Posts for Zanoab

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Experienced Forum User
Joined: 12/31/2009
Posts: 174
It is amazing to see your awesome work only to have it redone to be even more awesome. Just wondering, how did you encode the commentary?
Experienced Forum User
Joined: 12/31/2009
Posts: 174
got4n wrote:
TASeditor wrote:
More addresses isn't a problem to implement it.
Many PC wouldn't be able to handle all the memories ^^
Cheat Engine begs to differ. It has handled much bigger situations many years ago on a laptop for me. If your computer can at least start Dolphin, it shouldn't be a problem.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Ferret Warlord wrote:
I require context here!
Twilight Sparkle is helping to clean up all the animals, but I think we all know that she is sexing that ferret.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Pokota wrote:
He's an owl, he probably sleeps during the day. Night episodes aren't really a thing in this show. Is the new season not on iTunes yet, or am I just not seeing it? I don't get whatever channel Pony is on anymore, and I don't like watching them off of YouTube if I can avoid it.
The new season has been on iTunes since the premier aired. Unfortunately no season pass available yet. https://itunes.apple.com/us/tv-season/my-little-pony-friendship/id975102064
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I assumed this was normal behavior because bluetooth isn't instantaneous so the input would be piped in with a small delay for stability. Desmume has a 3 frame delay so consider yourself lucky it is only 1 frame.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
MUGG wrote:
Also, what happened to Owlowiscious ? It seems implied he flew away for good.
It has only been 4 episodes (including the season finale). Be patient...
Experienced Forum User
Joined: 12/31/2009
Posts: 174
TinyPNG uses lossy compression. I believe OptiPNG is lossless only. TinyPNG and the various other suites which provide the same function use several algorithms to combine colors and thus reduce the palette/bit depth. One of the popular lossy algorithms: http://pngquant.org/
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I keep it on if the sounds aren't obnoxious while I do tas work. I like to link together the frames of sounds in my head and guessing what sound will be on the next frame is fun as well. I also use it as a frame counter in audio form to verify I'm on the right frames or if sound isn't right.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I found humanoid Applejack the least likeable. In the first movie, she could have talked Rainbow Dash or any of the players. Entire teams not making the event could be an honest mistake but completely cancelling an entire event without being told, I would never speak to Applejack again but Rainbow still let Applejack talk to her anyways. As for the others, even though they hated speaking to each other, it still didn't stop them from getting together for a common cause. In the second movie, Pinkie Pie was fine. Fluttershy and Rarity could've resolved the issues by being more assertive but I don't think anybody would've gotten Applejack to budge anyways. Rainbow Dash only called herself leader because everybody else let her have the power. I found Applejack to be the worst. You can't just tell somebody there is no leader and then follow her lead anyways. Aside from the pointless arguments with Rainbow, she also put down Rarity and joined Rainbow against Fluttershy. She was against everybody that didn't agree with her plans like in the bats episode except she has no reason to be a jerk in Rainbow Rocks. Why hasn't Applejack been retired to background pony by now? Do we really need a character that hides the truth representing honesty when the other main characters can be honest without Applejack around?
Experienced Forum User
Joined: 12/31/2009
Posts: 174
If you are using Windows 7, you can download and install XP Mode from Microsoft.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Also, games could refuse to read input which can also be considered lag (depending on the console/emulator).
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Did you clear your cookies and cache? Sites tend to notice returning potential customers and would adjust prices under the assumption you have to buy a ticket.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
nyarlaBROtep wrote:
Okay, so I have been messing around with Dolphin and have actually finished Day 1, just seeing ho it would go. Question is, when I rewatch it, with sound on, it is kinda choppy and lags at parts. Nothing dsync's at all, but with the number of frames I have recorded, it shouldn't take nearly as long as it does when I watch it. It should only take about 7 1/2 minutes from power to engine cut scene. But it takes about 9 when watching. My guess is that it is just the settings I have for recording without dsync and switching a few things could fix it. Is that the case?
What is the framerate when you watch it? It might be that your computer isn't fast enough to play at full speed.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I wasn't aware MHS supported pointers. Cheat Engine has it and it is explained in the tutorial. Here is a tutorial for making it work properly with Dolphin 32-bit, but you can adapt it to other emulators if you know what you are doing.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I use http://puush.me for uploading images (as well as various files).
Experienced Forum User
Joined: 12/31/2009
Posts: 174
If you are opening every chest, does that mean you are going to do the Nero Family Sidequest (the lost sidequest that made perfect game Excalibur II impossible).
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I love and hate the invisible body problem. I love that it is hard to see the prince do acrobatics which makes the various glitches to skip parts (especially small skips) more interesting. It just adds to the mystery of what is he doing except it is also difficult to watch glitches (basically he disappears and just reappears elsewhere). Unfortunately, that is also why I hate it. I love the technical aspect of the tas and the invisible body problem trades that for more "wtf" moments. Personally, I prefer the invisible body because I know for a fact that I'm going to watch it over and over again for a long time trying to figure what is going on and what glitches are used.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
STL wrote:
Many thanks :D I already tried using memory.register* as I read about it on the onsite guide here but it gave me this error: "memory.registerwrite failed: function is not available in this build. script stopped." I thought deSmuME doesn't support it, but maybe it's just my deSmuME version (0.9.10 x86) or the lua dll?
