Posts for Randil

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Any plans on adding a lua command for taking a screenshot? I miss this feature a little from FCEUX.
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The lua command savestate.loadslot() doesn't work - it tries to load the state file QuickLoad.state when it should load QuickSave.state. I reckon (and hope!) this is easily fixed.
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Hi again, I just opened up a .bkm-move for a GB game in a text editor and noticed that it contained
Force_DMG_Mode False
GBA_In_CGB False
Force_DMG_Mode False
GBA_In_CGB False
repeated 500 times or so... after digging a bit deeper into this, it seems Bizhawk appends this text to the movie header each time you stop playing a movie while in write mode. Sometimes it appends more than one instance of this message, so I think it's worth checking out how the code looks for writing this message to the bkm file.
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Is this the place to post ideas for future features? Here is something I've thought about: Would it be possible to include the option to display the values in the HexEditor in decimal? Personally, I often use the HexEditor when looking for RAM addresses for a game, and I think it would often make things easier to find if you can display values in the more intuitive decimal system. Just an idea.
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There's something I've been wondering for a while (maybe it's intentional): when opening a ROM, SNES ROMs aren't included in the "ROM files" category, rather you have to select the Super NES category to open an SNES ROM. Is there a reason for this?
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I am still definitely interested in any new improvementes you find, so please do post them here! :) In related news, I converted the current WIP to BizHawk, and added a few frames here and there before level 1 to see if it synched. It worked ok, by adding frames here and there I've managed to get it to synch more than half way through level 1.
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Some things I've noticed when playing around with version 1.1.1b: 1. Under Config->Paths->SNES tab, clicking the folder symbol for "Save RAM" doesn't do anything. 2. I think the lua command savestate.load doesn't work. The lua script
ssname="test.State"

savestate.save(ssname)
savestate.load(ssname)
gives error message "LuaInterface.LuaScriptException: cannot resume non-suspended coroutine". Can someone confirm this, or am I doing something wrong? 3. (very minor thing) the version number wasn't updated for 1.1.1b but still says 1.1.1a under Help->About.
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Hi! Work, lack of time (and motivation), and some computer problems has put this on ice. Although not cancelled, this project will probably drag out a bit more. I'm strongly considering switching emulator to BizHawk, mostly due to the text based movie file format, which will make things a lot easier for me. This will probably mean I'll have to redo the part of level 1 I've finished, but I think it's worth the investment. The most immediate obstacle right now is that my computer has been running very slowly lately, but when I get it running normally again I'd like to get back to TASing some again.
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Clash Man stage music played using the NES game Ikinari Musician (sorry for the slightly low volume). See the video comments for details if you're interested in how it was made. Link to video[/video]
Experienced Forum User, Published Author, Skilled player (1890)
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I'm having some problems loading a savestate using Lua in BizHawk. I have a script that looks like this:
statename="lagpause.State"

savestate.save(statename)
savestate.load(statename)
The savestate.save works, but savestate.load returns the error "LuaInterface.LuaScriptException: cannot resume non-suspended coroutine". Anyone know what I'm doing wrong?
Experienced Forum User, Published Author, Skilled player (1890)
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Hey, after getting the hang of the correct syntax for joypad.set and testing it out, I have found out that it doesn't work for GB games. Consider the lua script:
key1={}
key1.A=1

