Posts for jlun2

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Sorry. I'm not sure if this is related to soley BizHawk, or one of the cores, but since I never gotten this to appear before on other consoles: I found a case where savestates seems bugged. https://youtu.be/mgr-nN9mTKs Using BizHawk 1.11.6 1. Open 1153 - Scooby-Doo - Mystery Mayhem (U)(Hyperion).gba 2. Play back this movie up to frame 24503 and pause 3. Make a savestate 4. Unpause, the audio continues 5. Load the save state; the audio suddenly mutes. Saving a state at other points don't seem to have this bug. I can check if this happens as well on vba-next. Edit: Does not seem to appear on vba-next core. I could be wrong though.
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I wonder how feasible to play 6 games at once like this for 100%? Either having all 100% done on 1 game, or 6 games with 100%. Also, speaking of which, if you use yellow, would that get 100% there too, or just focus on 1 game? If the latter, might be better to start 6 games for everything. lol
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I'm not sure if this is the bug, but in line 599, you use EWRAM, yet in the comment below it says
 ACTOR_DATA_START=0x0fdc -- different in J    --iwram address
which I'm not sure if it is supposed to be a different memory region.
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zwataketa wrote:
As long as you're in any of the Mu Continent levels, the first Atlantis level, or the first Bikini Bottom, you'll appear somewhere that isn't the start point, usually over a pit or out of bounds. However, I have encountered an instance where I was taken to the end of the first room in Atlantis, which means this trick CAN save time. The problem? It seems to have varying results each day I try it. (And yes, I tried changing the day on my DS, it doesn't read that data) And I'm not changing the process at all. Could anyone do some research on the glitch and see of there's a way to manipulate it?
Sorry, was busy irl. Did you mean from a fresh save, you can wrong warp to Atlantis?
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Hey uh, can you please explain what all those numbers mean? I don't see them in the password screen.
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If you have windows 10, there is the windows game bar http://windows.microsoft.com/en-us/windows-10/keyboard-shortcuts-for-game-bar They store the videos (for me) at C:\Users\User\Videos\Captures if you ever need to use it.
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They changed the way Up/Down buttons work in the sequel; they now strafe left/right instead of turning. On one hand, that means less things to test for turning corners. On the other, I need to test moving a angles as well as the method I use to turn on the WIP (turn 90 degrees, move straight then strafe/turn at the next corner). Also the former makes it such that to check for example moving close to a wall at an angle, I have to do this: make savestate1 hold down 1 frame make savestate2 advance to some point record x/y at said point load savestate1 again advance to said point compare x/y with previous if better, load savestate and advance 1 frame. then save over state 1. repeat else load state2, then save over state 1. repeat I think I might make a script for these parts.
Post subject: Re: I found an eleven-foot pole
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Pokota wrote:
memory.write won't work for other games because it's poking values into ram as opposed to drawing on the display surface. On that note, you probably shouldn't be using memory.write at all unless you're trying science. Can you post the relevant lua script? I cannot read a sealed book. I can't help with something I can't see.
Sure. It's this script. I want to make an encode showing me reaching 100,000+ speed, but the lua gui.text doesn't show up on encode. Edit: Display OSD does not work btw.
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Thanks very much. It works now. :) Another problem I have, this time for BizHawk: Post #432468
zeromus wrote:
I've explained to you why gui.text is different a billion times. It just is different, and will always be. It creates a label through the same system that the FPS and other stuff uses. If you don't like that, there's other functions for drawing text. If you dont like those other functions for drawing text, then write a bug about why they're deficient.
Can someone please elaborate other ways to show lua display txt/lua values on avi? Right now, for certain games, I can use memory.write to change displays to say, show speed instead, but it cannot be done for arbitrary games.
