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A public discussion is meant to happen so that people can clearly explain everything they need with no rush and with all the info being available to everyone. Only then we can come up with a proper decision. It's not about proving me wrong about something, because I very rarely have a hard stance on things. But for the sake of community discussion I explicitly request mistakes to be addressed, because without it it's just a dead end.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Spikestuff wrote:
The difference with how we're looking at it with the Fighting game genre is the new element being an unlocked character.
I don't see the fundamental difference from other game genres with unlockable chars.
Spikestuff wrote:
I can also refer to Digimon Rumble Arena where an unlocked character wasn't allowed, and instead a character that's available from the start would have been preferred instead.
The consensus was to move away from that limitation, so that submission would need to be unrejected at some point. It represents a situation but can't serve as example of how things should be.
Spikestuff wrote:
But we're in the new site era now where we have a new submission that's using an unlocked character in Mortal Kombat: Deadly Alliance which should outright obsolete the Kenshi run and be the preferred run. But isn't for some reason.
Why should it outright obsolete?
I can only see why it should not obsolete:
feos wrote:
I don't want save-anchored movies to compete with power-on ones in Standard, because the former kinda give themselves a handicap which would somehow not count as a part of its completion time. I feel it's fair to instead have more branches.
I don't see what's beneficial for the community from having fewer branches in this particular case, which implies extra rules and therefore more complexity going forward.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Masterjun wrote:
Maybe more specific examples would help. For example, I thought New Game+ would cover everything, and I couldn't quite understand from the previous post why that one wouldn't work.
Just to throw some ideas around (and get them refuted), couldn't we call it "2nd run" similar to the "2nd quest" things we have? Or are there some situations where you don't actually have to beat the game story?
Yeah if the most optimal unlockable (or combination of unlockables) does not require beating the main game but is locked behind an overly specific combination of completions, it may not be the Nth run through any one particular mode.
Masterjun wrote:
In that case, why not just "savegame" or "saved game" like wikipedia calls it.
Wow I love "savegame"!
moozooh wrote:
I think there is somewhat of a contradiction over the fact that we'd only accept the most optimal default character for Standard while giving a "free pass" there to an unlocked one regardless of how fast it is in comparison. I mean, what if it's the slowest character? Or at least slower than the second-best default one? (Thinking of something like Streets of Rage 3's Roo here.)
While we do indeed aim for speed optimization in standard, restricting content too much makes it a pain on the long run for all participants, because things that make sense to a lot of people still consistently get rejected like they were not worth doing. So while aiming for speed in standard we allowed a whole lot of things that feature some conceptual difference that got a community consensus. Save-based unlockables are an example of this, so the most sensible decision seemed to be to remove the need to compete with the clean-save movies. We probably didn't consider cases where all the unlockables are slower, but if the point of the category is featuring this objective difference, I think it's not a long-term problem if it's the only reason a certain extra branch exists. If there's no clear difference between a clean save and a save-anchored branch, we will only have one.
moozooh wrote:
Would it not be better to accept all characters for Standard?
A lot of people in the community don't want the site to have a separate branch for each character in, say, fighting games, where it could result in dozens of branches, because there are already all the other standard goals that could be combined with different chars.
moozooh wrote:
But to answer the question, if we need a generic branch name, would something like "fully unlocked" work?
It may not be fully unlocked, if only the most optimal things need to be unlocked.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Samsara wrote:
The following SRAM-anchored branches will be acceptable as standard publications:
- Unlockable modes, characters, and difficulties.
-- Assuming they can't be unlocked with in-game codes, of course.
- New Game +
-- This would include minor benefits such as text skipping and cutscene skipping, even if the rest of the run remains the same.
-- There's still a bit of issue with, say, RPG runs that have complete data carryover, but we'll figure those out when we start getting them.
There's been a disagreement among staff regarding labeling of save-anchored branches that don't involve unlockable modes. It makes perfect sense to generalize the label for all such modes and just call it the most iconic name which is NewGame+, but when we just unlock a character and use it in the movie without entering any new modes, it feels confusing if we also call that branch NewGame+.
