Posts for Randil

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Damn, I didn't consider someone else made a WIP. :P (I got to remember using the search function...) Luckily, this game is quite edit friendly (not entirely, but pretty much) so it's probably possible to edit in the improvements. I'll look into this more next week, it's likely that I will edit in these improvements and update this submission. 359 frames is quite a lot, so I think it warrants a new version. I'll keep you updated on how things work out.
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pyromaniac wrote:
i need help with actually making the memory watch work. after you finish finding a speed address, what do you do then to make the watch work?
VBA does not have a memory watcher like FCEU does, so you basically have two options when you want to watch a RAM address: Either use the memory viewer (this is pretty inconvenient) or use gocha's memory watcher, though I've heard that it might be hard to get it to work.
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Titus Kwok wrote:
Are the bosses really as easy as this movie makes them look?
Not quite. You can only take one hit in this game, so it can be hard to stay out of the boss' way. However, when you have the sword, bosses don't take many hits to kill, so it's not that hard. Without the sword it's much harder.
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This may be a stupid question, but about the RAM address for vertical speed, what happened when you poked these addresses (0384 and 0380) to a different value? Did your vertical speed change? Did you use memory file dump in the memory viewer to find the correct addresses? (I've started using this lately, and it's really convenient when you're looking for an address that is hard to find)
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After having watched just the first few levels, I can already say that this is not very optimized, unfortunately. As mmbossman said, there are plenty of missed shots, you don't use the optimal strategy for the levels, and overall there are inoptimal movements. Even if a warp-run would obsolete the published run, you should use 2 players and make sure that all levels are played at least as fast as in the published run. As it is now, you seem to lose time on almost every level. Sorry, I'm voting "no".
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I'm not 100% either what flying thing you're talking about, but if you are referring to when we transform to a dragon, I added an explanation in the author's comments. Basically it's used because it saves a lot of time on this level, otherwise we would have to move through the water on some places, which takes time.
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Perhaps "uses death as a shortcut" could be changed to "uses death to save time"? Just throwing out ideas.
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Good to hear, Xipo! Me and adelikat were working some on this some time ago, but (at least I) lost motivation because of how hard it is to manipulate the maze at the end of each level. Hopefully you'll get more lucky. :) Here's our WIP. Here are the RAM addresses I have for this game:
00FD Screen|X|pos
00FC Screen|Y|pos
0084 Screen|Y|subpos
053C X-pos
051E Y-pos
00A1 Sub|Y|pos
0085 Speed
001C Lag|flag
| |
00AA HP
005D Coins
| |
00B5 Y|pix|speed
00B8 Y|sub|speed
| |
0548 Enemy|x|pos
05D8 Boss|HP
05DD Boss|HP
06D4 Boss|inv.
00A8 Attack strenght - weak attack on 40, strong on 80

The following addresses are used when manipulating the maze:

