Posts for Warepire

Warepire
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None of the reported problems would be problems as far as I can tell. Since Progressive Scan does not destabilize the emulator, you shouldn't TAS with Dual Core on, I doubt you'd TAS using a real Wii-mote, and no accurate texture cache levels destabilizes the emulator either.
Warepire
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Haven't both Snes9x and ZSNES become deprecated?
Warepire
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jdaster64 wrote:
If anyone is still interested in doing a TAS of this game, I have just about perfect info on enemy HP/gem counts, as well as specific stats on all upgrades, and the damage of all of Hatsworth's moves with every upgrade.
Share anyway? If someone comes along later, then all the info is at hand.
Warepire
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Make sure to watch the current run: http://tasvideos.org/703M.html
Warepire
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feos wrote:
Revive the INNOVATIVE award for this one!
There would be no better reason, ever, to revive that award than for this TAS. DO IT!
Warepire
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Kriole wrote:
Warepire wrote:
2 things that hit me when watching the TAS that in my opinion may be interesting to consider for the next revision of this TAS: • Will it be possible to prolong the soul travel of the first Treant soul you get to make it glitch the seal pickup? • Is it worth delaying the Killer Doll soul to the room with the magic seal to make another glitched seal pickup?
Yes, I've thought of them both =). For the Killer Doll you have to wait for it to stand up, which takes quite some time actually. I chose to kill the very first Killer Doll I encounter since I was able to hit it from the stairs. This plus the awkward soul travel that follows would barely save enough time which the glitched seal pickup saves, I reckon. The treant however should definitely be possible. It would however add another pause screen, and I would have to take damage so it would save around 70-80 frames. I'm fine with glitched bossdoors, you can generally still tell what's going on, but I noticed with seals, or bossdoors which have no seal finishers, that the darkness that follows can be quite annoying to watch. To be honest I felt kind of bad for doing a glitched bossdoor for the Garden of Madness good ending cutscene - the resulting darkness lasts until Death, which I mentioned in the thread, that I'm not quite I was perfectly ok with, even though it saves quite some time. Especially in the earlier parts of the run, which in my opinion are the most entertaining, since there are so many souls to be gotten. Keep in mind that it would be possible to skip the Rycoda until the first Dario battle to create another glitched bossdoor. But since he has no seal finisher, the darkness would last until the new seal just before Puppet Master. I dunno, maybe I'm the only one who dislikes the darkness, but meh.
Forgot that trait with the Killer Dolls. Thanks for reminding me. I did not mind the darkness too much by the way.
Warepire
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A yes vote from me, and recommendation for star tier. Absolutely amazing TAS. 2 things that hit me when watching the TAS that in my opinion may be interesting to consider for the next revision of this TAS: • Will it be possible to prolong the soul travel of the first Treant soul you get to make it glitch the seal pickup? • Is it worth delaying the Killer Doll soul to the room with the magic seal to make another glitched seal pickup? I assume you already thought of them, but just to be safe I wanted to point them out. Since the glitched seal pick up was not discovered at the time of TASing those sections, and due to them saving only a few seconds in total they shall not warrant a rejection.
Warepire
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There is not a lot of time gained from TASing this game compared to playing it. Also it does not lend itself to be entertaining to watch. I would not recommend this to be published.
Warepire
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I agree with Warp. This saw this as an icon in my head: A Navi icon might also work?
Warepire
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Warp wrote:
Does the Gameboy map the game ROM and the RAM into the same address space?
The GameBoy puts everything on the same bus. So the program counter can be made to point anywhere you want, be it ROM, RAM, External Regs, Video RAM, Sound controllers...
Warepire
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Wait... People actually pronounce members usernames? I'll try with the ones who have posted so far then: antd -> an t d Nach -> Nach Scepheo -> Skefeo rog -> rog TASeditor -> tas editor jlun2 -> j lun two Bisqwit -> Biskwit Warp -> Warp dwangoAC -> dvan-go A C Mothrayas -> Moth-rajas Now who did I seriously butcher?
Warepire
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Ilari wrote:
SoulCal wrote:
Console Verified.
Watching that video, the duration on real console appears to be about 1:21:21 (~39.5 seconds more than movie file length). Of course, there are sources of inaccuracy in that (video production might have altered the timings a bit).
Timing accuracy in mupen64 is a joke. It does not surprise me that the movie completes in a different time when run on console.
Warepire
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Have another yes vote for the pile.
