Posts for jlun2

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On the interim build, it appears MGBA core is broken, and no savestates will load. Making a savestate, then loading it back gives "Loadstate error!" This was working on 1.11.7 however.
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feos wrote:
Dropbox has disabled itself on my machine due to XP, so... good luck with that link from May. Appveyor link is automatic, so it's the only one that is (and should be) used.
Is TAStudios markers and savestates working on you for the front page build? It is giving me "rejected savestate" errors right now for the MGBA core, but not the VBA-next core:
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AngerFist wrote:
How you can vote no on this run is beyond me and a lot of other people. This run is a prime example when you investigate, research and optimize to the maximum. Easy yes vote, should easily get a star and I request a lossless encode if any encoder feels like it :) Thanks guys for the huge entertainment and for setting a new milestone.
Some people just don't like platformers; I did not vote no, but I won't make it sound like it's some bad thing given entertainment is subjective.
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feos wrote:
jlun2 wrote:
dropbox interim build
Where is that?
https://www.dropbox.com/s/3p2agitqff88qrd/BizHawk.zip?dl=0 From here Post #433412 Edit: Ok, I've tried it in the build mentioned on the first post https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts http://imgur.com/9M9jl0r It works on VBA-next but gives that error on MGBA.
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Ok, after messing around, I think I got a different way to encounter the same bug from before. I also tried it on the dropbox interim build today as well. http://imgur.com/a/oKCt4 Here's the gallery of images on what you should see. Steps: 1. Open a blank TAStudio http://imgur.com/Et1Lo5O 2. Advance the frame 3 times http://imgur.com/qc4tcAE 3. Manually using the mouse, add "R" to the 8th frame. Do not frame advance or drag or anything http://imgur.com/rUuZ7iD 4. Press Undo by control z once. It should remove the "R" http://imgur.com/coCCNDJ 5. Press Undo the second time. It should then give an error http://imgur.com/Cbbs0G0
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Meanwhile, during testing Tyler Kehne had found a new glitch that exploited parallel universes, known as the Overflow Jump (OJ). This powerful glitch allows Mario to quickly move to arbitrary locations in the map provided he has PU speed. The team realized the OJ could be useful in other sections of the game, including Bowser in the Fire Sea. Tyler and MKDasher engineered a substantial improvement for BitFS using an OJ, which saved about 2 seconds.
I wonder if that's as gamebreaking as it sounds, or ends up being restricted to few locations now.
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Are you able to provide a save state of it before it happens, and the frame? That might help the devs.
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Note: It's not that I don't trust you or anything, considering some people experience bugs (example, I don't experience slow down on undo nor crashes) that I don't, but can someone please explain like I'm 5 how come even using bytecode (C# in this case) still somehow has underlying bugs that are OS-dependent? I thought byte code gets rid of that?
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I noticed that some safes such as the one in the rocking chair stage if unlocked also acts as switches. The apple at the globe stage that's out of bounds (I walk past it during the TAS) seems unreachable; it immediately unloads if I walk towards it. In some stages, there's adults. While all of them will use a phone to call the Taxidermist if attacked, some stages are bugged, such as the calculator stage. I haven't managed to trigger the crashes that plagued me like hell on console. Basically, while TASing, I noticed if I "quick exit" a bunch of certain stages, it crashes the next time I enter a different stage. Quick exit as in achieve the goal, then leave the stage by Start menu like the Any%.
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FitterSpace wrote:
That's a shame. Does this game not run very well on dolphin? I haven't had any desync issues with my games on dolphin 5.0.
I would like to add that it was mentioned 3 months ago that there's a bug that (can) cause desyncs. Not sure if it may be the case for what happened to the WIP.
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feos wrote:
Can't help without repro steps.
I managed to trigger it just now. Seems like this: 1. Open TAStudios. The movie can be default.tasproj; doesn't matter 2. Make some input that goes "beyond" the current movie. So, say if the movie's length is 1, make some input at frame 5. 3. Frame advance beyond that point from step 2. In this example, that means play to frame 6+ 4. Press undo twice. In this example, the first undo gets rid of the input from frame 5. The 2nd undo gives the error. I hope this helps.
