Posts for jlun2

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zk547 wrote:
That 5-3 improvement looks awesome.
By the way, why do you use dynamic recompiler? Well, it may shorten some loading frames, but I think it's not that safe for TASing... (syncing stuffs maybe?)
I figured it would help shorten loading frames and make everything outside of the levels go faster (map transition, etc). I haven't ran into issues with syncing stuff yet.
Emulator frame gains don't count towards an actual improvement; if a latter TAS was made and it can be shown that the loading ended up being slower, but more closer to console, it would still get accepted.
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ccfreak2k wrote:
It's highly doubtful that ad dollars can pay for this. Take a look at how much ad space pays out - unless you're running a really popular site, the click-thru payouts are incredibly small. Impressions are even less. You'd probably have a better chance through setting up a Youtube channel and then leveraging that to make a companion site if you manage to make enough for incentive payouts.
http://fusion.net/story/244545/famous-and-broke-on-youtube-instagram-social-media/ I found this article, and it seems even thousands of Youtube followers isn't guarantee cash flow. Probably want to plan more on how to get income before you start.
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http://thechronicleherald.ca/act/1414148-video-the-highlight-of-googles-daydream-vr-is-...-its-controller
The headset and controller are sold together for $79, starting Thursday. No rush in getting one, though, as the virtual experiences built for Daydream are still limited. And for now, it works only with Google's Pixel phone .
I saw this, and was immediately reminded of this thread. It also mentioned Gear VR, and searching it up gave a price of $139 CAD. I don't know how different they are from others given I don't follow VR, but is that good enough for this thread? Seems 10x cheaper at least.
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How are they determined? Is it some fixed interval, RNG, or some 3rd thing?
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I'm at the last stage, and I discovered that if pressing "A" at any point you have upward velocity without ever jumping (via glitch, or some other way) then you can slow yourself down, allowing you to fall sooner. This saves time in at least rooms; 0x11? on stage 1, the room with the 2nd clue in stage 2, and the room with the 2nd clue in stage 3. It doesn't sync with the current RNG, so just placing this here in case I ever redo the run. Edit: For future reference This section is extremely strict on the positioning. While the stairs clip works for both Scooby and Shaggy, if the speed and position of whomever you're trying to clip is off from the numbers shown by just a hundred or so, you get either ejected out of the stairs next frame, or get stuck. The format displayed is X, Y, Speed X, Speed Y.
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Mantidactyle wrote:
It's rather easy to make the required setup to max Stat Exp and DVs with 8F, without TAS. https://www.youtube.com/watch?v=CgsSjsJogTw
Thanks very much. It seems to only work on 1 pokemon at a time, and apparently according to the comments some users messed up and it erased their file (on 3DS too, so no way to savestate it back). I wonder would it be possible to make some loop that automatically does it to everything in a box instead? Oh, and less volatile with save files, but not sure if that's even possible with these glitches.
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Just curious, for the moat section, since you enter OoB, is it possible seam-walk and avoid swimming to leave the room, or does it immediately make you swim?
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http://www.usgamer.net/articles/how-exactly-are-pokmon-red-blue-and-yellow-going-to-be-compatible-with-sun-and-moon I know I'm a slowpoke, but now I'm really curious if there's any real-time viable way to glitch max EVs and levels quickly in the original games. I know there's duping, but I'm not sure if there's that 100 point cap with stat boosting items in G1. Also, that's slow for mass editing values. Is that possible without TAS? Edit: I meant max legit stats btw, in case they have some check.
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zk547 wrote:
Suuper (or anyone else who TAS'ed this game before), do you happen to know why a new red block sometimes spawns in the map right after you complete a level where you used it and sometimes it doesn't? In my WIP, when I get the 1-2 flag asap, a new red block spawns on the map afterward, but when I wait for a long time without doing anything and then get the flag, the new red block doesn't appear even though I still get the same RNG values. I can't seem to get the new red block to not appear, which is unfortunate considering the fact that both any%'s manage to get the perfect map RNG.
Can you try posting a movie file with the red block appearing, and a file that doesn't appear, but has everything else match up to that point? That may make investigation (somewhat) easier.
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jlun2 wrote:
Where did it desync? For instance, I noticed that my Scooby Doo Mystery Mayhem WIP desync initially at 1.11.8.2, but after adding 10 frames to the very beginning, it synced all fine, despite all the RNG. Not sure if this is the case for this particular game, but it was for me.
