Posts for Rolanmen1

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Rolanmen1
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funnyhair wrote:
When are we going to get an encode? the one lex posted does not work?
It does work for me (with GOM Player) Anyway, Yes Vote, this category works for other Pokemon Games (like Gold/Silver/Crystal)? My suggested screenshot is to find that wild Moltres of Lv7 or somewhere near or a screenshot of the wild Squirtle of level 2 Hundred Something.
Rolanmen1
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Up to Ch26 Saving 69923 Frames (19:25.38) Had to go back to hex Matthew to get a Door Key needed in the next chapter, so the big delay on publishing this WIP was because of that.
Rolanmen1
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Lex wrote:
I believe you have to set your AppLocale to Japanese (can be done in Hourglass as of ~r35) after installing the East Asian Language Pack with Windows update.
I did this.
Rolanmen1
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nitsuja wrote:
Phallosvogel wrote:
I've found this test run on nico video. Its scary how many results you already get if you just search for 'hourglass'.
It looks like he finished this test run, and made a post about it here complete with encodes on Youtube and a link to the movie file, which synced for me with Hourglass r35 and untranslated Doukutsu 1.0.0.6. I see lots of suboptimal movement here at the very least, but I guess that makes sense considering the low rerecord count (6673 rerecords for 54 minutes) and the likelihood that he wasn't watching the speed values in memory either.
I started to work on this, but i can't make his movie to sync, i think i have the lastest version of Hourglass and unpatched 1.0.0.6 version of Duokotsu.
Rolanmen1
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Yes Vote. I think you should've posted about you working on a TAS improving hellagel's submittion, that way, hellagel's TAS wouldn't be published until some more time. It's great you improved his run, but at least post about them and stop making it a secret :S
Rolanmen1
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I just did test just to see how it works, and i must admit i love Hourglass. As for the video, i think i improved some little stuff compared to the dude who did the test (not couting that he got the HP Up). As for the end, i think it would save some frames to pick Curly a little bit before.
Rolanmen1
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For some reason, RosenkreuzStilette gets crashed as soon as it is called by Hourglass, im using the version 1.06b or something like that, do i have to wait for another version of Hourglass? Or i am doing something wrong?
Rolanmen1
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It's ok anyway, this run will still be published because of one reason, there is a TASVideos rule that specifies that a TAS must be in Hard Mode if possible without SRAM, that said, your run will be published as long as it seems optimal enough on Hard Mode, and obviously, Cheetah's run will become obsoleted.
Rolanmen1
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O_O I LOVE THAT USE FOR LIGHTINING WEB
Rolanmen1
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Serenes Quote
Note: It has been reported that this also works on normal tiles, but the chances of success are very very slim.
I myself tried this some time ago, but failed, you should also try it.
Rolanmen1
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OMG, this is so fucking epic run, speedy TAS of the year.
Rolanmen1
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Before you hit the first door to the boss in Spider's level, touch it while being in the ground, that way, you can move after you pass it without needing to touch the floor.
Rolanmen1
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I edited amaurea's RNGscript a bit to add some littles functionalities: 1- It now prints the HP of both Unit and Enemy. 2- It now counts the ammount of RN burned. 3- You can reset the counter each time you want by pressing the key "Q". Something you also have to notice is that the counter auto-resets each time a savestate is loaded or saved. There may be possible to not reset it when saving, but with my current knowledge, i can't. Something to be noticed is that it sometimes crash when you load a savestate at full speed, during frame advance it doesn't, so i recommend to pause the game before loading anything. For FE6 TASers: You would have to replace 655.36 to 655 each time it appears. And also change the memory adresses for the correct ones. For FE8 TASers: Just change the memory adresses for the correct ones. And finally, the code:
Language: lua