There's an option to label them by the character name, but then it's confusing in a different way, because it may look like we accept all different characters now, while we only allow the most optimal one in standard.
There are a few labels that don't sound very good like literally "save-anchored" or "unlockable X", and interestingly they kinda cover the NG+ case as well.
Note: calling it just SRAM is incorrect, because SRAM does not persist across power-off unless it's battery backed, and it's not the only way to store progress anyway (memory cards are not SRAM but Flash).
Any ideas how to neatly call save anchored branches so it covers all kinds of unlockables?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What did you fix, and why replace the file?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Review:
I got this to sync repeatedly, and repeatedly reproduced the setup files, and uploaded them, with meticulous instructions. I ensured the setup is acceptable, and the only thing left is evaluating the run's entertainment, which I can't do because I don't understand RPGs.
I also have the lossless dump.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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"X glitch" is the branch used to communicate that a major skip glitch is used to skip a huge portion of the game. "Save corruption" is a movie tag.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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"Memory corruption" doesn't indicate what it's actually being used for in terms of gameplay. In RTA branch labels usually say which speed techniques are allowed in those branches, but that's still per-game, and other game communities can use the same labels for different things, and different names for the same things. So we can't globally rely on RTA branches. And it was a major problem for the viewers when we didn't indicate the gameplay nature of the branch for those "glitched" categories, so we started splitting them by their effect.
If the major skip glitch skips straight to the ending, we call it "game end glitch". When it puts you somewhere that's not the end of the game and you need to complete it yourself, it's "warp glitch". If save corruption is involved, "save glitch". If the glitch comes from the game's demonstration of gameplay, "demo glitch". If it's something complicated and hard to explain in a few words, we invent a new name for it, like Super Metroid's "X-ray glitch". That way we can be consistent across all games and all types of major skip glitch.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I don't think we need to come up with an overly strict definition because actual reality constantly destroys overly strict definitions. I always viewed "save glitch" as literally any way to corrupt a save (or the save system for that matter).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If save corruption is the main tech in the glitch, yeah we call those "save glitch".
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This hack is really problematic.
It's obscure in that it only exists in one place as a ROM link, it's just barebones since it only contains one zone and level layouts are the same, and it also crashes on BizHawk once you try to jump (the main gimmick of the hack). The author only released the initial demo in 2021 and then all the work stalled. Even the target audience of this hack considers it questionable:
While this run is quicker than [1937] Genesis Sonic the Hedgehog "no zips" by Aglar in 17:36.58 since you move faster, in act 2 the zip wasn't used, so it's slower than [3570] Genesis Sonic the Hedgehog by Aglar in 14:13.87 in that room.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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MahoLator aims to provide
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Where is it said there are tas tools?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It kept desyncing until I set Time="32.000000" in the ini.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Amazing music (catchy and dark, unusual for old games, Bram Stoker's Dracula is another exception), authentic visual style, fluid gameplay, and cool execution. Voted yes!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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We don't know yet. eien86 is using a different version of ubuntu, that's all we currently know. As long as someone on staff got it to sync and has a video dump, it's fine.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
The time difference is just 1.5 minutes, and the viewers can skip ahead in the video. We use extended input for post-completion manipulations that show final content that won't automatically appear, so simply speeding up the credits (but only partially) doesn't look worth a secondary movie file.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The movie doesn't sync if I recreate the save and ini files the way you described. It gets stuck on a black screen around frame 16k.