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I have no idea what went wrong, but for some reason on DeSmuME 0.9.9: Download display.lua
Language: lua

day = 0x212DE58 player = {x = 0x21347FC, y = 0x2134804, camx = 0x2134820, camy = 0x2134822} --camx in terms of upright view; same for camy. so camx looks up/down regret1 = {x = 0x2133828, y = 0x2133830, angle = 0x213384C} regret2 = {x = 0x2133AD8, y = 0x2133AE0, angle = 0x2133AFC} --the following when moving forward --camy = 12.000 x decreases --camy = 4.000 x increases --camy = 8.000 y decreases --camy = 0.000 y increases tempx = 0 tempy = 0 bestx = 0 besty = 0 --Declarations here function fn() playerx = memory.readlongsigned(player.x)/4096.0 playery = memory.readlongsigned(player.y)/4096.0 playercamx = memory.readshort(player.camx)/4096.0 playercamy = memory.readshort(player.camy)/4096.0 regret1x = memory.readlongsigned(regret1.x)/4096.0 regret1y = memory.readlongsigned(regret1.y)/4096.0 regret2x = memory.readlongsigned(regret2.x)/4096.0 regret2y = memory.readlongsigned(regret2.y)/4096.0 frame = movie.framecount()+17 --since dsm header is 17 lines gui.drawtext(0,0,"Player: ("..string.format('%.6f',playerx)..","..string.format('%.6f',playery)..")") gui.drawtext(0,10,"Camera: ("..string.format('%.6f',playercamx)..","..string.format('%.6f',playercamy)..")") gui.drawtext(0,20,"Regret 1: ("..string.format('%.6f',regret1x)..","..string.format('%.6f',regret1y)..")") gui.drawtext(0,30,"Regret 2: ("..string.format('%.6f',regret2x)..","..string.format('%.6f',regret2y)..")") gui.drawtext(0,40,"Frame: .dsm "..frame) stylus.set({x=127,y=95,touch=true}) if (frame-17 == 31940 and tempx ~= playerx) then --change to playery if needed; same with frame tempx = playerx tempy = playery end if (frame-17 == 31940 and (tempx < bestx or bestx == 0)) then --change to playery if needed; same with frame; same with sign bestx = tempx besty = tempy end gui.drawtext(0,50,"Player best: ("..string.format('%.6f',bestx)..","..string.format('%.6f',besty)..")") gui.drawtext(0,60,"Player now: ("..string.format('%.6f',tempx)..","..string.format('%.6f',tempy)..")") end gui.register(fn)
Around every 5-15 frames, stylus.set({x=127,y=95,touch=true}) doesn't touch the screen for 1 frame. How do I make it hold forever?
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Encountered another problem: On frame 111605, I accidentally swapped to Scooby again since I thought I needed it for the wall. It turns out I don't. However, editing it out, even if the delay is the same, changes the medium ghost's movement enough to stop me. I'm thinking of moving on after failing over and over to manipulate it away outside of swapping partners. For the final stage, the guards pose another problem since I cannot zip past them without getting caught. I can't seem to gain enough speed to jump over them as well. Edit: Seems you can skip the first Velma clue dialogue. I'm pretty much forced to redo that room. You need 85,000+ speed, or else this happens. :P Edit2: frame 113566 You can actually skip almsot all clue checks in this stage by high speeding, but then Velma won't be there to give you the yellow key at the end.
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Fortranm wrote:
https://www.speedrun.com/wl2#Main_Story1 The page on speedrun.com states that "Using out of bounds goal doors in 2-4 is not permitted, as doing so will not allow you to advance to the next level on console/virtual console." What is this about? Is it because that level does not use goal doors as exits?
Iirc it crashes/does not progress to the credits (you have to do the stage again). I can't exactly remember if the latter happened for 2-4, but I do recall it crashing almost every time.
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feos wrote:
jlun2 wrote:
You should try exporting to a bk2 after every couple thousands of new frames done. I'm doing that after my first tasproj file got corrupted, and while this may be annoying, better losing ~2000 frames of work than hours of work worth tens of thousands of frames.
You don't mean Scooby Doo, right? Because the updated 7-Zip opens it just fine.
Yes, but backing up is still a good idea in case it becomes unrecoverable for whatever reason.
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Hetfield90 wrote:
I can't remember what the exact steps were that made it occur the last time, other than the final thing being me trying to load a branch. It happened again though, this time by trying to go back to a point in the TAS where there were no were no close savestates, causing it to start from frame 0, and then adding input into that section.
You should try exporting to a bk2 after every couple thousands of new frames done. I'm doing that after my first tasproj file got corrupted, and while this may be annoying, better losing ~2000 frames of work than hours of work worth tens of thousands of frames.
