Posts for jlun2

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Hey, this is a bit awkward, but I found a clipping glitch using Oily's unbound speed boost: Link to video I'm not sure how useful it is so far, but I'm going to look into it a bit. Edit: It reaches 32k in fixed point format then loops to negative. I can't seem to figure out how to preserve that speed however, so it has not use at the moment. Currently, jumping the frame before only holds that speed for 1 frame, which is useless.
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feos wrote:
jlun2 wrote:
How's the publishing going?
Is it going?
No idea, but the video from Stovent's post uses TASVideosChannel, so I thought he was doing it.
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Experienced Forum User, Published Author, Skilled player (1709)
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Migu wrote:
I am looking for an alternative way to do that skip, and have gotten pretty close: https://www.youtube.com/watch?v=6f4t2ENbTT4 It would still be U-only but would probably work on console.
Nice. How viable is that for real time? Also, what exactly happens if you skipped the dome, beat petey piranha, then went back inside and tried fighting Shrooboid brat?
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I'm surprised there's so many skips possible for this game. For instance, that Gritzy Desert Skip. Can a trick be done for getting to Toad town from the sewers? Also is backtracking from the desert to yoshi's island needed, or can you execute this without doing so? Also when it said "(U only, crashes on console)" does it mean it isn't valid, or the current way to execute it crashes (like the Toad Town trick)? Also what exactly is in out of bounds? Is it a large area of nothing? Edit: Nevermind:
LucasGX Nah, not Yoshi's Island. I simply showed it off at the earliest possible time, but you need to best Yoshi's Island first and get the ball move to be able to progress. It does skip Gritzy Desert though. However we recently found out that a part of this glitch actually only works on emulator, for unknown reasons, thus making the skip invalid :( We haven't found an alternate way to make it work on console yet sadly.
RIP. Is that the only trick that crashes on console so far with no alternative? The site does not support emulator bugs, so it would be annoying if they ended up unusable.
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KnucklesMaster368 wrote:
Question about ROM dumps: What makes a ROM dump good? It was a question that I was going to ask on my Super Mario Advance 4 TAS, which got rejected before I could ask it. What qualifies a ROM to be "good"?
I literally searched that up, and found it in the first result http://forums.qj.net/rom-discussion/6946-verified-good-dump-whats-mean.html
That means that it is a good rom that someone has checked and said that there should be no problems with it. Your problem may be emulator related.
In other words, likely means the file is an exact copy of the original, with no bit errors in it. Edit: https://www.emuparadise.me/help/romnames.php Some examples of "bad" dumps at the bottom of the page. I'm not sure if I'm allowed to link that site, since it's not directly to a rom. But if it's not allowed, the quote:
STANDARD CODE NOTES [a] This is simply an alternate version of a ROM. Many games have been re-released to fix bugs or even to eliminate Game Genie codes (Yes, Nintendo hates that device). A bad dump often occurs with an older game or a faulty dumper (bad connection). Another common source of ROMs is a corrupted upload to a release. [f] A fixed game has been altered in some way so that it will run better on a copier or emulator. [h] Something in this ROM is not quite as it should be. Often a hacked ROM simply has a changed header or has been enabled to run in different regions. Other times it could be a release group intro, or just some kind of cheating or funny hack. [o] An overdumped ROM image has more data than is actually in the cart. The extra information means nothing and is removed from the true image. [t] A trainer is special code which executes before the game is begun. It allows you to access cheats from a menu. [!] Verified good dump.
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InfamousKnight wrote:
I don't understand this whole "waterbox" technique..
I wonder if there's any online sources to help search? Naively googling "waterbox" seems to link me to aquariums, so any pointers please?
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Rather late, but I just realized the time it takes to complete this is close to the previous GB handheld RPG. I'm curious if other handheld Harry Potter RPGs are similar of length.