You need to use the dev build. The zip with all the desmume stuff used to have a desmume_dev.exe in it but I'm not sure if they stopped including it.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
STL wrote:
But how to you disassemble it to get information? I know the address of the RNG seed and if I go into the DeSMume disassembler and jump to this address, all I get is 1 line of random assembler code. It shows a different line with the same advance and sometimes even UNDEFINED.
That is because the RNG seed isn't the code itself. The code will most likely be elsewhere and you will need a lua script to find it. Let me grab the script I use for you. EDIT: Here is my script: https://pastebin.com/wUuWxyUy Change "address" to the RNG seed's address and "length" to the size in bytes. It will log all the times the RNG seed is read/written into a file (dump.log). You will want to point the disassembler to instruction addresses it lists. Keep in mind that only do it when the RNG seed is used or the code might not be loaded.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Vykan12 wrote:
Well, looks like I'll have a go at Nintendo DS disassembly and see what I can come up with. Anyone have some experience with DS disassembly (esp. which tools to use) or disassembly in general that can provide some general tips & guidelines?
Just wondering, which game? I made some scripts to fish out information in Desmume for that kind of stuff.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
TASeditor wrote:
Zanoab, dwangoAC here's hopefully a list with all answers: http://pkhack.fobby.net/misc/txt/familyfeud_textdump.txt Should include all the rules Zanoab mentioned
Great job, I started writing a script to convert it all into a more program friendly format. An odd think I noticed is that my script picked up 1,536 questions instead of 1,480 (or 1,976) mentioned by the faq. I guess it is possible a human could only encounter so many.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I did some research on Family Feud and came up with some results I haven't found online (yet). All the questions and answers are encoded in ascii. Using the second image as a reference:
  • Red boxes contain the question. I believe the first copy is used as a buffer for displaying the text.
  • Blue boxes contain the inputted answers. The first is the answer the computer will submit and the second is a buffer for the player's answer.
  • Green box contains the point value to display for each answer. Fixed size of two digits (or chars) each.
  • Black box contains the answers. Rules for parsing and reading below.
Here are the rules I figured out so far and have confirmed:
  • \x00 terminates the answer.
  • '\' terminates a possible answer (player can match the preceding or the following answer).
  • ' ' (space) are mandatory spaces.
  • ';' (semi-colon) are treated as optional spaces.
  • Upper-case letters (ABC) are mandatory except for special exceptions.
  • Lower-case letters (abc) are optional.
  • Consecutive identical letters (AA) may be omitted.
If anybody can dump all the strings (questions, answers, etc), it would make planning a lot easier. The questions and answers don't need to be paired, I can manually sort them if necessary.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
If you need to easily store persistent data with save states, you can find a small area of RAM that is never touched. You just need 2 bytes to store the chapter and 4 bytes to store the frame count when the chapter started. All you would need to do is write a script to increment the chapter and store the current frame counter. You will also need a script to monitor access to that small area of RAM to make sure the game doesn't try to use it. Your script just has to read the current chapter and calculate your Diff with the frame count stored in RAM. When the chapter changes (either by save state or it increments), it'll switch to the "new" current chapter.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
  1. Locate the section of vram you want.
  2. Open a file handle to write the data to.
  3. Read a byte from vram.
  4. Write the byte to the file.
  5. Go back to step 3 until finished.
  6. Close file handle.
I don't know the API for Bizhawk so I can't make you a script to do it.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
flashthe wrote:
is it faster to only wall drift or drive back and forth on the highway? what would be the rate? ($/frame)
Driving back and forth on the highway is fastest only because it is capable of collecting tips and building up the combo the fastest (obviously luck plays a large role here). Wall drift however is far more consistent and doesn't require luck. Using 4:28-4:46 as a reference, you collect 80 tips in 18 seconds using the highway. Using 5:49-5:54 as a reference, you collect 18 tips in 5 seconds using a wall drift. (solarplex may be able to provide the exact rate) Let's say driving through traffic yields 4.4 tips per second and wall drift yields 3.6 tips per second. Starting without a combo, you can expect after 20 seconds: Traffic: ~$3916 Wall Drift: ~$2628 Starting at a combo of 50, you can expect after 20 seconds: Traffic: ~$8316 Wall Drift: ~$6228 There isn't a proper way to calculate the rate because it would depend on your combo, luck, and route. Optimal strategy would be driving through high traffic going the opposite direction the entire time but that isn't always possible. The next best thing would be to build up your combo quickly and do a wall drift (when it is faster) with the remaining time. For the math above, the upper bound for earnings from tips is $1 * Combo. The amount you earn degrades over time from when you last earned a tip (not a major factor at the speeds used above).
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