Posts for jlun2

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MUGG wrote:
Not related to what's been said before me... but: There are some images shown on Game resource pages that are hosted externally. Those images should be hosted on the site server instead to prevent them from getting lost in the future.
While I agree, I'm not sure how would one replace them if let's say, the image taker noticed a mistake, but doesn't have permission to replace the pic. Is there some system/policy for this?
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Well, I'm reminded of this:
Most input was generated by writing essentially a Java port of the game which simulates most aspects of the game's logic and uses a bot strategy to solve it and spit out a BizHawk movie (technical details at bottom, for those interested). Looks like BizHawk didn't like when I attempted to enter a re-record total of approx 1.3 trillion, but that is my estimate of the number of frames simulated making this...give or take several hundred billion. :)
From the Atari River Raid TAS. I'm not sure how feasible it may be for whatever game idea you have, but at least this means most "unnecessary" things like graphics, sound, etc are all ignored. (Maybe)
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feos wrote:
http://tasvideos.org/ReverseEngineering.html http://shrigley.com/source_code_archive/
Then you set a breakpoint on Writing to that address. And launch the movie that changes it. It is important to know how often is it written to. In most cases the breakpoint will be hit only once in a certain time segment (say, once in a few seconds). And the value that is being written matches the one that you see in RAM afterwards. You should mark the frame it gets written to somehow, or note it in a text file, or make a savestate right before it.
http://imgur.com/WBwn2LN What should I even be doing now? All the options bordered in red is greyed out.
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I have no idea what parts of the route even meant, but how possible would it to make a very rough run that visualizes this? Also, you mentioned you could dupe items using the pomeg glitch for money early on. Would that be faster to dupe PP UP/heart scales as well like this, or does later glitching need those pokemon to be duped as well?
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feos wrote:
http://tasvideos.org/ReverseEngineering.html http://shrigley.com/source_code_archive/
Not required, but a video guide of a "simple" disassembly of a glitch or RNG would be helpful for newcomers.
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I believe even the Classic versions have an element of RNG in them. I recorded a movie back then using BizHawk 1.10.0. of Fire (Easy) using the VBA-next core: http://tasvideos.org/userfiles/info/29836974854669639 And I made another now since mgba can sync with savefiles; still in VBA-next core to showcase the RNG: http://tasvideos.org/userfiles/info/29837167840737636 They both sync at 1.11.6 and use VBA-next; and the former is 52776 frames, while the latter is 55901 frames. Clearly, there's some element of randomness going on unless some bizarre glitch was triggered by the script. This means a TAS of this game won't be as easy as I thought. :/ Hey, at least it'll beat all known records (maybe) and be somewhat more different that a real time run.
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This has absolutely nothing to do with the TAS, but I know a glitch in the last world, where the stages with the ball and chain you're supposed to crash into can be used to boost speed. I'm not sure if it saves any time, but just posting here in case it ever helps.
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Looking around gamefaqs, I conclude those 2 must exist somewhere; not just in game memory. Gand988 mentioned getting "SP Gain" but not Replenish All, while http://www.gamefaqs.com/gbc/565542-harry-potter-and-the-sorcerers-stone/faqs/20834 mentions Replenish All, but not SP Gain. I think I'll play through this again, but with a script that only checks for those 2 combos. Edit: Just checked how the message and pics for the events are determined: All in System Bus 0xFFD0 - Harry's stance; 0 - Casual wear 1 - School uniform with orange background 2 - Pointing wand up 3 - Pointing wand down 4 - glitched 0xFFD1 - Message that appears below Harry With that said, I'll change the picture names of those events to reflect that Nevermind, the id is rather off compared to what you actually get. I made another folder instead with them sorted by id https://drive.google.com/folderview?id=0B-2O13fpsnI4TXc1b2h6dDJBMDQ&usp=sharing
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Gand988 wrote:
But the FrogEXP works only when you have the boss fight in memory? Because in my first try i get a fight against some rats and i softlock the game when i talk with the girl. The second time with savestate i walk through the dungeon without fight and i was able to get it :/
You mean you got another battle after the first boss, then at the train you softlocked? It's been a while, so I may be wrong, but what happened to me for that scenario was instead the girl I talked to shown in the TAS didn't gave me sickles, but the frog still appeared. I wonder what actions done beforehand change the things that happen on the train?
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It's almost a month, so... Any place I can follow (either here or some other site) for updates on this?
