Posts for Randil

Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
For level 1: *You run up the first two mushrooms, it would have been faster if you jumped up. *When you enter the frog, you should enter him from the right because your X position is kept when you enter an animal. *When getting up on the blue mushroom around frame 1500 you jump on the snail instead of on the ground, which is faster. *You take damage before entering the mole, which doesn't save any time and looks sloppy. *There is a faster dig path that can be used. It's also possible to increase your average speed by tapping right every five frames, to optimize your subpixel speed. Even though this run is faster than the published run, I'm gonna have to vote no due to obvious mistakes, sorry... References: Guybrush's WIP My WIP of level 1.(it can be improved by at least 2 frames).
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Here's a script I made for Duck Hunt. It draws a red box around the duck if you play the "1 duck" game, and if you play the "2 duck" game it will draw a blue box around the duck number 2. The code might be ugly and all, but at least it works. :) It's not modified to work for clay shooting yet.
while true do

local function displayer()

duck1x = memory.readbyte(0x303)
duck1y = memory.readbyte(0x302)
duck2x = memory.readbyte(0x353)
duck2y = memory.readbyte(0x352)

box1xcenter = duck1x
box1ycenter = duck1y
box2xcenter = duck2x
box2ycenter = duck2y
boxwidth    = 32
boxheight   = 32
xoffset     = 0
yoffset     = 8

--Sets the coordinates for the sides of the boxes.
leftside1   = box1xcenter-boxwidth/2  +xoffset
bottomside1 = box1ycenter+boxheight/2 -yoffset
rightside1  = box1xcenter+boxwidth/2  +xoffset
topside1    = box1ycenter-boxheight/2 -yoffset

leftside2   = box2xcenter-boxwidth/2  +xoffset
bottomside2 = box2ycenter+boxheight/2 -yoffset
rightside2  = box2xcenter+boxwidth/2  +xoffset
topside2    = box2ycenter-boxheight/2 -yoffset

--The following if-operations force the boxes to stay on screen, thus avoiding error messages.

if bottomside1>223 then bottomside1 = 223 end
if bottomside1<0   then bottomside1 = 0   end
if topside1   <0   then topside1    = 0   end
if rightside1 >255 then rightside1  = 255 end
if leftside1  <0   then leftside1   = 0   end

if bottomside2>223 then bottomside2 = 223 end
if bottomside2<0   then bottomside2 = 0   end
if topside2   <0   then topside2    = 0   end
if rightside2 >255 then rightside2  = 255 end
if leftside2  <0   then leftside2   = 0   end

--Now it's time to draw the boxes!
if duck1x>0 and duck1y>0 then gui.drawbox(leftside1,bottomside1,rightside1,topside1, "red") end
if duck2x>0 and duck2y>0 then gui.drawbox(leftside2,bottomside2,rightside2,topside2, "blue") end

end

gui.register(displayer)
   FCEU.frameadvance()
end
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
dragonxyk wrote:
[...] And sorry for sumbiting my movie before you
You don't have to apoligize for that, I had no intention of finishing my WIP, so I'm only glad someone else picked up this game. :) Good luck on your improved version!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
P.JBoy wrote:
Human performed Through the Fire and Flames on Guitar Hero 3
Wow. I seriously didn't think that was humanly possible to pull off. I guess he showed me wrong. Simply amazing...
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
I've used FCEU 0.98.28 for some time now, and overall I'm very pleased with it, but one thing has been bugging me: When running a Lua-script, if the script tries to perform an arithmetic operation on a nil value, it will return the same error message on each and every frame. As soon as you click on "OK" to close down the error message, a new one appears. This makes it very hard to stop the Lua script because the error messages block you from doing anything else from the menu bar. An example of a Lua script that will give such an error message is:
while true do

local function displayer()

gui.text(128,128,c)  