while true do
	joypad.set(key1,1)
	emu.frameadvance()
end
This script will press the A button for NES and SNES games, but not GB games (where nothing happens). Maybe you were already aware of this, but I didn't find it in the Issues list
Experienced Forum User, Published Author, Skilled player (1890)
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Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
partyboy1a wrote:
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error: D3DERR_INVALIDCALL -2005530516. Windows XP SP3.
This sounds like the problem I had, and the solution was to install the BizHawk prereqs: http://bizhawk.googlecode.com/files/bizhawk_prereqs.zip Oh, and while I'm here, I have played around and tried some TASing with BizHawk. Overall I'm very happy with and like all the features and the design. So thanks for all the work you guys have put into this. I do however have some minor bugs I think I've found and would like to mention them. These all happened when TASing a GB game: Hex editor: 1. "Options -> Memory Domains -> Cart RAM" gives an error message and may crash the emulator. RAM watch: 2. Trying to add an out of bounds address gives you an error message and can sometimes crash the emulator. For example, when I tried to add RAM address CAC4 from the WRAM domain the emulator crashed. This was an honest mistake because this was how VBA had stored this address in the RAM watcher. I later realized that this translated to address 0AC4 in Bixhawk. I'm thinking maybe Bizhawk can have a built in error message warning you that the address is out of bounds, and maybe even include the accepted domain in the error message? 3. RAM watch values don't update immediately after loading a state but rather after you've advanced a frame. Is this intentional? I'm used to them updating immediately after loading a state. EDIT: Also, what is the status of the joypad.set lua function? I use this quite a lot when TASing and would like to see it work the same way in BizHawk as it does in FCEUX (I can't seem to get it to work at all with GB games right now, maybe I'm doing something wrong). I noticed that adelikat wrote on the LuaFunctions page that this is on the TODO-list, has any progress been made?
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Aah, thank you, sorry for not looking thoroughly.
Post subject: Unable to run Bizhawk
Experienced Forum User, Published Author, Skilled player (1890)
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Hi, I can't run any version of Bizhawk later than 1.0.2 on my Windows 7 computer. When I try to run any version after 1.0.2 (I've tried all of them) I get the usual (and uninformative) "Bizhawk has stopped working" Windows error message (here in Swedish, but you probably recognize what I'm talking about) I think something happened between versions 1.0.2 and 1.0.3 that is the cause of this error message. The only additional error information I got from this message was (I translated it from Swedish):
 Problem event name:	CLR20r3
  Probleme signature 01:	bizhawk.multiclient.exe
  Probleme signature 02:	1.0.1.3169
  Probleme signature 03:	505f4621
  Probleme signature 04:	BizHawk.MultiClient
  Probleme signature 05:	1.0.1.3169
  Probleme signature 06:	505f4621
  Probleme signature 07:	5ff
  Probleme signature 08:	54
  Probleme signature 09:	System.IO.FileNotFoundException
  OS-version:	6.1.7600.2.0.0.256.48
  Language variant:	1053
  Additional information 1:	0a9e
  Additional information 2:	0a9e372d3b4ad19135b953a78882e789
  Additional information 3:	0a9e
  Additional information 4:	0a9e372d3b4ad19135b953a78882e789
I hope this is of some help. I have installed all the Bizhawk Prereqs, so the problem isn't there. Does anyone know what the problem could be? Is there any additional information I can provide that could be helpful in finding the problem?
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Have you checked out Dan_'s (very old) submission? http://tasvideos.org/399S.html
Experienced Forum User, Published Author, Skilled player (1890)
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This is a known FCEUX issue. AnS found out why this happens, and he explains in this post.
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Woah, 631 frames already, that's a lot. I look forward to see what you've done to this poor game! :)
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Awesome, good luck! I'm interested in what you can come up with. I would also like to remind you of this post from the published movie. mikwuyma pointed out that backwards jumping is actually slightly faster than running. At least in theory, since you will also have to consider turning around afterwards. Here's some more info to help you out: RAM addresses:
31
00000	7E0EA1	w	u	0	X pos
00001	7E0EA0	b	u	0	X subp
00002	7E0F41	b	u	0	Y pos
00003	7E0CA2	w	s	0	X speed in air
00004	7E1A36	b	u	0	Enemy 1 HP
00005	7E1A3A	b	s	0	Enemy 2 HP
00006	7E1A3E	b	s	0	Enemy 3 HP
00007	7E1A42	b	s	0	Enemy 4 HP
00008	7E1A46	b	s	0	Enemy 5 HP
00009	7E1A4A	b	s	0	Enemy 6 HP
0000A	7E1A4E	b	s	0	Enemy 7 HP
0000B	7E1A5E	w	s	0	Enemy 7 HP
0000C	7E0EA5	w	u	0	Enemy 1 X pos
0000D	7E0EA9	w	u	0	Enemy 2 X pos
0000E	7E0EAD	w	u	0	Enemy 3 X pos
0000F	7E0EB1	w	u	0	Enemy 4 X pos
00010	7E0EB5	w	u	0	Enemy 5 X pos
00011	7E0EB9	w	u	0	Enemy 6 X pos
00012	7E0ECD	w	u	0	Enemy 7 X pos
00013	7E1A32	b	s	0	
00014	7E1A52	b	u	0	
00015	7E0EB1	b	u	0	Enemy X
00016	7E0031	w	u	0	Scr X pos
00017	7E0A4A	b	s	0	
00018	7E0F95	w	u	0	Platform 1 Y
00019	7E0EF1	w	u	0	Platform 2 X
0001A	7E0EF9	w	u	0	Platform 3 Y
0001B	7E0FA1	w	u	0	Platform 4 Y
0001C	7E0746	b	u	0	
0001D	7E04C4	b	u	0	Monster HP
0001E	7E04CA	b	u	0	You power
Lua script: I made a quite special lua script for this game. I remember someone else making a lua script where you could click on the window to achieve some effect. I tried it out and came up with a lua script where you can click on boxes on the screen in order to perform combo hits. I don't remember actually using it much, but it could be fun to fiddle around with. I've put it here: http://pastebin.com/12h9XtS1 Some random data I've scribbled down, might be helpful:
Running	You move at the constant speed of 2p/f
Turning around	This stops you for 7 f
	