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Pokota wrote:
I haven't played through PS but I have played through CoS; I know in CoS some of the stuff you can get you can't actually have until the second playthrough or later. Might be something similar at play here. Does the game reward you with card combos for stopping Squirreldemort?
Don't believe so. This is all the events I managed to find that gives combinations either from the kid or handed to you: http://i.imgur.com/hutvWdF.png The "Full Enchantment" combo is only for winning the house cup, not for killing the last boss. Things I also tried: *Playing the card matching minigame at the 5th floor club - doesn't give combo, but unlocks the minigame from the main menu *Attempting to play the Charms class minigame again - won't let you; the professor later moves out of the room as well *Pressing A everywhere - I tried and posted the maps of all rooms. Feel free to help fill in missing items, since I'm positive I may have missed things (especially for large areas) *Beating the game more than once - I'm still stuck with 2 missing combinations however *Catching your owl more than once - Doesn't seem to reward me with anything new *Returning the cursed book - Gives house points; useless in a run *Killing a snake and showing the fangs to the herbology prof - same as above.
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I checked all known sources so far; this is what's missing Justus Pilliwickle: Encounter Track Summon Umbrella SP Gain Gulliver Pokeby: Create Potion Extra Credit Alter Enemy SP Gain Gregory The Swarmy: Alter Enemy Scholarship SP Gain Merwyn The Malicous: Cure Poison Carbon Copy Magic Reversal Replenish Stamina SP Gain I'm missing the ones bolded in all 4 decks. Clearly I'm missing a source somewhere. Please help if anyone can. Edit: In case anyone wonders why it's not the same amount; there are duplicate appearances for decks: Justus Pilliwickle: MP Gain Gulliver Pokeby: MP Gain Improved Magic Gregory The Swarmy: MP Gain Merwyn The Malicous: MP Gain Regeneration Summon Umbrella
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Wow. Now I'm wondering if a shorter route on (U) for Darkrai/Shaymin exists but simply undiscovered yet. Good luck.
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1. Surfing glitch on (J) seems better IF it can actually help with reducing the time for the legendaries by an hour. lol Else it'd be like (U) but in a different language. Maybe. 2. How would you get Regigas? 3. Also this has nothing to do the D/P, but if anyone is able to do a Battle Frontier run in Platinum that would be great.
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I updated the spreadsheet and added a sheet called "Combos2" which summarizes the combinations you find around the game. For those who for some reason can't access it: 29 combinations are gained this way. 18 more combinations are from that kid at the trading club. Plus the original 2 combinations at the very beginning of the game, that means 49 combinations, out of 51 in total. Either I missed something, or you have to beat the game more than once for combinations as well. Given how close it is to the complete total, I've got the feeling I missed 2 somewhere. Anyone who knows please help.
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Hey thanks very much for that! With that said, how possible is it to manipulate every floor before hand to start on the stairs? I presume stylus input also counts, so that might make it "easier" to manipulate. Finally, any limits on the RNG? Example, I presume it would be highly unlikely (or impossible) to manipulate 99 floors all starting at stairs, or every single hit crit before hand. It'd be great if I was wrong however.
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dragonbane wrote:
The newest official releases sadly seem to be broken for TASing of a few games. Namely Wind Waker consistently desyncs within mere minutes of recording even if you use optimal settings. So I wasnt able to merge my build with a recent master yet and its still based of 5371, which is relatively old now. But at least its very stable for TASing and already includes the near console accurate loading emulation.
Huh. Wonder what happened to cause that?
dragonbane wrote:
I'm hoping to polish up some of the things I added (it would need a lot of polish) to eventually bring them into the master or help with existing implementations. Some of the stuff I added: -Display Memory Values directly on the OSD -Basic emulation of a fake tuner to help with TWW TASing (so it can do the most optimal any% route) -Helper UI that allows to splice DTMs together -Use DTMs to create a video comparison inside Dolphin (including a timer) without having to own expensive video editing software -Some comfort functions entirely exclusive to TP and TWW -Basic LUA support for every game including auto starting scripts and launching scripts on command. The feature set isnt too great yet, but you can do the basic stuff (manipulate memory, save/load states, make inputs, do maths etc.) A compiled version to play around with can be found here: http://www.mediafire.com/download/51lh1xefu3rg3q2/Dolphin_ZeldaEdition6.0.zip
The memory watch, dtm splicing UI, dtm compare, and lua functions sound amazing to have on the main branch. I hope at least those can be implemented so, since it's helpful for other games as well. :o
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It would also help to vote with your wallet, but if too many people do that why not just scrap it altogether? :/ That and chances are there's a small group of people who would be willing to throw tons of money at it to balance out the loss from boycotters.