end

gui.register(displayer)
   FCEU.frameadvance()
end
It would be nice if this error message included a button that instantly stops the Lua script. Oh, and it would be nice if FCEU had a folder for Lua scripts, just like it ha for .txt-files for memory watch. Keep up the awesome job! :)
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
I made a WIP of this game a long time ago but quit because I found the game quite dull to TAS. I haven't compared our two movies all the way through, but it seems that I'm 216 frames ahead after the first level. You gain some time on me on level 2, and I haven't checked any more levels after this (I'm very tired and need to sleep :P ) Anyway, you might want to check out the WIP I have, my guess is that we used different strategies here and there so combining our two movies will hopefully save even more time. :) Here's the WIP I have, it's about 30% through the game. Here are the RAM addresses I have: 006D X|position | | 008E Attack|power 008D Attack|meter 0089 Max|AP 05EE Weapon 0705 Enemy|HP 01FE Lag|when|!=|74 007C Dex|level 05B3 Time|stop|time | | | | 0091 Current HP 0093 Current MP 0725 Boss|hits Sorry for bringing this up now that you've submitted the run and all, but I had no idea anyone was working on Astyanax. I know it can be a pain having to redo a run just after you've submitted it, so I won't blame you or anything if you want to stick with this submission. Perhaps my run isn't much faster than yours after all, and doesn't warrant a new submission. And yes, the game is pretty stupid overall, it lags a lot and enemies and bosses move around in patterns that makes the game very hard to TAS. :(
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Thanks nitsujrehtona, everything works fine now. Time to play around with it now. :)
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
I thought I tested == and it didn't work, but it seems that I was wrong. Silly me. Well, thanks a lot. :) EDIT: I'm using the gui.register function now, but it doesn't seem to do anything. I tried using it to display my x position and y position by writing gui.register( gui.text(xpos, ypos-8, xpos) ) gui.register( gui.text(xpos, ypos, ypos) ) but it's still 1 frame behind. Should I give gui.register an additional argument, or am I doing something else wrong? Note that the code works, it's just that it's still 1 frame behind.
Experienced Forum User, Published Author, Skilled player (1890)
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You realize that you're gonna have to post mp3:s of you and your brother singing these songs now. ;) Seriously though, it sounds pretty funny, and that FF victory theme text is now stuck in my head...
Post subject: Lua-scripting discussion thread
Experienced Forum User, Published Author, Skilled player (1890)
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Location: Norrköping, Sweden
Now that FCEU supports Lua-scripting, I'm guessing that a lot of TASers (inlucing me) have just started to play around with it. You'll have to excuse the vague subject of this thread, but the intention is that this should be a thread where we can discuss Lua scripting in FCEU, if we need help with coding something or just if we want to discuss different ways of solving something (since these kinds of discussions don't really fit the FCEU development thread). If anyone can think of a better name for this thread, that would be nice. :P I know that SNES9X also supports Lua-scripting, and that there is a Lua-script thread in the SNES9X section of the forum. I haven't tested it yet and I don't know the differences between FCEU's and SNES9x's Lua-scripting, so this thread is aimed for scripting in FCEU, though I guess most codes will work in SNES9X too. I'll start off with a general question: When using a Lua script, the Lua-content shown on screen is 1 frame behind: to be more clear, if I make a Lua-script that display my X-position, it display what my X-position was 1 frame ago. Is there a way to make it display the current values of RAM-addresses instead of the values 1 frame ago? I also wonder how on earth you check if a variable is equal to a certain value. Let's say that I want something done when variable x=0, how do I write that? if x=0 then ... end doesn't work, and neither does if x~=0 then ... end. Any ideas? The way I solve it now, if I want something done when x=c, I do "if x<=c then if x>c-1 then ... end end" which is pretty inconvenient. :) So, if anyone else has questions about Lua-scripting, or just want to share their Lua-scripts, go ahead and post your them here! Please note that things like bug-reports and such should be posted in the FCEU development thread, since they concern the development of FCEU.
Experienced Forum User, Published Author, Skilled player (1890)
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I found a way to crash FCEU 0.98.26: 1. Open FCEU. 2. Open Memory watch. 3. Load a .txt-file with RAM addresses. This makes FCEU crash (at least on my computer). I guess the core of the bug is that no ROM has been loaded when the .txt file is loaded.
Experienced Forum User, Published Author, Skilled player (1890)
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Yeah, this is a tough question...I really enjoyed working on Goof Troop, as well as Darkwing Duck, as well as solo projects like Solstice and The Mask. If I have to pick one, I'd go with...Goof Troop, I think. That game had a lot of room for just playing around during waiting times, which gave me (us) a lot of freedom at hand.