0088 Maze bridge - must be 0
0091 Maze bridge - must be 0
0099 Maze bridge - must be 0
00A4 Maze bridge - must be 0
00A8 Maze bridge - must be 0
0095 Maze bridge - must be 0
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defender wrote:
Randil - during repair of my computer the link you sent me was deleted, could you send it to me again (roms); secretdefender@warpmail.net Thanks.
Yeah, what mmbossman said. Here's the direct link to the zip-file, for your convenience. :)
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pirate_sephiroth wrote:
Randil, RPG Maker VX is what's hip hop happening now.
Could you give me a brief explanation of what's new in this version compared to the XP version? It looks pretty much the same, but I haven't had time to play around much with it yet.
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This might be slightly off topic, but speaking of RPG Maker sites, does anyone know a good RPG maker XP tutorial that covers most of the features? I googled it but without much luck...
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The link seems to be broken... I uploaded it to rapidshare, so you can get it here.
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DarkKobold wrote:
Randil wrote:
I've been playing this some today, and I have some questions: 1. Is there anyway to sort the itemlist? Right now, my itemlist looks like chaos, so it would be nice with such a feature. 2. What does crisis do? My crisis bar is at its max right now, but I don't know what to do with it... 3. I would personally find it nice to see how much money you have in total when you have won a battle, not just how much money you got from the fight. Overall, the game is looking very promising. I'll keep on playing this some more, hopefully I'll reach a weapon shop sooner or later... ;)
1. The item list is usually auto-sorted - first useable healing items, next in battle items, then weapons, armor, rings, spell cards. Probably, you just don't have enough items yet for it to seem sorted. 2. Crisis requires spell cards. All spell cards have a regular ability and a crisis ability, the later being super powerful in some way. Healing spells all have a 'heal the entire party' crisis effect. It doesn't help until you get a full party, however, which is a few missions out. 3. I'm wondering if you think I wrote the game.... I didn't. I just played it, and absolutely loved it. I figured the FF nuts on the board would love it. It is actually kinda old, I think.
Oh... Hehe, yeah. I got the impressions that you were the one who wrote it. :P Well, thanks for the answers!
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I've been playing this some today, and I have some questions: 1. Is there anyway to sort the itemlist? Right now, my itemlist looks like chaos, so it would be nice with such a feature. 2. What does crisis do? My crisis bar is at its max right now, but I don't know what to do with it... 3. I would personally find it nice to see how much money you have in total when you have won a battle, not just how much money you got from the fight. Overall, the game is looking very promising. I'll keep on playing this some more, hopefully I'll reach a weapon shop sooner or later... ;)
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Another imprortan factor is how much waiting time there is between levels and screen transactions. For example, in Snow Bros. there is a ~10-15 second waiting time between every level, where obviously no rerecords are necessary. In the storybook games, about 75% of the time is just waiting for the cursor/text to appear. I think that a big part of TASing RPG's is scrolling through text, and this usually isn't very hard and doesn't require many rerecords. However, I don't think we should underestimate the time it takes to make an RPG TAS, I can't even imagine how much planning it takes before you can even begin recording a serious run!
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Let me be the first to say congratulations on this! It looked like Mario got a little confused by the 1/1 trick, with all that spinning going on. :) Anyway, here's an obvious yes vote.
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12 frames faster thanks to manipulating the ghosts to stay out of my way. Total play time is now 1973 frames (it takes 263 frames before the game starts). I minimized input just for fun. I don't think I can get it any faster than this, but hopefully I'm wrong! :) EDIT: I uploaded the video to my Youtube account, so anyone who's too lazy to download the .fcm can watch it here. EDIT2: I found a new trick that gives me a 96 subpixel push! By entering and quickly exiting a path, I get this 96 subpixel boost. Often, it screws up ghost movement or just doesn't save any time, but I managed to cut off another frame, so here's the updated movie. EDIT3: I managed to shave off an addition 6 frames by optimizing my subpixel positions before grabbing those the dots in the crossing corridors. By doing this, I can grab them by moving one less frame in that direction, and since I have to go back the same way, this trick saves 2 frames each time it's pulled off. I haven't uploaded it to Youtube yet, I may do so if I conclude that I won't get it any faster. Interestingly, I managed to get this time using 3 different strategies, so here I'll upload the one I found the most entertaining! :) Here's the new movie.
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arkiandruski wrote:
One I would like to see is number of times the player dies but the death isn't taken off the death counter, either because of a glitch, or something happens to interrupt it. Obviously, Tails dying doesn't count.
It would be interesting, but I think the only way to do this would be to manually check every movie, so there would be quite a lot of work involved.
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Oh boy, this can vary a lot. It completely depends on what kind of game it is, if you've TASed it before, if you have useful RAM addresses for it, etc. A decent estimate is at least 1-2 hours per minute of gameplay, if you know the game well. I remember that when TASing Deja Vu for the third time, I TASed about 2-3 minutes per hour. With Darkwing Duck, the boss fights in Goof Troop, or difficult luck manipulation, a 1 minute segment can take more than a whole day to finish. In total, for me, I'd say an optimized 10-minute TAS of a somewhat complex game usually comes down to 25-35 hours of work in total.
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Under "Rating data", would anyone else think it would be interesting to see the average entertaining/technical rating for each console? It might also be interesting to see the average entertaining/technical rating for all movies on TASvideos. What do you think? I, personally, am interested in what kind of distribution the ratings have (probably normal distribution, but you never know), and also what the standard deviation is. But that's probably just me...
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Finding the RAM address for "luck" can be quite tricky, as mmbossman said. I personally think it's easiest to find it in FCEU (I use memory dump to narrow down the results). Here's how I usually find RAM addresses for RNG: 1. Save state at a position where something "random" is just about to happen (like just before you shoot an enemy in Mega Man or something like that). Take note of the outcome of the event (like what item the enemy drops.) 2. Now, advance a few frames (or do something else) so the outcome changes (the enemy drops another item). Savestate to another slot. Now you have two savestate slots that are almost identical, but you know that the outcome of the event will be different. 3. Using cheat search, compare what RAM addresses differ the two savestates. If you didn't do much to change RNG (such as just waiting for a few frames) there shouldn't be many RAM addresses that are different. One of these (or a few) control RNG, because you know the outcome was different in this new savestate you made! 4. Now you have find the right address(es). If there are <20 addresses or so, you could just use memory watch to find the one you want. Otherwise you might want to perform more searches the way I explained in points 1 and 2 to narrow down the search. Another way to find the right addresses is to add the RAM addresses to the "cheat" feature of SNES9X and give it a certain value and see what happens. Try giving it the value from the old savestate and see if you get the outcome you got from the first savestate! I hope this made at least some sense...
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The divorce song by Stephen Lynch. It contains some foul language, so you those who are easily offended might want to avoid watching this. But I find it damn funny. :)
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Actually, the improvement didn't have anything to do with network optimization! :) Network optimization only motivated me to try to improve the current record. The trick is quite trivial once you understand how it works. It abuses the hitboxes' of the dots: Each dot is inside a 16*16 pixels square. You only have to move 4-5 pixels into this square in order to pick it up. By turning in and out of corridors, I only have to move 8 pixels to pick up a dot - if I pick it up when I move through the corridor later on, I'd have to move through the previous dot's hitbox first, that's 16 pixels, which is a bit longer. Perhaps a bit confusing, but once I get home I could wip up some frame numers to clear things up a bit.
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After having a lesson in school about network optimization, I got some motivation to try to beat Hero's attempt, and managed to do so by 92 frames. Here's the movie if anyone's interested. :)
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I've been using a Logitech Rublepad for about 2 years now, and it works great. Overall, I think Logitech makes good gamepads, so you could look around for one of those.