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Rather late, but I saw this: Especially the part on "Starlight Glimmer Show" and I laughed a lot for some reason.🙂
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For the labs, since the goal is to get to the top of the place, placing Blubba at the top of you, then jumping up to reach it would be faster than placing it on the floor. This ends up saving 60-100 frames per lab, so I'm going to restart a bit. http://tasvideos.org/userfiles/info/39788339582314062 The previous WIP, up to Nightshade Laboratory. While resycning, I also managed to apply that trick to Torchlight Torment. This does not apply however if the goal is horizontal distance, hence for places like Knightlore Falls it's still faster to place Blubba on the floor. For the labs, when the elevator gets triggered, 0x57AA in IWRAM gets set to 1, so I'll use that for timing from now on. Edit: I saved 3 frames in Deep Dark Dugout, but then lost it all at the transition. Gonna check what else to do. Messed around a bit and saved 5 frames. Also Lookout Ledge desynced at the spring due to different RNG. Rip. Edit 2: Saved 4 frames in Lookout Ledge but then for some reason it took 3 frames longer to recover from the fall. I saved 4 frames in Underwurlde Laboratory, and 18 frames in Frantic Fissure. Now I desynced in Hobbkled Hamlet again. Edit 3: Forgot to implement a minor trick involving using Blubba to trigger the falling pigs. I will try doing that after the temple stages. Edit 4: Does not work in Crumble Crevice; the first piggy is too far away to save time, and the last 2 are too close to me. Nor does it seem to apply to Rocky Mount, since the pig is too close to the crumbly platform. It's also too close to me at Icy Nook. While this may be a letdown, at least I can confirm the run seems fine for now.
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andypanther wrote:
Go and hate me if you want, but I think it's a terrible idea to give exceptions for Mupen. Allow it here and the OoT and SM64 communities will never learn to move on from this awful emulator.
I'm just feeling sorry for the publishers who have to slam their heads into the desk trying to sync it, given the past history of Mupen desyncs.
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Does anyone know how the type of creatures a store stocks is determined? For instance, the store in Blackwyche Village. On one savestate, it stocks Blubba, Serpent, Sucker, Club and Golem. On another state, it instead stocks Blubba, Serpent, Boomer, Club and Golem. In both states, they were derived from the movie file I uploaded, so I know for certain I never bought anything yet. I know things like the compass, camera, and armour disappears once you buy it, but when I bought say, Boomer then left and reenter the shop, it still lists Boomer, but as sold. What do I do to change it to display Sucker instead? Same applies to other shops.
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I'll make them temp encode, since sync is tricky. Also lua script I used to display things: Download cars.lua
Language: lua

--[[ 14 00000 0228AABA b s 0 car 1 00001 0228B1DA b s 0 car 2 00002 0228B67E b s 0 car 3 1 00003 0228BB0A b s 0 car 4 00004 0228BFBE b s 0 car 5 00005 0228C42E b s 0 car 6 00006 0228C8CA b s 0 car 7 00007 0228CD56 b s 0 car 8 00008 00000000 S S 0 ---------------------------- 00009 0228D1E2 b s 0 car 9 0000A 0228D66E b s 0 car 10 0000B 0228DB12 b s 0 car 11 0000C 0228DF9E b s 0 car 12 0000D 0228E452 b s 0 car 13 0000E 0228E8C2 b s 0 car 14 0000F 0228ED5E b s 0 car 15 00010 0228F22E b s 0 car 16 car 16 - car 15 = 4D0 car 15 - car 14 = 49C car 14 - car 13 = 470 car 13 - car 12 = 4B4 car 12 - car 11 = 48C car 11 - car 10 = 4A4 car 10 - car 9 = 48C