Correction: Appears to be 9 frames instead. Also all other lag in the game was exactly the same, leading to me believe it may be due to bios loading a bit longer. I'm not sure if the input file mentioned for Emerald is the published more or the WIP posted a while back, but I can test it after I get back home and inserting 9 frames (or more, whatever it takes to get through the bios) and see if it ever syncs. Edit: Inserting 9 frames get pasts mudkip, but on the way to May it encounters a wingull. The other frames around it don't work either.
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endrift wrote:
So I was asked to evaluate whether or not this game would be syncable on real hardware and the first thing I notice is that the "The battery has run dry" message is not present, meaning the game is reading a valid value from the RTC, albeit probably all zeroes. Does anyone know if adding a working RTC battery to the mix, which WILL read valid times, will upset the TAS in any way? E] I tried screwing with the RTC sync settings in BizHawk and it still syncs fine, so that's good news. The bad news is that it doesn't sync with BizHawk 1.11.8.2, so I'm wondering what changed and what this means for syncing on hardware.
Where did it desync? For instance, I noticed that my Scooby Doo Mystery Mayhem WIP desync initially at 1.11.8.2, but after adding 10 frames to the very beginning, it synced all fine, despite all the RNG. Not sure if this is the case for this particular game, but it was for me.
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This game is about a mafia hitman who somehow gets lost in Jurassic Park.
You know, something's wrong when a hitman in Jurassic Park with giant squids somehow doesn't entertain. I mean, 9 minutes of autoscrolling really takes it's toll; even with the dancing during the free time. Meh vote. Hey, at least this line alone made me sit through it, despite being busy irl. :)
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It was mentioned the RNG is based on system time. I know it sounds incredibly inefficient, but if you have trouble figuring out the RNG, it may be useful to change the system clock in the movie settings, then play it back over and over until it works.
Post subject: Re: Dealing with depression
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MUGG wrote:
I will post in this thread when I feel depressed or if I'm in a difficult life situation. Everyone is encouraged to post about their own troubles, too.
Ok, not to derail or anything, but has anyone else experienced getting through a difficult course in uni/college with most of the class failing because the concepts are abstract as hell, and the work requires you to actually understand what is going on, and when talking about it to parents they simply dismiss you and claim that it's "proof" this generation is lazy and hopeless and they could've "simply raised their grades by studying harder (rote learning)"? Because this happened to me for the last 3 courses and it makes me die a bit inside on every instance.
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Link to video Embed encode in case people can't be bothered to click on it. The game was not exactly what I was expecting for a title called "Nuts & Milk" but anyways, the lack of music (or much sound during the main gameplat) does not help it. the game is...OK. That's it. Meh vote. Edit: Nevermind, my audio was off. Anyways still meh vote.
Post subject: Re: 1.11.8 Released
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adelikat wrote:
So that is fixed now, and I updated the link to point to 1.11.8.2. Hopefully we are done patching now :)
Seems to work now. Thanks! Sorry about that. Edit: My run desyncs, but fortunately adding 9 frames to the very beginning somehow made it work again. :)
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I'm tempted to say "why not go all out on 100% since it can be vaulted", but then given how there's already 3 zelda games with ACE glitches I'm worried that one will one day be found for this game, and make a potentially boring run redundant. Edit: Oh, and this game of course. :)
Post subject: Re: 1.11.8 Released
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adelikat wrote:
jlun2 wrote:
Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones.
The issue has been fixed, and 1.11.8.1 has been released. The post has been updated to reflect the new build.
Selecting mGBA then restarting core immediately crashes for me. The error is still
System.NotSupportedException: Memory stream is not expandable. at System.IO.MemoryStream.set_Capacity(Int32 value) at System.IO.MemoryStream.EnsureCapacity(Int32 value) at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count) at System.IO.BinaryWriter.Write(Byte[] buffer, Int32 index, Int32 count) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary(BinaryWriter writer) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary() at BizHawk.Client.Common.Rewinder.DoRewindSettings() at BizHawk.Client.Common.Rewinder.CaptureRewindState() at BizHawk.Client.EmuHawk.MainForm.LoadRom(String path, LoadRomArgs args) at BizHawk.Client.EmuHawk.MainForm.RebootCore() at BizHawk.Client.EmuHawk.MainForm.CheckHotkey(String trigger) at BizHawk.Client.EmuHawk.MainForm.<ProcessInput>b__1e(Boolean current, String trigger) at System.Linq.Enumerable.Aggregate[TSource,TAccumulate](IEnumerable`1 source, TAccumulate seed, Func`3 func) at BizHawk.Client.EmuHawk.MainForm.ProcessInput() at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
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Alyosha wrote:
I just tried to initialize only the 2 variables I initially mentioned and set everything else to 0, but the run then de-synced and I don't know why. So, looks like there are other uninitialized factors at play here that I wasn't aware of.