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On the interim, every now and then, it appears "undo" gets bugged, and gives this everytime: It oddly works fine before this error first appears however. After it appears though, it seems the only way to fix undo is closed TAStudios and reopen. Edit: http://pastebin.com/Gg15ALXA The error expanded.
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This has been driving me nuts for a while so:
Language: lua

memory.usememorydomain("IWRAM") local frame_start = emu.framecount() function waitframe(frame) while (frame >= 0) do emu.frameadvance() frame = frame-1 end end --[[Start the script as you select an opponent to attack Algorithim: 1. Record current frame 2. Make a savestate 3. Press "A" 4. Advance 100 frames 5. Check to see if attack hit/missed. If missed, skip to step 7. If hit proceed to next step 6. Check if it had critical hit. If so stop. If not, continue. Don't check if move is ID 0xC4 7. Load the state 8. Advance 1 frame 9. Repeat from step 2 ]]-- while true do local frame_now = emu.framecount() local frame_dif = 0 --difference between this frame and start frame if (frame_dif ~= (frame_now - frame_start)) then savestate.saveslot(1) end joypad.set({A = 1}) emu.frameadvance() waitframe(500) console.log("Reached 1") --if memory.readbyte(0x2C14) == 61 then if memory.readbyte(0x2A0B) > 0 then --damage you deal break else frame_dif = frame_dif + 1 savestate.loadslot(1) console.log("Dif"..(frame_now - frame_start)) console.log("Frame now: "..frame_now) console.log("Reached 2") end emu.frameadvance() end
Specifically this part:
else
		frame_dif = frame_dif + 1
		savestate.loadslot(1)
		console.log("Dif"..(frame_now - frame_start))
		console.log("Frame now: "..frame_now)
		console.log("Reached 2")
	end
Maybe I'm going nuts, or just my computer, but I swear whenever I remove or comment out the console sections, savestate.loadslot(1) never triggers. It oddly works fine (ignoring the console spam) if I add it back however. Also please ignore the comment on critical hits; I haven't implemented it yet.
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Unknown394 wrote:
Masterjun wrote:
Why didn't you use 1.0 then?
Okay, this guy is in fact using 1.0, because I saw the entire run he did. I felt like using the newest version to make my audience feel updated. Here, as a TASer, you want the version with glitches to use; but imagine yourself being a fan of this game, would you like to see an old glitchy version or a new fixed version? In fact, the majority of audience of TASVideos can't be TASers. When making a movie, you have to consider showing it to both TASers and outsiders.
Game objectives: to beat the game as fast as possible
Doesn't that contradict with this statement? Also not every movie has to pander to outsiders; a number of highly technical runs would be completely alien to outsiders. Example: #2025: gia & Aqfaq's Genesis King's Bounty in 00:09.93. There's a "Recommended for newcomers" movie section for that reason; the TASer themselves does not have to deliberately withhold tricks.
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Unknown394 wrote:
Thank you for your comments. Wii is a relatively new console with a much better security system and very very little glitches.
#3515: RachelB's Wii The Legend of Zelda: Twilight Princess "glitched" in 00:22.65 #4392: CoolKirby's Wii Anubis II "warp glitch" in 02:17.48 I know that is definitely not the case. A better hardware and security does not imply better game coding what so ever.
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1. Open any game (I used GBA) 2. Wait for like 200 frames 3. Open RAM Watch 4. Add any new watch; doesn't matter the value 5. Open TAStudios under "Tools" 6. When asked to save Ram Watch, click "Cancel" 7. The movie now looks like this http://imgur.com/Is23ejZ Tried on interim + 1.11.7
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I don't have time to watch the movie at the moment, but how come (briefly skipping to the end) you're not at the halfway mark of the game, yet the Sapphire/Ruby run is around that same point 10 minutes earlier? Are the additional content in Emerald that great an impact on a TAS? Not to offend or anything, just really curious.