car 9 - car 8 = 48C car 8 - car 7 = 48C car 7 - car 6 = 49C car 6 - car 5 = 470 car 5 - car 4 = 4B4 car 4 - car 3 = 48C car 3 - car 2 = 4A4 car 2 - car 1 = 720 02170590 pointer? this value + 818 is car 1 state +0x1A for meter ]]-- local pointer_flo = 0x02170590 --Pointer for Flo's VB Cafe minigame local car_offset = {0x818, 0x720, 0x4A4, 0x48C, 0x4B4, 0x470, 0x49C, 0x48C, 0x48C, 0x48C, 0x4A4, 0x48C, 0x4B4, 0x470, 0x49C, 0x4D0 } --Add to each other, starting from pointer + 0x818 for car 1 local car_states = {0,0,0,0,0,0,0,0}--addresses of states local color = {"Blue","Yellow","Green","Green"} function update() local ptr1 = memory.readlongsigned(pointer_flo) if ptr1 ~= 0 then car_states[1] = ptr1+car_offset[1] for i = 2, 16 do car_states[i] = car_states[i-1] + car_offset[i] end end end function flo_fn() local ptr1 = memory.readlongsigned(pointer_flo) if ptr1 ~= 0 then update() for i = 0, 7 do local state = memory.readbyte(car_states[i+1]) local hp = string.format('%.6f',memory.readdword(car_states[i+1]+0x18)/4096.0) gui.drawtext(0,0+10*i,"Car"..i..": "..state.." "..hp,color[state]) end for i = 8, 15 do local state = memory.readbyte(car_states[i+1]) local hp = string.format('%.6f',memory.readdword(car_states[i+1]+0x18)/4096.0) gui.drawtext(120,0+10*(i-8),"Car"..i..": "..state.." "..hp,color[state]) end end end function piston_fn() --[[4 tires: Up left, Up right, Lower left, Lower right. All start at 255 HP "Real addresses" Cup 1 local Mcqueen = {0x0221B8DC, 0x0221B8DD, 0x0221B8DE, 0x0221B8DF} local Chicks = {0x02232A48, 0x02232A49, 0x02232A4A, 0x02232A4B} Cup 2 local Mcqueen = {0x022018AC, 0x022018AD, 0x022018AE, 0x022018AF} local Chicks = {0x02231FAC, 0x02231FAD, 0x02231FAE, 0x02231FAF} Cup 4 local McQueen local Chicks = {0x02231E50, 0x02231E51, 0x02231E52, 0x02231E53} ]]-- local Mcqueen = {0x021FDF94, 0x021FE26C, 0x021FE3EC, 0x021FE56C} local Chicks = {0x021FEC6C, 0x021FEE08, 0x021FEFA4, 0x021FF140} local coord = {0,20,0,20,10,10,20,20} local total_hp = 0 local total_hp2 = 0 gui.drawtext(0,0,"McQueen","Red") gui.drawtext(60,0,"Chicks","Green") for i = 1,4 do local hp = memory.readbyte(Mcqueen[i]) local hp2 = memory.readbyte(Chicks[i]) total_hp = total_hp+memory.readbyte(Mcqueen[i]) total_hp2 = total_hp2+memory.readbyte(Chicks[i]) gui.drawtext(coord[i],coord[i+4],hp,"Red") gui.drawtext(coord[i]+60,coord[i+4],hp2,"Green") end gui.drawtext(0,30,"Total:"..total_hp,"Red") gui.drawtext(60,30,"Total:"..total_hp2,"Green") end function sherif_fn() local hook = 0x021F3598 gui.drawtext(0,0,"Hook Y: "..memory.readdword(hook)/4096.0) end function tractor_fn() local Matter_X = 0x021EBA8C local Matter_Y = 0x021EBA90 gui.drawtext(0,0,"X: "..memory.readdword(Matter_X)/4096.0) gui.drawtext(0,10,"Y: "..memory.readdword(Matter_Y)/4096.0) end Z_Best = 0 function hydro_fn() local color = "Yellow" local Z = memory.readlongsigned(0x021EAFD4)/4096.0 -- Z --local Z2 = 0x021EAFD8 -- Z (score check) local Z_Speed = memory.readlongsigned(0x021EAFDC)/4096.0 -- Z Speed local Press = memory.readbyte(0x021EAFEC) --Press with stylus at 1 if (Z_Best <Z> 0 then color = "Green" else color = "Yellow" end gui.drawtext(0,0, "Z: "..Z.."("..Z_Speed..")",color) gui.drawtext(0,10, "Highest: "..Z_Best,color) end function willys_fn() local goal = 5762240/4096.0 --The progress meter resets at this value. Convert it to fixed point local progress = memory.readlongsigned(0x021EB420)/4096.0 local speed = memory.readlongsigned(0x021EB42C)/4096.0 gui.drawtext(0,0, "Percentage: "..(progress/goal*100).."%") gui.drawtext(0,10, "Progress: "..progress.."("..(progress*4096)..")") gui.drawtext(0,20, "Speed: "..speed) end gui.register(piston_fn)
Looks really bad, because I can't seem to figure out mingame IDs. So you have to manually change the last line to change the display.