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Sorry for the bump, but curious how of all the ones posted here, only one seems to have made something out of it. *RetroWorld - Unsuccessful *Beast's Fury - Had 3 other KickStarters; cancelled at 2016 Jan *Prismata - Success; not out yet *Failsafe - Unsuccessful Also, iirc there was a Mighty No.9 mentioned before, but it's not out by this post, and frankly I kinda forgot about it until I stumbled back to this thread. http://www.cnbc.com/2015/12/10/9-percent-kickstarter-projects-fail-to-deliver.html Also til
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Link to video I did it. I improved the last part of the last stage. :D Even though this part was sub-optimal, it still saved 200 frames. I'm not going to submit this (yet), since it got me thinking other stages can be improved.
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So....how feasible will a MarI/O but for playarounds be?
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grassini wrote:
hum i don't really understand,i don't think this has dirty sram,just uses password to glitch the game(which is totally different)
http://tasvideos.org/Lsnes/Movieformat.html
Savestate / SRAM / clean detection If file named "savestate" is present, it is a savestate, otherwise If file named "savestate.anchor" is present, it starts from savestate, otherwise If file with name starting with "moviesram." is present, it starts from SRAM, otherwise It starts from clean state
This btw. Not sure if it affects sync if deleted.
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£e Nécroyeur wrote:
ALAKTORN wrote:
Why wasn’t this Stella implemented into BizHawk instead of whatever was done for the Atari core?
I am curious about this as well.
Post #430053
micro500 wrote:
Stella is more high level and they use more hackish methods to implement some features, including this starfield. They only recreate the behavior, they don't try to simulate the low-level effects (search for "cosmic" in this source file). I wrote Atarihawk to be close to cycle-accurate, and I prefer to only implement changes if they are well understood, instead of doing something because "that's how stella does it." I wish I understood how this starfield works, but until I do I am unlikely to implement it in Atarihawk.
Here you go.
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andypanther wrote:
[2059] SNES Mega Man X "password glitch" by FractalFusion in 16:56.88
I meant ACE, but my fault for not mentioning. Also, No vote, since my ears. :/ Sorry about that. Good effort finding this however.
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https://drive.google.com/folderview?id=0B-2O13fpsnI4aWNBZzlxYUtOa1E&usp=sharing All maps are done now. This also includes the original GIMP .xcf files for unlabeled maps. Also here's a code for changing card deck on the fly as well as displaying how many cards you have: Download carddisplay.lua
Language: lua

memory.usememorydomain("WRAM") --function for checking an input with how many frames to delay function inputdelay(inputs, delay) local is = input.get() local start = false if inputs ~= nil and (is[tostring(inputs)] ~=nil) then --console.log(is) --debugging while (delay > 0) do emu.frameadvance() delay = delay -1 end start = true return start end return start end local Deck = {'Gregory the Swarmy','Justus Pilliwickle','Merwyn the Malicious','Gulliver Pokeby'} while true do local CardAmount = 0 local CardUnique = 0 --Unique types; should be 101 total local is = input.get() local DeckID = memory.readbyte(0x0E03) -- Which deck for names for i = 0x650A, 0x656E, 1 do CardAmount = CardAmount + memory.readbyte(i) if memory.readbyte(i) ~= 0 then CardUnique = CardUnique + 1 end end gui.text(0,90,'Deck: '..Deck[(DeckID+1)%5]) --just in case it goes out of bounds; plus 1 since game is 0 indexed gui.text(0,105,'Cards: '..CardAmount..', Unique: ('..CardUnique..' / 101)') --[[display order for interface is Justus Pilliwickle, Gulliver Pokeby, Gregory the Swarmy, Merwyn the Malicious which is not the same as index ]]-- if inputdelay("C",30) then memory.writebyte(0x0E03,(DeckID-1)%4) --% to prevent underflow elseif inputdelay("V",30) then memory.writebyte(0x0E03,(DeckID+1)%4) --% to prevent overflow end emu.frameadvance() end
Please point out mistakes if any.