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Niamek wrote:
I reported these already and foes already fixed them. :)
feos wrote:
Use interim.
Thanks. Somewhat related, but can the interim build link be posted somewhere more noticeable? It's rather obscure at the moment. feos, are you able to edit the first post/contact some mod who can?
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1.11.7's TAStudio undo feature appears rather broken. It works fine for a while, but eventually it makes an entire line of input all the way to the beginning for some reason. All I did was add lines of "A" "B" at discrete parts of the movie using the piano roll if it helps. Edit: Also, pressing "Undo" after loading a tasproj file then advancing past said movie seems to immediately hop to frame 0, even if I added no other input.
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Would it help to open the save files in a hexeditor, then copy paste select parts of the data from the ones made from Fusion, then paste said parts on the ones made on BizHawk?
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jlun2 wrote:
Edit: Great news! I believe I found the RNG determining drops.....from grass: 0x03005E10 - 4 bytes - unsigned/hex For example, changing it to the following gives herbs d28de7bb
Freezing the following addresses *03000840 *03005E08 *03005E10 (Remove 0300 and set domain to IWRAM if using BizHawk) causes values for damage dealt, hit/miss, crit to stop rerolling if 03002C16 is frozen at 0x5/0x3F. Unfreezing any one of these however starts it again. Not sure why there's 3 addresses for RNG though. Edit: Things to check *See if Power version has any different useable Denjuu *See if the secret level 30 Denjuu actually helps at all or nah Edit 2: The secret Denjuu (Rupicola (Basic) lv 30) *Allows me to skip Scrippa (The blue thing) *Rival v2/v3 now both takes 4 turns rather than 1 *Cotta (Basic) lv 47 is still recruited for the last boss, but much later *I ended up being level 41 at the last boss. *I consume 6 DP drinks; 1 of which is the bottled version Edit 3: Ruscus and it's special This denjuu has an incredible special that hits based on target's HP. It can also be used during the fight against Ryuuguu. The problem basically this: 1. On speed version, this denjuu appears before the village you see your dad. However, it's at level 23. The special is learnt at level 30. 2. On power version, it appears much later at the cave where you fight Ryuuguu. It is also level 50+. However, that's very late, and so only 3 bosses will ever see it. Additionally, the encounter rate for this is low; it does not appear wandering, and instead you have to rely on luck to encounter other wandering monsters in addition to Ruscus. This takes time to waste turns just for Ruscus to arrive. I might just end up using Rupicola and Cotta instead.
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I don't think using webarchive would be a good idea, since some pages use videos/twitchy, and it does not appear to be archived. Example https://web.archive.org/web/20150317163306/http://tasvideos.org/GameResources/NES/Contra.html I'm aware there's no twitch links used, but it was used a lot on another site 2 years ago I edit on for certain citation links and it became problematic once twitch removed them and there were no backup on youtube/waybackmachine. The same problem can happen here for relying on only webarchive for everything.
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MUGG wrote:
I briefly skimmed through some of the linked pages above again and it looks like nothing has been done about images that are hosted externally. Nobody even removed the content that was lost. If nobody does anything, then I might as well do it myself. But I need the ability to upload images to tasvideos' server. How can I receive it? EDIT:
<SpikeyMuffin> mugg3: http://archive.org/
<SpikeyMuffin> mugg3: waybackmachine
This is not a sufficient solution. Sometimes images cannot be retrieved. Additionally you have to manually check each page regularly to make sure the images are intact since broken images don't fix themselves via waybackmachine. Please do something to make the wiki a better place that will last for more than 2 years.
Would PMing an admin/mod work?
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Basically jumping into a wall gives you just enough of a push to the right to jump into the lever while still going forward. Like the clip, it only works in one direction though.
I can see that in the run, but how does that even work? You move right, but somehow that makes going left faster?
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Unrelated to glitches, but is there any information on monsters and their drops/attacks/health? Maybe the missing cards are monster-exclusive.