Also debug mode seems to need to be turned off after save files are created.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The font needed a bit of tweaking, update Post #527775.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What bizhawk version are you using?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
-- feos, 2015
-- + modification by r57shell in 2015
local rw = memory.read_u16_be
local rl = memory.read_u32_be
lastcfg = 0
dcfg = 0
rngcount = 0
rngcolor = "white"
rngobject = 0
rngroutine = 0
MsgTime = 16
MsgStep = 256/MsgTime
MsgTable = {}
bombs = {}
goback = {}
goforth = {}
--25BBA0
cmdstr = {
[0x00+1] = "wait",
[0x01+1] = "jmp",
[0x02+1] = "call",
[0x03+1] = "ret",
[0x04+1] = "round jmp",
[0x05+1] = "def",
[0x06+1] = "idk",
[0x07+1] = "table",
[0x08+1] = "rndcall",
[0x09+1] = "clr",
[0x0A+1] = "text",
[0x0B+1] = "stop",
[0x0C+1] = "diff jmp",
[0x0D+1] = "smt",
[0x0E+1] = "incs",
[0x0F+1] = "save",
[0x2b+1] = "dec",
[0x2d+1] = "inc",
[0x30+1] = "p0",
[0x31+1] = "p1",
[0x32+1] = "p2",
[0x33+1] = "p3",
[0x34+1] = "p4",
[0x35+1] = "p5",
[0x36+1] = "p6",
[0x37+1] = "p7",
[0x38+1] = "p8",
[0x39+1] = "p9",
[0x3A+1] = "p10",
[0x62+1] = "bomb",
[0x63+1] = "down",
[0x64+1] = "up",
[0x65+1] = "upp",
[0x68+1] = "bonus",
[0x70+1] = "puppy",
[0x72+1] = "skip",
[0x7a+1] = "end",
}
function cmdlen(ptr)
local cmd = memory.readbyte(ptr)
if cmd == 0xA then
return 3
elseif cmd == 0x1 then
return 5
elseif cmd == 0x2 then
return 5
elseif cmd == 0x7 then
return 5
elseif cmd == 0x4 then
return 6
elseif cmd == 0xC then
return 6
elseif cmd == 0x6
or cmd == 0x5
or cmd == 0xD
or cmd == 0x72 then
return 2
end
return 1
end
function cmdname(ptr)
local cmd = memory.readbyte(ptr)
local an = cmdstr[cmd+1] or "unk"
if cmd == 0xA then
local t = memory.readbyte(ptr+2)
if t >= 26 and t <= 30 then
an = an .. " " .. "Round " .. (t-25)
elseif t == 25 then
an = an .. " " .. "Use the Bomb"
else
an = an .. " " .. t
end
elseif cmd == 0x6
or cmd == 0xD
or cmd == 0x72
or cmd == 0x5 then
an = an .. " " .. memory.readbyte(ptr+1)
elseif cmd == 0x1
or cmd == 0x2
or cmd == 0x7 then
an = an .. " " .. string.format("%X",rl(ptr+1))
elseif cmd == 0xC
or cmd == 0x4 then
an = an .. " " .. memory.readbyte(ptr+1) .. string.format(" %X",rl(ptr+2))
end
return an
end
function iswait(ptr)
local cmd = memory.readbyte(ptr)
return cmd == 0xA
or cmd == 0xB
or cmd == 0x63
or cmd == 0x64
or cmd == 0x65
or cmd == 0x3C
or cmd == 0
end
function writetofile(file, cfg)
local rnd = {}
local rndname = nil
for i=0,1000000 do
local cmd = memory.readbyte(cfg)
local an = cmdname(cfg)
local cl = cmdlen(cfg)
local hex = ""
for z = 1, cl do
hex = hex..string.format("%02X",memory.readbyte(cfg+z-1))
end
if cmd == 0x2b or cmd == 0x2d or cmd == 0x0 then
for z = 1, 10000 do
if memory.readbyte(cfg+z) ~= cmd then
cl = z
break
end
end
an = an .. ' x' .. cl
end
if cmd == 0x7 then
table.insert(rnd, {rl(cfg+1), rndname});
rndname = nil
end
if iswait(cfg) then
an = "-" .. an
else
an = " " .. an
end
file:write(string.format("%X %-12s %s\n",cfg,hex,an));
cfg = cfg + cl
if cmd == 0xF then
if memory.readbyte(cfg) == 0xA
and memory.readbyte(cfg+2) >= 26
and memory.readbyte(cfg+2) <= 30 then
file:write("======== Round " .. (memory.readbyte(cfg+2) - 25) .. " ========\n")
rndname = "Round_" .. (memory.readbyte(cfg+2)-25);
else
file:write("================\n")
end
end
if i>0
and cmd==0xB
or cmd==0x3
then break end
end
return rnd
end