Makes me wonder how much of this game uses uninitialized memory now.
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jlun2 wrote:
Edit2: I lost all frames gained due to worse luck @above. Might as well continue the current WIP. http://tasvideos.org/userfiles/info/31858569494485296 I'll post this here and continue from stage 2; Mainly the savings are from room 0x13, but rooms 0x11, 0xD, 0x15, 0x16, 0x15 and 0xD in that order all have minor savings due to stopping earlier to trigger dialouge/open locks sooner. That would've saved 100ish frames, but lost all due to bad ghost placement.
I managed to somehow find a way to get the ghosts to mostly cooperate, and I can finally continue on to the third stage. :) http://tasvideos.org/userfiles/info/34482197018426393 Also, I just accidentally cloned the music sheet: https://www.youtube.com/watch?v=OMdUU_9C8pg Edit: I tried changing some values. So it appears its not due to the note being loaded late, nor is it due to being damaged. Changing my Y position to 1.562485 and Y speed to -4096 while making my self invincible seems to trigger this dupe as well. Input file: https://drive.google.com/open?id=0B-2O13fpsnI4bnNzX3hEcWQ0bDA The input file has been extended to reach a 4th key item to showcase what happens. It crashes the game. Additionally, grabbing the extra sheet does not allow you to skip any of the other music sheets. Stage 3 done. Now 01:40.63 (6038 frames) ahead. Edit: 2 Nov done stage 4 finally. 01:49.12 (6547 frames) ahead now.
Post subject: Re: 1.11.8 Released
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Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones. Edit: The interim now gives:
System.NotSupportedException: Memory stream is not expandable. at System.IO.MemoryStream.set_Capacity(Int32 value) at System.IO.MemoryStream.EnsureCapacity(Int32 value) at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count) at System.IO.BinaryWriter.Write(Byte[] buffer, Int32 index, Int32 count) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary(BinaryWriter writer) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary() at BizHawk.Client.Common.Rewinder.DoRewindSettings() at BizHawk.Client.Common.Rewinder.CaptureRewindState() at BizHawk.Client.EmuHawk.MainForm.LoadRom(String path, LoadRomArgs args) at BizHawk.Client.EmuHawk.MainForm.RebootCore() at BizHawk.Client.EmuHawk.MainForm.CheckHotkey(String trigger) at BizHawk.Client.EmuHawk.MainForm.<ProcessInput>b__1e(Boolean current, String trigger) at System.Linq.Enumerable.Aggregate[TSource,TAccumulate](IEnumerable`1 source, TAccumulate seed, Func`3 func) at BizHawk.Client.EmuHawk.MainForm.ProcessInput() at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
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I never played this game before, but is there no 100% item collection like other Zelda games?
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jlun2 wrote:
I remember this game for an old....windows? that revolves around a pickup truck delivery that had point and click gameplay. I think. I tried searching up truck games, but it kept giving me racing games for the result.
It's a year late, but after lots of searching, I believe I found something. Sorta: https://www.youtube.com/watch?v=6lNlkMXaISo https://en.wikipedia.org/wiki/Cross_Country_USA
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I got an idea. I'm not sure if it works on other formats, but for gif, jpg, png, etc they can be converted to an url https://www.abeautifulsite.net/convert-an-image-to-a-data-uri-with-your-browser https://www.base64-image.de/ I know it's not the best, but having an extremely long string is at least "storable" here since all you need to do is tell people to "paste this long string onto browser" and they will see the image. Thoughts? Edit: The strings are extremely long for gifs. Might make sense to somehow either make a subpage for them, or make some way to "hide" them until clicked. http://imgur.com/zKaWQSL for example converts to http://pastebin.com/fip0QdEu