Posts for caitsith2

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caitsith2
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Joined: 3/26/2004
Posts: 194
Is there ANY way to record a video using the snes9x core at all, or am I absolutely required to use the bsnes core to record an input file. If I hit cancel, the dialog to allow me to start recording NEVER pops up.
caitsith2
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Joined: 3/26/2004
Posts: 194
https://caitsith2.com/tas/encodes/osman-tasv2-xy2/ - link to the downloadable encodes. Link to video EDIT: HD Video re-encoded with ng_deblink.
caitsith2
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Joined: 3/26/2004
Posts: 194
Revised encode - info now in bottom right corner. Link to video
caitsith2
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Joined: 3/26/2004
Posts: 194
HD encode :) Link to video
caitsith2
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Posts: 194
Archive.org link. Link to video EDIT: HD re-encode available. EDIT 2: Retracting this HD encode. revision still uploading. Archive.org files revised. EDIT 3: Revised HD encode available.
caitsith2
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Joined: 3/26/2004
Posts: 194
Edit: Youtube encode made. Link to video Edit 2: Modern downloadable encodes - (a copy of the HD encode also resides there)
caitsith2
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Joined: 3/26/2004
Posts: 194
And a new encode, with the updated movie file. Link to video https://caitsith2.com/tas/encodes/battlekid2-tas-fcxiaopengyou/ - All of the encodes. Archive.org link EDIT: HD Encoding redone. Really wish youtube didn't nerf the aspect ratio correction tags. Also merging the posts.
caitsith2
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Joined: 3/26/2004
Posts: 194
Temp encode: Link to video
caitsith2
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Joined: 3/26/2004
Posts: 194
Masterjun wrote:
So after 2 years without activity I thought I'd pick up this game and make an optimized movie this game deserves. Unfortunately, the movie file of this run is not available anymore, but at least we still have the encode.
http://tasvideos.org/userfiles/info/29021472297419487 - That should take care of it. I had a copy still within my fm2 movies directory.
caitsith2
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Joined: 3/26/2004
Posts: 194
I have replayed the demos I have made from Zowayix's previous TAS on no$gba, against that rom dump with complete no desyncs whatsoever. :)
caitsith2
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Joined: 3/26/2004
Posts: 194
It is the same as the one from VC. (The VC version dumped from ram was byte-swapped in RAM, presumably for the fact that it was easier for the WiiU to emulate that way.) From this point on though, this should be the dump to use for TASing all of the official e-reader levels. :)
caitsith2
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Joined: 3/26/2004
Posts: 194
Hiccup - from GBATemp wrote:
Super Mario Advance 4 - Super Mario Bros. 3 (USA) (Virtual Console Edition) from USA VC. Patches to Super Mario Advance 4 - Super Mario Bros. 3 (USA, Australia) (Rev 1). ROM was found in memory byteswapped - the byte order has been put back to normal, like how most GBA dumps are.
The Final SHA1 of the patched rom should be DD2879329EC52BD5372F26B75297A67F1A81215A The SHA1 of the input rom used for the patch, ("Super Mario Advance 4 - Super Mario Bros. 3 (U) (V1.1).gba") is 532F3307021637474B6DD37DA059CA360F612337 My initial poking around on no$gba, indicates that all the e-reader functions are still present and this game could potentially accept homebrew levels through the e-reader function, although, based on how they are stored in the rom, it might just make sense to instead figure out how to index additional levels. (They expanded the rom to 8MiB in order to store the 38 official e-levels.) Guess I will be remaking all of my e-level card dumps from this rom in the near future. :)
caitsith2
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Experienced Forum User, Published Author, Player (47)
Joined: 3/26/2004
Posts: 194
Ok. took a closer look at the buyback code, and spotted the error.
PROC add_buyback_item
	; Save sold item into buyback list, first move previous entries down
	ldy #5
movebuyback:
	lda buyback_items - 1, y
	sta buyback_items, y
	lda buyback_price_low - 1, y
	sta buyback_price_low, y
	lda buyback_price_mid - 1, y
	sta buyback_price_mid, y
	lda buyback_price_high - 1, y
	sta buyback_price_high, y
	dey
	bne movebuyback