function writecfg(fname, ptr)
local file = io.open(fname,"w+")
file:write("======== main cfg ========\n\n")
local rnd = writetofile(file, ptr)
for i = 1,#rnd do
local r = rnd[i];
local count = rw(r[1]);
for j = 1, count do
if rnd[2] then
file:write(string.format("\n======== table %s %d ========\n\n", r[2], j))
else
file:write(string.format("\n======== table %X %d ========n\n", r[1], j))
end
writetofile(file, rl(r[1]+2+4*(j-1)))
end
end
file:close()
end
-- uncomment this if you want dumps
--writecfg("puppy1.txt",0x275FDC)
--writecfg("puppy2.txt",0x27658E)
--writecfg("puppy3.txt",0x276ECC)
function DrawConfig(cfg, xpos)
local h = 7
for i=0,25 do
local action = memory.readbyte(cfg)
if action==0x62 or action==8 or action==3 or action == 0xB then color = "red"
elseif action>=0x63 and action<=0x65 then color = "orange"
elseif action>=0x30 and action<=0x32 then color = "green"
elseif action>=0x66 and action<=0x70 then color = "#00a000ff"
elseif action==0x7a then color = "white"
else color = "#aaaaaaff"
end
local an = cmdname(cfg)
if iswait(cfg) then
an = "-" .. an
else
an = " " .. an
end
local cl = cmdlen(cfg)
local hex = ""
for z = 1, cl do
hex = hex..string.format("%02X",memory.readbyte(cfg+z-1))
end
if action == 0x2b or action == 0x2d or action == 0x0 then
for z = 1, 10000 do
if memory.readbyte(cfg+z) ~= action then
cl = z
break
end
end
an = an .. ' x' .. cl
end
gui.pixelText(xpos,i*h+32,string.format("%X %s",cfg,an),
color)
cfg = cfg + cl
if i>0
and action==0xB
or action==0x3
then break end
end
end
function randomsleft(cfg)
local left = 0
for i = 1, 1000 do
local cmd = memory.readbyte(cfg)
local cl = cmdlen(cfg)
if cmd == 8 then
left = left + 1
end
cfg = cfg + cl
if cmd==0xB
or cmd==0x3
or cmd==0xF
then break end
end
return left
end
function Configs()
if rl(0xfffc2a)==0 then return end
local rng = rl(0xffa1d4)
local cfg0 = rl(0xfffc2a)
local cfg1 = rl(0xfffc9a)
gui.pixelText(100,0,string.format("rng: %08X : %d",rng,rngcount),rngcolor)
gui.pixelText(220,0,string.format("Timeout : %3d of %3d",memory.readbyte(0xFFFC7D),memory.readbyte(0xFFFC7C)))
gui.pixelText(220,8,string.format("Something: %3d of %3d",memory.readbyte(0xFFFAA6),memory.readbyte(0xFFFAA7)))
if memory.readbyte(0xFFFF2A) == 0 then
gui.pixelText(270,16,"Bonus: yes")
else
gui.pixelText(270,16,"Bonus: no")
end
if lastcfg~=cfg0 then dcfg = cfg0-lastcfg end
lastcfg = cfg0
local cfg = rl(0xfffc2a)
local left = 0
if (cfg >= 0x275FDC and cfg <= 0x27614C)
or (cfg >= 0x27658E and cfg <= 0x276797)
or (cfg >= 0x276ECC and cfg <= 0x2770D6) then
DrawConfig(cfg, 104)
left = randomsleft(cfg)
else
DrawConfig(cfg1, 104)
DrawConfig(cfg, 204)
left = randomsleft(cfg1)
end
gui.pixelText(100,16,"Randoms left: " .. left)
end
function Seek()
bytes = 0
waves = 0
steps = 0
local ret = ""
for bytes=0,10000 do
local cfg = rl(0xfffc2a)+bytes
local action = memory.readbyte(cfg)
local newaction = memory.readbyte(cfg+1)
if action==0x7a then
waves=waves+1
steps=steps+1
end
if action==0x63 or action==0x64 or (action==0 and newaction==0) then
steps=steps+1
end
if action>=0x30 and action<=0x32 then
if newaction==0x70 then
steps=steps+1
elseif newaction==0x62 then
ret = string.format("BOMB in %d waves %d steps",waves,steps,bytes)
break
end
elseif action==3 then
ret = string.format("Forth in %d waves %d steps",waves,steps,bytes)
break
elseif action==0xe and newaction==8 then
ret = string.format("Back in %d waves %d steps",waves,steps,bytes)
break