function nextrng(r1, r2, r3) return AND(XOR(SHIFT(r3, 5), SHIFT(r2, -11), SHIFT(r1, -1), SHIFT(r2, 15)),0xFFFF) end function rngsim(n,base) local result = { memory.readword(base+4), memory.readword(base+2), memory.readword(base+0) } for i = 4, n do result[i] = nextrng(result[i-3],result[i-2],result[i-1]) end return result end local rngbase=0x03000000 local RNG = rngsim(20, rngbase) local key={} local counter = 0 local php = 0x0203E064 local phit = 0x0203E0C6 local pdmg = 0x0203E0CA local pcrt = 0x0203E0CE local ehp= 0x0203E062 local ehit = 0x0203E0C4 local edmg = 0x0203E0C8 local ecrt = 0x0203E0CC while true do local nsim = 20 rngs = rngsim(nsim, rngbase) for i = 1, nsim do gui.text(228, 8*(i-1), string.format("%3d", rngs[i]/655.36)) end key = input.get() if key.Q or key.F1 or key.F2 or key.F3 or key.F4 or key.F5 or key.F6 or key.F7 or key.F8 or key.F9 or key.F10 then counter = 0 RNG = rngsim(nsim, rngbase) end local j = 1 while (RNG[j]/655.36 ~= rngs[1]/655.36) do counter = counter + 1 j=j+1 end RNG = rngsim(nsim, rngbase) gui.text(0,96,"Burned RNs: " .. counter) gui.text(210,0,"RNG1:") gui.text(210,8,"RNG2:") gui.text(210,16,"RNG3:") gui.text(194,24,"Next RNs:") gui.text(0,0,"Player") gui.text(0,8,"HP: " .. memory.readbyte(php)) gui.text(0,16,"Hit: " .. memory.readbyte(phit)) gui.text(0,24,"Damage: " .. memory.readbyte(pdmg)) gui.text(0,32,"Crit: " .. memory.readbyte(pcrt)) gui.text(0,48,"Enemy") gui.text(0,56,"HP: " .. memory.readbyte(ehp)) gui.text(0,64,"Hit: " .. memory.readbyte(ehit)) gui.text(0,72,"Damage: " .. memory.readbyte(edmg)) gui.text(0,80,"Crit: " .. memory.readbyte(ecrt)) emu.frameadvance() end
Rolanmen1
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mklip2001 wrote:
Nice job! I would definitely be curious to see if the All Stages run could be shortened by a lot with this new wall climbing. Yes vote.
According to what hellagels told me, it barely save some frames, so most of the time that an all stages run would save would come from the golem glitch and a few new stuff im planning.
Rolanmen1
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Very entertaining and fast indeed, just what i expected, glad to help you on this. With these in mind i would like to work on the "All Stages" category run. Though, something concerning Air Saber Exp, you got one extra air slash in the Rainbow Devil fight, getting one less exp in the golem fight would be faster?
Rolanmen1
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Glad to see you finished this TAS. Plan to look at it when i get some time, then i will vote, though, i expect a Yes Vote ;)
Rolanmen1
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Very boring, voted No. I think Noah Ark is more worthy TASing, but not sure if it's worthy for submittion. I know that it's better than this, at least.
Rolanmen1
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New WIP Saving 53008 Frames (14:43.47)
Rolanmen1
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I agree with you on that, but you also need something to think about, and that is BEXP, im not sure, but i think BEXP is manipulated the same way you manipulate RNG, i also managed to change the RN by reading one of the base conversations. EDIT: Also, i would like to see a run through a chapter with RNG Manipulation, i've tried to do this multiple times, and it always end up desyncing.
Rolanmen1
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Hi Vykan, long time no see. IMO, i think you need to wait some time, until memory watch is available for Dolphin, so we can study more and more the RNG behavior. In FE9, i can 100% say that the RNG can be manipulated just like in GBA FE.
Rolanmen1
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Sure Yes Vote from me. I loved the part when Marco was being kidnapped, while Fio was eating a sandwich :D
Rolanmen1
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New Trick: Link to video
Rolanmen1
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Yay, for the first TAS of the Nintendo Wiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii. Yes Vote because this TAS was awesome.
Rolanmen1
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Up to Ch19 Faster by 50466 Frames (14:01.10).After this, Florina will be promoted, (fucking yay). :D
Rolanmen1
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Mothrayas wrote:
Is there any item that forces a revisit? I think a lot of time would have to be made up for for a revisit to be worthwhile, especially considering there's quite a bit of loading time, also in the middle of the stage.
Not possible my friend. In Dragoon there is the Body Part, it requires Arm Part + Twin Slasher. Arm Part requires Web Spider to use his power. A Heart Tank in Spider's stage requires using Rising Fire to get it. So, this game can't be beaten at 100% without a revisit.
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