	lda sell_items, x
	sta buyback_items
	lda sell_price_low, x
	sta buyback_price_low
	lda sell_price_mid, x
	sta buyback_price_mid
	lda sell_price_mid, x
	sta buyback_price_mid

	ldy buyback_count
	cpy #6
	beq maxbuyback
	iny
	sty buyback_count
maxbuyback:
	rts
.endproc
The last sell_price_mid / buyback_price_mid should have actually been sell_price_high / buyback_price_high. As a result, since buyback_price_high is ALWAYS initialized as 0 on startup, and never adjusted to correct value on sell, if the sell price was at least 1xx gold, the buyback price will end up as 0xx gold. :) End result is you can buy SMG for 150 gold, sell it for 100 gold, buy it back for free, because its sell_price_mid and sell_price_low are both 0. classic copy/paste related bug. :)
caitsith2
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Joined: 3/26/2004
Posts: 194
And I think I figured out what the glitch is, just by looking at the source code. Buy fuel in the town gun shop, and sell it at the outpost gunshop.
town_gun_shop
-------------
PISTOL,25,20
SMG,150,100
GRENADE,-,5
METAL,2,1
GUNPOWDER,2,1
HEALTH_KIT,30,-
FUEL,40,25

town_coffee_shop
----------------
COFFEE,30,20
WINE,75,40
HEALTH_KIT,-,20
CLOTH,-,1
GEM,-,35


outpost_gun_shop
----------------
PISTOL,35,25
SMG,145,100,
GRENADE,-,5
METAL,2,1
GUNPOWDER,2,1
HEALTH_KIT,30,-
FUEL,150,85

outpost_coffee_shop
-------------------
COFFEE,30,20
WINE,75,40
HEALTH_KIT,-,20
CLOTH,-,1
GEM,-,35

secret_shop
-----------
HEALTH_KIT,30,20
FUEL,50,-
STICKS,10,-
GEMS,-,50
caitsith2
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Joined: 3/26/2004
Posts: 194
This run should be specifically in the vault mainly because it is the run featured in AGDQ2016.
caitsith2
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Joined: 3/26/2004
Posts: 194
Good for the vault.
caitsith2
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Posts: 194
Disc 3 Part 3 Link to video And this is the final part.
caitsith2
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Posts: 194
Disc 3 Part 2 Link to video
caitsith2
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Joined: 3/26/2004
Posts: 194
Disc 3 Part 1 Link to video
caitsith2
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Posts: 194
Part 8 is up. :) Link to video Edit: This is the final part of Disc 2. It has partly started into Disc 3 as well.
caitsith2
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Experienced Forum User, Published Author, Player (47)
Joined: 3/26/2004
Posts: 194
Part 7 is up. :) Link to video
caitsith2
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Experienced Forum User, Published Author, Player (47)
Joined: 3/26/2004
Posts: 194
Part 6 is up. :) Link to video
caitsith2
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Joined: 3/26/2004
Posts: 194
Level 9Built a bridge across the river https://gist.github.com/c28571817ecd0365c75b Level 10Closed off behaviour, and redefined the onCollision function https://gist.github.com/78bd91c685729f49c7d2 Level 15Closed off, and redifined onCollision https://gist.github.com/anonymous/170b72ed6c381bdc8afe Level 18Solutions based on creating additional 'block' objects no longer work. However, you can define your own impassable object, and use that instead. https://gist.github.com/916b85b19c50e4778729 Also a DROP tables style attack. This time, another timer slightly faster than gravity that will tend to pull you up, when you are over the bottomless pit. https://gist.github.com/df68c73b8142875cc584 Take a closer look at the gravity function, and see at how it checks if the player can move down, and note what I am using to bridge the gap. :) https://gist.github.com/f747b65270b64dc35a48 Level 20 They didn't say anything about creating a static object that will later create dynamic objects :) https://gist.github.com/anonymous/671815f9093a034a6706[/spoiler]
caitsith2
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Joined: 3/26/2004
Posts: 194
Equally awesome, is that you can stop watching at any time, and just using the lua script only, it will pick up where it left off. :)
caitsith2
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Joined: 3/26/2004
Posts: 194
Manipulation is done with controller inputs.
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