Punching, then continue running	This stops you for 10 f
Punching, then turn around and run	This stops you for 16 f
Laying kick, then continue running	This stops you for 26 f
Laying kick, then turn around and run	This stops you for 32 f
	
Landing from a jump, continue running	This stops you for 5 f
	
Hitting an enemy with a jump kick	Stop for 1 frame when the enemy is hit

Damage table:
Attack	Damage	Frames until damage	Frames between attacks	Wait frames after attack, same dir	Wait frames after attack, Other dir
Laying kick	3	7	19	26	
Hit	2	6	11	12	18
Throw	4		35	38	
Triple combo	8		41		
Four combo	15		90	91	
This game is a lot trial and error in order to find the fastest strategy. It's quite fun to try out different ways of finishing enemies, and you often need to plan ahead for the next wave of enemies.
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scaryice wrote:
Using Sonikkustar's long jump trick, I just found a way to skip the final boss!! http://dehacked.2y.net/microstorage.php/info/1729750927/final%20boss%20skip.fm2 You can also go to the room above the dragon room, which contains the exit. I also experienced the game taking me back to the village, where the entrance is.
Wow, that is crazy! Thanks a lot for showing this. Me and Brandon are still working on this, it's going on and off (right now we're in an "off" dale because of me), but we intend to finish it.
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It's been some time since I posted in this thread (or even posted in the forum at all, for that matter). I'm still around though, of course. I made a recording of me playing and singing Lady in Red, both for fun and to see how it turned out. You've probably heard the song before, but if not, you can listen to the original here: http://www.youtube.com/watch?v=Vt2YIpZWBqA Now, before I get any potential rocks thrown in my direction, I am well aware of the bad camera position, focus problems and dull playing - the chords are mostly there to help me stay in tune with the vocals. At first I didn't intend to upload this, but I think it turned out pretty nice, so perhaps someone will enjoy it. So basically the footage is not anything to write home about, but hopefully you'll enjoy the audio. Here goes: http://www.youtube.com/watch?v=yMVheiZjyJ8
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Thanks for your feedback, everyone!
mklip2001 wrote:
Great run! It's a shame that the jetpack doesn't get used more often... I like watching it being controlled with TAS precision. However, the trick with the boots is really awesome. I also like how much you shoot enemy bullets out of the air. This gets a big yes vote. My favorite bits were the first boss and the Mushroom boss. That was an awesome strategy to fly up to the girls to dispose of their shots quicker.
As always, thanks for your feedback.
mklip2001 wrote:
Why do you wait so long before entering the shop call after beating the Governor on route 7?
Because I need to have at least 7000 gold in order to buy 1 pair of power boots and 2 shop call items (5000 + 2*1000 gold).
mklip2001 wrote:
Why do you backtrack slightly for the heart at the place you first use an AquaLung? It seems wasteful since you don't get into health problems, and you have to die anyway when you first see the Demon.
If you mean the part where I resurface after getting into the water (around frame 37500) then this is how the physics of the game works - you always resurface directly after getting into the water. If you look at the input display, you will see that I am pressing down. The heart just happened to be there. :)
mklip2001 wrote:
Why do you make yourself micro-sized when you first fight Bopper?
I can't make the jump around frame 54945 without being small, and you deal just as much damage when you're small as when you're big, so I didn't lose any time keeping this form on the boss.
mklip2001 wrote:
How do you avoid getting knocked down the mountain?
By climbing fast enough. The pulling down starts after a certain amount of time, and I manage to get out of reach from it before it started.
Experienced Forum User, Published Author, Skilled player (1890)
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Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Oh! Well, I did start a new run a short time after my last post in this thread, and I did make some progress (I managed to squeeze out a few frames from the first minute or so). However, due to lack of time, I did not get any further. So this is yet another one of my projects that kinda died away. I've actually considered submitting the posted run. As I see it, there are pros and cons to this: Pros: *It's a complete run that is significantly faster than the published run. *I don't think I will redo it any time soon (I don't have any plans to do so). Cons: *The run is known to be improvable. How much is hard to say. My guess is that if I were to redo it, it would be about 5-10 seconds faster, and would look a bit "cleaner" in terms money (end the game with close to 0 money). What do people think? Should I submit the run I posted?
Experienced Forum User, Published Author, Skilled player (1890)
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This reminds me a lot of the block puzzles in Goof Troop. I think I can give this a try (of course I can't promise any results, though), so you can go ahead and upload the exe file somewhere.