Warepire
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p4wn3r wrote:
Of all the numerous codes you could inject into the game you chose to inject MLP. You should definitely be burned alive for this heresy, but for now, a Yes vote for this run will suffice. Anyway, this seems to be the same video you posted on the Pokemon thread some time ago. I think the run would be better if you followed the suggestion in that topic to manipulate the RAM faster and optimize the shellcode. But well, if speed is not important in this movie, then speed is not important in this movie. Congratulations and hoping for a high tier. If the number of Pokémon movies is a problem, then we could just pick the most boring one and get rid of it.
He stated in the topic that he probably wont have time to improve this for a long time. And it was agreed upon that it would be best for now if this version was submitted.
Warepire
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This is just jawdroppingly awesome. I vote yes and hope for a Star-tier publication.
Warepire
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adelikat wrote:
Is this Vaultable? I'm not sure I understand the goals here. Is 2 hours really the fastest you can complete this game?
As I understand it it is not absolutely the fastest possible. But it seems to be plenty fast enough given what is known about the game. Most of the possible improvements are related to deciphering the RNG which no one will do unless there is a published TAS to improve upon in the case of this game. I vote for publication in the vault.
Warepire
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Warp wrote:
Warepire wrote:
When you reach the PlayStation we're talking ~4 megabytes of data.
So because the state of the PlayStation takes 4 megabytes, it's impossible to make a fast savestate routine for a NES emulator?
You did not specify that you were talking about NES only. Besides, as far as I know, the script in question is for FFVII on PSX, hence the PlayStation factoid.
Warepire
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Warp wrote:
ais523 wrote:
That's unlikely. You either have to copy the entire internal state
Which is what? Something like 2 kilobytes on the NES? Hardly sounds something that couldn't be copied around 60 times per second. (Even if we go to the SNES, it would be something like 128 kilobytes. Still sounds like an amount of data that can be copied around pretty fast.)
When you reach the PlayStation we're talking ~4 megabytes of data.
Warepire
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For a console game to count as homebrew it should work on the target console in my opinion. If it does I vote that we accept this for the Vault, otherwise it should probably be rejected since it uses emulator inaccuracies to function. I tried to find some info about someone playing (or attempting to play) this on a real DS but couldn't.
Warepire
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suwei wrote:
I'm new here. I want to know how can I contact the editor to update the movie? Who can tell me and thank you very much!
Upload the movie to Userfiles ( http://tasvideos.org/userfiles/ ), then paste the link in this topic with a wish to update the movie, and a judge will fix it.
Warepire
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I thought this run was very impressive. I vote yes.
Warepire
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Randil wrote:
I have a lua question for BizHawk: What is the correct syntax when using gui.drawImage? I've tried
imfile="C:\pics\map.png"
gui.drawImage(imstr,30,30,10,10) 
but it doesn't work - the lua window does not return an error, so the code passes, but nothing appears on the screen. Can someone help?
I am not a lua programmer per say so I might be way off... But shouldn't the code be the following?
imfile="C:\pics\map.png"
gui.drawImage(imfile,30,30,10,10) 
Warepire
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(Assuming the INT bonus from Lilith souls is linear) Rahab has 1200 HP, already at 100 damage per hit you only need 12 Slaughterer hits to end Rahab... Check how many regular hits and Slaughterer hits you can land on him per opportunity, if you cannot reduce the number of opportunities needed to end him by going from x amount of Lilith souls to y amount, then manipulating the souls may cost more time than placing the extra hits. You will return to the Demon Guest House for Paranoia later, so you should get a second chance to boost your Lilith soul amount to maximum before Aguni. I hope I am thinking correctly, I have not played this game in over a year.
Warepire
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moozooh wrote:
Too bad Slaughterer souls don't stack. Why do you need so many Liliths, btw?
I think this might have something to do with it:
Souls FAQ wrote:
44. Lilith Soul Lv: /9 Obtained from: Lilith Type: Enchant Location of Monster: Demon Guest House Rarity: ** Description: Increase INT. Soul Advice: Simply Increases your INT. INT increases the power of your spells. I really don't recommend to use Lilith soul, when you have much better Enchant souls. But if you really want to make this soul useful, then Level it up to 9/9. Then the amount of INT is increased even more. Do you really think that this is the Enchant soul you should have equipped? I don't recommend that. there is better Enchant souls. Soul Rate: **
( http://www.gamershell.com/faqs/1472/ )
Warepire
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This was oddly entertaining. I'm giving it a yes.