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Awesome job, Mister, very enjoyable to watch. :) Nice input animation too.
Experienced Forum User, Published Author, Skilled player (1890)
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"Johan" is very common name in Sweden, but my last name, "Södling" is very rare (I think there are ~20-30 persons in total). So I guess I'm the only one in the world with my name. (Googling it only returns results about myself)
Experienced Forum User, Published Author, Skilled player (1890)
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caitsith2 wrote:
So you stiffed the cab driver, when you had the coins to actually pay him.
Yep, it's a few frames faster to stiff him than to pay him the coins. This can only be done the last time you take the cab to Peoria though. And I guess our hero Ace isn't as innocent as you'd first think - stiffing the cab driver, hitting a butler unconsious, using savestates to win the jackpot on the slot machines, etc... perhaps he deserves some jail time. :) About throwing stuff in the sewers, I realize that it's a little bit suspicious, but the fact is that these items have been planted in order to frame you for a murder you didn't commit, so it's all in your right to get rid of all these items.
Experienced Forum User, Published Author, Skilled player (1890)
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For the new version, would it be possible to make a folder for .dmp files? Right now, all .dmp files go to the memwatch folder. Another thing that would be super awesome (I think mmbossman mentioned this once) would be for memory watch to be able to show more than 24 addresses. Oh, and I've been using 0.98.26 for some time now, and it works great, so keep up the good work. :)
Experienced Forum User, Published Author, Skilled player (1890)
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About the fonts, I think the best solution would be to include an option to choose which font, the big red letters or the small white letters, to use. :) I've been using 0.98.26 for a while now and so far no bugs found, everything seems to work fine. I got an idea a few days ago that I think would be cool to have: The possibility for FCEU to automatically open memory watch and load a text file with RAM addresses when FCEU is loaded. At least for me, I often turn FCEU on and off, and always have to open up the list of RAM addresses each time, which isn't very conventient. But it's no big deal, it would just be a little more convenient if FCEU had this option.
Post subject: Re: FCEU .26 release (significant updates)
Experienced Forum User, Published Author, Skilled player (1890)
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adelikat wrote:
FCEU .26 released: [...] Cheat search has been updated so that it can stay open while running the game AND the values will update. Also, double clicking a ram address in the left column automatically sends it to memory watch! This enhancement should greatly reduce the time it takes to get a ram watch list.
I love you guys so much, thank you very, very much for this feature, it will make life a whole lot easier for me. :D *downloads the new version*
Experienced Forum User, Published Author, Skilled player (1890)
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Dear Bisqwit, do you have a pet? (I think I've seen pictures of a cat of yours, but I'm not sure). If not, are you considering getting one? What is your favourite pet?
Experienced Forum User, Published Author, Skilled player (1890)
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This run desyncs for me after ~2700 frames on emulator versions 0.98.13, 0.98.15 as well as 0.98.16. The ROM check-sum matches and I'm playing it in NTSC speed. Has anyone else had problems watching this? I'm also experiencing graphical glitches on all emulator versions for this game (the screen scrolling looks really bad). Is this how it's supposed to look?
Experienced Forum User, Published Author, Skilled player (1890)
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What in the name of God just happened? :O Yes vote.
Experienced Forum User, Published Author, Skilled player (1890)
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When I TAS a 2-player game, I control player 1 with my gamepad and player 2 with my keyboard. So basically, I hold down the necessary buttons with for the gamepad, and for the fingers I don't use on the gamepad, I hold down buttons on the keyboard for player 2, while frame advancing. It's not as hard as it sounds once you get used to it.
Experienced Forum User, Published Author, Skilled player (1890)
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Me and my room mate just watched this, and here's another yes vote! Nicely done. :)
Experienced Forum User, Published Author, Skilled player (1890)
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I guess that Dr Cain couldn't decide if he wanted an awesome fighting maching robot or a sexy female robot, so he did something in between. :) About the pictures, they look cool, but I agree with Bisqwit that there's too much focus on the images instead of the text. Good job though, it could turn out good with a few tweaks.
Experienced Forum User, Published Author, Skilled player (1890)
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This was pretty fun to watch, mostly due to the hot queen-cards. I searched for solitaire speedruns on youtube and found someone do a solitaire on the windows version in just 6 seconds. I wish the cursor and cards moved as fast as in that video, that would probably cut down the time to 3-4 seconds or so. :D