Posts for Warepire

Warepire
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It depends on the games RNG, but you could create a copy of the movie you want to edit, fix the mistakes in the copy, and then add the rest of the input from the original movie using a hex editor. If it will work or not is decided by how the game works, it may desync because events happen differently due to reaching places earlier etc.
Warepire
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Actually, there are games that PCSX and PSXjin fails to use framelimit on. Everything is still deterministic, it will just run at the speed your computer generates, even if that is higher than 50/60 fps.
Warepire
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There's also this option: http://tasvideos.org/userfiles/my#uploadfile Requires you to be logged in to the main site, it's the same log in information as you use for the forum though.
Warepire
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Nice WIP. Good luck on improving the manipulation for the fight room.
Warepire
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In case of the Orb glitch you only change values the game uses to keep track of states within the level. In case of the Cloud glitch you substitute some of the games code with your own in order to call the game-end routine prematurely. I think it makes sense to split categories between runs that doesn't re-program parts of the game, and those that do.
Warepire
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zaphod77 wrote:
Now we just have to do this for jeopardy. :) many more chances to give ridiculous answers.
This was attempted with Jeopardy but it turned out to be too long to be entertaining. See here: http://tasvideos.org/3965S.html
Warepire
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Let's take a stab at explaining this clearly once and for all: Skipping an entire level means that the level is not at all played, think of NES Super Mario Bros. where the warp in 1-2 means you don't have to play 1-3 etc, that is skipping an entire level. Using the Orb glitch in SMW causes a slight RAM corruption making the game think you entered a goal-gate, so the level ends early. Which means at best: MOST of the level was skipped. The orb glitch here only causes slight RAM corruption, nothing that lets you perform an ACE since it doesn't affect areas of RAM that can lead to it. The cloud glitch causes a whole different type of RAM corruption, one that causes the games execution to jump into the open bus memory address map. Here manipulation is done to control the values in the bus so when the game reaches it, it reads the bus data as instructions and jumps into the game completed routine because that is what the game was told to do. So, in conclusion: Only SOME types of RAM corruption can LEAD to ACE. It is 100% dependent on what values in RAM that become corrupted. (I hope I got this right, I am not deeply rooted in SMW)
Warepire
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any% is always the default branch. So this is any% since nothing is written.
Warepire
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Patashu wrote:
Warepire wrote:
Thanks, I'll have a look during the weekend and see if I can find something wrong here.
OK. You can look at the source code for the game too, if it helps. (If you discover anything, it will probably be something common to all SDL using games, since it just uses SDL + SDL_image for graphics things and rand() for randomness.)
Yeah, I was planning on that, as well as trying to run the game myself etc.
Warepire
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Thanks for the attempt Buddybenj, but I have no idea what those are supposed to be, if you could explain how you thought when you designed them it would be great. To me they look like crosshairs and that has nothing to do with Hourglass-Resurrection per se.
Warepire
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Thanks, I'll have a look during the weekend and see if I can find something wrong here.
Warepire
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CoolKirby wrote:
Gotcha. Then you'll want this thread and to aim to beat this run.
To clear something up: You only need to beat the current run if you want to submit. Otherwise it can have whatever level of optimization that you feel like doing on your first TAS.
Warepire
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As I said it's been years since I played the game, if that slow-motion is unavoidable then it's all fine.
Warepire
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Right after running up the first wall at around 1m into the YT encode it looked like you got stuck slightly on the rubble on that rooftop. Can that be done cleaner? At the end, is the slow-motion really necessary? Feels like you shall be able to do that without slow motion using frame-perfect reactions. Or is that move only available in slow motion? I forget, I haven't played this in years. Remember to read the HUGE SDA thread about this game, as there are surely some stuff explained there that might otherwise go overlooked. Good luck on the project, been looking forward to a TAS of this game. Will follow your WIPs.
Warepire
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Delete the hourglasslog.txt, then try to run the game, then upload the log to pastebin or something.
Warepire
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Hm, there may be some plugin for PCSX-rr that I overlooked, but that's the only input window I know of.
Warepire
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The closest thing available is the Analog Control input window found under the Emulator menu.
Warepire
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Keep in mind that the most optimal RNG pattern may not be the one that is most optimal for the TAS. It all comes down to: "Much much time will I need to beat this layout?" combined with "How much time does it take to get the layout?" A less optimal pattern may be faster in the end because it would take too long to get the most optimal pattern. It's a bit of a tricky area. I wish you good luck.
Warepire
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New 100% RTA run, quite unoptimal carrot route (overshots 99 carrots by A LOT for every single 99 carrot collect), no new glitches shown. Runner mentioned something about 2½ hours being a possible time. http://www.twitch.tv/cirno_beats_sanae/c/4406018 Also fired up this game in Arbex (Xebra HLE BIOS version) and played some with the possibility of getting through the rock or over a wall to skip the re-visit in Follow The Red Pirate Road, doesn't look too doable :( Can provide save-state if you want to play around with this Moth. And a technical thing I noticed: The TAS should be done without memory cards inserted, skips Merlins question of saving or not. Should save 1-1½ second each level-exit.
Warepire
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Oh, that sucks. It's just that projects get abandoned without a word so many times that I wanted to check. I hope your new job works out for you.
Warepire
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RachelB wrote:
Warepire wrote:
If you're using the latest version, this is probably best reported on their Google Code bug tracker, while some devs are registered here, they don't visit all that often.
I am here every day!
Apologies. I was tired when I posted that.
Warepire
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If you're using the latest version, this is probably best reported on their Google Code bug tracker, while some devs are registered here, they don't visit all that often.
Warepire
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Update Cooljay?
Warepire
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Some anti-virus software are just overprotective. Most of them have flagged WinAPI calls as malware-operations, the most common flagged call being CreateRemoteThread.
Warepire
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Patashu wrote:
You should get a hold of cak from the speeddemosarchive forums. He's really good at speedrunning this game.
cak posts here sometimes. It might also be possible to PM him.