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DwainiumB wrote:
Could someone update the OP please, as some videos have been deleted and some TASes have been beaten.
Try making a page under Game resources here, and update that. Seems like it would be more "future-proof" in the case one of you goes inactive/banned/something else, since someone else can edit if they want.
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Can there please be an encode of this? Or at least a screenshot of the result.
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Fog wrote:
xnamkcor wrote:
Can anyone give a quick summary of why a 22 Minute publication obsoleted an 11 Minute publication?
The previous publication was just for Sonic and Knuckles, with this publication also including Sonic 3.
Can this be placed in the description? That was confusing for people whom never played this game.
Post subject: Re: BizHawk Road Map
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adelikat wrote:
I recognize there are still some users on Windows XP (Not so much Vista). In order to help ease the transition, we plan to do a dual release of BizHawk 1.13.1 and BizHawk 2.0 on the same day. 1.13.1 will NOT have all the new features outlined above but will still have some general fixes and improvements to existing cores. After that, maintenance releases of Bizhawk 1.x will continue for some time as long as it is practical. However, it is unlikely that 1.x will have any new cores in its future.
Now I'm legit curious how many people use what OS for their daily tasks for this site. I'm thinking maybe a strawpoll to roughly check, but I'm not sure how it would work for those who uses VMs or multiple OSes.
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Sorry for the double post, but does anyone have an issue with the latest (1.13.0) version for BizHawk where this box for recent files appears to be always blank once the emulator is closed then reopened? As in it saves the last file used until the emulator is closed, which it then "forgets" everything in recent.
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adelikat wrote:
jlun2 wrote:
On the latest interim build, I get the following when I try to open a tasproj file: https://pastebin.com/k8mtSrv3 This happens for both GBA and GBC games.
Doesn't happen for me. Try to reproduce again. If you are stilling having the issue, please try to provide more information to help reproduce the problem.
Sorry for the late reply, but I seem to have obtained this glitch again, on BizHawk 1.13.0. After messing around, it appears to occur when the tasproj file was created on a past build. I got around it by exporting the tasproj file into a bk2 file, then creating a new one using 1.13.0. Just posting this here in case anyone ever gets that error.
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The somewhat constant transitions made it hard to watch. No vote.
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I simply record it semi-tool assisted first for an input file, then while playing back the recording, cut off every single part that I think may be "grindy". Probably the worse case scenario is you cut off every single fight, but hey, at least you still manage to show places like where to get spells and treasure. For #2, it depends on how evenly balanced the scenarios are timewise. Sometimes, multiple scenarios fit within 15 minutes, while others can take hours (real time). Once again, if possible, might be worth recording an input file.
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As a person whom never played this game, can someone please explain what does it mean by "moonwalk"? I watched the video and I don't really get it.
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Sorry for the delay, but I managed to improve the waiting time between the crits for the first battle. I'm not sure how spliceable it is, but I managed to at least get it to sync up to the weeping willow fight. Can this please be set to delayed?
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Hey nice. Is that deterministic, in that if another person followed that route (with a bunch of other mistakes or things done), it'd reached the ending as well?
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Well, there's a (most likely incomplete) list of games here that can do that. And rather obscure, but since the wii exploits were technically arbitrary code execution, someone also tried submitting that for April Fools in 2012: #3515: RachelB's Wii The Legend of Zelda: Twilight Princess "glitched" in 00:22.65 Not sure if that counted.