end
end
gui.pixelText(100,8,ret)
end
function Objects()
local base0 = 0xffa2ea
for i=0,0x23 do
local base = base0+i*0x6e
local id = memory.readbyte(base)
if id>0 and id~=0x82 then
local x = Clamp(rw(base+2)-4096-camx,0,310)
local y = Clamp(rw(base+4)-4096-camy,0,214)
local vel = rw(base+0x18)
local a = rl(base+0x14)
local color = "white"
PostRngRoll(base,x,y)
local hp = memory.readbyte(base+1)
if hp ~= 0 then
gui.pixelText(x,y,string.format("%X\n%d",base,hp),color)
else
gui.pixelText(x,y,string.format("%X",base),color)
end
end
end
end
function Bounce()
if memory.readbyte(0xffa515)==0x60
then offset = 8
else offset = 0 end
local counter = memory.readbyte(0xfffc87)
local a0 = 0xfffc88
local d0 = (memory.readbyte(a0+counter) << 5)+offset
local a3 = 0x25d482
local vel = rw(a3+d0)
local bounce = 0
if vel == 0x200 then bounce = 3
elseif vel == 0x3e0 then bounce = 1
else bounce = 2
end
gui.pixelText(0,0,string.format("next bounce: %d",bounce))
end
function PostRngRoll(object,x,y)
for i = 1, #MsgTable do
if (MsgTable[i]) then
if object==MsgTable[i].object_ then
local color = 0xff000000+(MsgTable[i].timer_-emu.framecount())*MsgStep
gui.line(120,8*i+8,x,y,color)
gui.pixelText(100,8*i+8,string.format("%X",MsgTable[i].routine_),color)
end
if (MsgTable[i].timer_<emu.framecount()) then
MsgTable[i] = nil
end
end
end
end
function Clamp(v1,v2,v3)
if v1<v2 then v1=v2
elseif v1>v3 then v1=v3
end
return v1
end
while true do
camx = rw(0xffa172)
camy = rw(0xffa174)
frame = emu.framecount()
Objects()
Bounce()
Configs()
Seek()
lastframe = frame
emu.frameadvance()
end
function Dump()
for p=0x275fea,0x277b79 do
local a = memory.readbyte(p)
if a==0x62 then
table.insert(bombs,string.format("%X",p))
elseif a==8 then
table.insert(goback,string.format("%X",p))
elseif a==3 then
table.insert(goforth,string.format("%X",p))
end
end
print("bombs:")
print(bombs)
print("")
print("goback:")
print(goback)
print("")
print("goforth:")
print(goforth)
print("")
end
--Dump()
emu.registerbefore(function()
rngcount = 0
rngcolor = "white"
rngobject = 0
end)
memory.registerwrite(0xFFA1D4,function()
rngcount = rngcount+1
rngcolor = "red"
rngobject = memory.getregister("a1")
rngroutine = memory.getregister("a0")
for i = 1, 50 do
if MsgTable[i] == nil then
MsgTable[i] = {
timer_ = MsgTime + emu.framecount(),
object_ = rngobject,
routine_ = rngroutine
}
break
end
end
end)
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player
(1225)
Joined: 4/17/2010
Posts: 11704
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Flip wrote:
The Gens script still works, so I've still got an understanding of what it's trying to do, but unfortunately it's no good when TASing on Bizhawk.
It can be converted to a hawk script if that will help you.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player
(1225)
Joined: 4/17/2010
Posts: 11704
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
It says "Please, report found issues to our chat", it's still beta so it didn't warrant a proper release.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player
(1225)
Joined: 4/17/2010
Posts: 11704
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Looks awesome! Which version of the script are you using?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player
(1225)
Joined: 4/17/2010
Posts: 11704
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
What would it change?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.