution to this map I would be interested to see it (and would need to investigate why my program rejected it). Here is my program's solution to map 17 using 19 lamps.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Cool, I never thought of doing that. Should save quite some time!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Sounds good, I look forward to the finished product!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Hello! It's been quite some time since I made my TAS of this game. But I think you should do the bonus stages, I think they add a bit more variation to the TAS. And I don't remember anyone complaining about them when I submitted my TAS. I think that you can shave off a few seconds from my TAS. In particular the boss fights might be improvable. Good luck with this, let me know if you have any questions or need any RAM addresses. :)
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Hi guys, I have actually also known about the level 6 horn glitch for some time now, Cooljay told me about it. However, I did not know about the stage 2 boss animation skip, that should shave off quite some time. I have personally no intention to TAS this again, so I'm hoping someone else can pick up the torch (perhaps Mr_K will produce a full run?). I will of course help out with tricks, RAM addresses, etc. if there is any interest in that. I hope there will be a new TAS of this soon!