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Pokota wrote:
the sequel's cards change after a new game+
In CoS, it's not that the cards themselves change because of ng+, it's that you pick the other deck when you start over but keep what you found in the previous game. Fixed-location cards and received card combos both work off of which deck you pick at the start (like in PSS). I don't know if cards/combos are retained in PSS, as I've not completed it on my own yet. And you're guaranteed the prize card (a Harry Potter card) in CoS for completing regardless of which deck you start with, but it's effectively only available for use starting from ng+.
Oh. Then it's the same for this game. Nevermind. Then I'm rather lost regarding the last 2 combos.
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I forgot to post this, but resetting and using the card combo seems to be influenced by something. I'm not sure what that something is, other than when I stopped playing back the TAS and used cheats to give myself cards during the transfiguration class, I had to wait a different amount of time than from the run. Also similarly, for the "Yes" item, I noticed 2 things: Using it far further on (not just the lake, iirc it was during one of the night sneaking parts) gave me a different effects. Still mostly crashing however. The name of the item in battle also changes every single time you try to select an item, then press "B back to the main battle menu before using an item again. Oh, and i'm not sure, but someone posted before that the sequel's cards change after a new game+. Given how I can't seem to find 2 combos atm, I might have to try newgame +
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DiscoRico wrote:
Does Rogue Agent have a "hardest difficulty" that is only unlocked after beating the game at second-hardest (or lower) difficulty? If so, I think you could make the argument of using a save file to play on the hardest difficulty, also letting you skip cutscenes.
That's allowed, and runs like Super mario kart does this, but that still needs a verification input file.
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feos wrote:
jlun2, what do Details say?
This appears first http://pastebin.com/dk9b2mwu Then the box from the pic appears. Details give this http://pastebin.com/W7i6ntA7 Finally, if you press insert even after the red X, this happens http://i.imgur.com/ZVbewOQ.png
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FitterSpace wrote:
Thank you for the response. I'll keep that in mind when switching disks. Thankfully there is a loading screen right after the disk change so there is no reason to use savestates in that time. You also don't have to change back to disk 1 so that's really good.
Well, iirc the resident evil 4 TAS submitted here also uses disk swapping, and it synced for others, so at least it works. You may want to have other people try and play it back on their computers just in case however.
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I found a bug. I think it's related to TAStudio so I'll post it here: Steps: 1. Open a GBA Rom 2. Set the GBA core to mGBA 3. Make a short movie (bk2 file) 4. Stop the movie. 5. Set the GBA core to VBA-Next 6. Reset the core. 7. Open a bk2 file made from the mGBA core 8. Play it a bit, close (stop) the movie 9. Without advancing a frame, open TAStudios. You will then get this And after clicking ok, TAStudios will show up. Pressing any button then goes like this: http://imgur.com/TeP4bu3
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hegyak wrote:
jlun2 wrote:
I can't seem to even with 15.14. Can you please see if the input file remains?
https://www.dropbox.com/s/65xffhzhwh7rhpp/jlun2%20%20Scooby-Doo%20Input%20Log.7z?dl=0 The Input Log appears to be valid. Though it is different from the old format but it appears to make sense and isn't corrupted.
Thanks very much.
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Warp wrote:
I'd say that if it's an officially published commercial game for one of the supported platforms, a sensible TAS of it ought to be almost automatically published, unless there's a good reason not to. (One reason that comes to mind is if the game has no clearly defined ending, and the goal or stopping point chosen by the runner is so arbitrary that it might just as well had been stopped at a random point, with little justifiable logic or reason.)
.....A basement tier to store the mass amounts of chess/checkers/real-life game based runs?
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hegyak wrote:
I just used 7-Zip 15.14 [64-Bit] on that file. It opened for me.
I can't seem to even with 15.14. Can you please see if the input file remains?
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Zowayix wrote:
A little off-topic, but how does one go about finding RNG addresses in the first place? I know about breakpoints as well as RAM searching, but don't know how to use these to e.g. find an address that when set to a specific value makes all moves critical hit. Any in-depth insight would be hugely appreciated!
Good question, especially some emulators don't even have breakpoints supported, yet have games with RNG disassembled. It all looks like magic to me.