Posts for jlun2

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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.
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From youtube:
自訂密碼﹕ 你也可以自訂遊戲模式,當遊戲角色是Q版人物而且要在室外或洞穴外,按START,會有牡丹[Botan][在學校附近,森林入口,洞穴入口]和小閻王[Koenma][蟲寄巿,即醫院附近]出現,在PASSWORD把最下列日文字記下,下次再玩時把日文字按出,這樣可以回到去過的分數和關卡,按A+B+START+SELECT同時按=遊戲重新開始。遊戲一開始有二行日文字,選第二行就可以輸入PASSWORD,選完就按END。 密碼﹕PASSWORD 解密碼開始,最右下角的日文是Japanese characters[h]=6.5,horizontal=6 Vertical=5 由左數向右,再由上數到下,這時才按A,記得是按十四個不同日文字。 幽助由打桑原開始升 LV2﹕1.5-2.4-5.4-5.1-10.2&1.2-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV3﹕8.4-8.2-7.3-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV4﹕3.5-6.4-5.4-5.1-10.2&1.2-8.3-2.2-4.2-2.4&3.4-9.3-6.1-7.2 LV5﹕2.5-6.3-7.3-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-9.3-6.1-7.2 LV6﹕5.5-4.4-3.5-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV7﹕1.1-2.4-6.4-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV8﹕1.5-1.3-6.1-5.1-10.2&1.2-8.3-2.2-4.2-2.4&3.4-9.3-6.1-7.2 LV9﹕1.1-4.4-5.5-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-9.3-6.1-7.2 LV10﹕7.4-2.4-6.5-5.1-10.2&1.2-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV10,而且EXP是9999﹕5.1-8.3-9.1-5.1-10.2&1.2-8.3-2.2-4.2-2.4&3.4-7.4-6.1-7.2 幽助和桑原是LV10,EXP是9999,要找藏馬和飛影,3.5-3.4-10.4-5.1-2.1&3.3-8.3-2.2-6.1-2.4&3.4-9.3-8.1-7.2 幽助,桑原和藏馬是LV10,EXP是9999,要找飛影﹕9.4-9.2-2.4-1.2-3.1&3.3-9.4-5.3-4.4-2.4&3.4-9.3-4.3-7.2 其他人全是LV10,EXP是9999,可以用一人做主角慢慢打玩升LV﹕ 幽助,1.5-1.4-5.4-5.1-4.1&1.4-3.5-1.5-4.4-5.5&6.2-3.1-9.1-7.2 桑原,3.1-4.4-2.4-5.1-10.2&1.2-3.5-5.3-4.4-6.5&5.2-1.2-9.1-7.2 藏馬,5.5-5.4-10.4-7.1-10.2&8.1-8.3-2.2-6.1-9.4&6.2-1.2-9.1-7.2 飛影,9.4-9.2-10.4-1.2-3.1&3.3-9.4-5.3-4.4-2.4&3.4-9.3-9.1-7.2 四人全升LV,由模仿開始打﹕ LV2,1.5-2.4-5.4-5.2-10.2&1.2-7.4-8.3-4.2-4.4&4.1-7.4-9.1-7.2 LV3,8.4-8.2-7.3-7.1-7.4&3.1-9.4-4.2-6.1-5.5&6.1-9.3-9.1-7.2 LV4,3.5-6.4-5.4-6.2-2.3&1.2-1.5-1.4-6.1-2.5&10.1-7.4-9.1-7.2 LV5,2.5-6.3-5.4-1.2-10.4&3.1-8.4-5.4-4.2-6.4&8.2-9.3-9.1-7.2 LV6,5.5-4.4-5.1-9.1-5.1&1.2-2.5-9.2-10.3-2.5&3.1-10.3-9.1-7.2 LV7,1.1-2.4-6.4-9.2-7.3&9.2-6.4-7.3-2.3&4.4-6.1-8.1-10.1-7.2 LV8,1.5-1.3-6.1-7.2-2.3&4.1-10.4-2.5-5.2-4.5&10.1-9.4-9.1-7.2 LV9,1.1-4.4-7.1-9.1-5.3&8.3-2.4-6.3-8.1-10.4&6.2-1.1-9.1-7.2 LV10,7.4-2.4-6.5-7.2-6.4&6.1-10.4-5.3-7.2-8.4&8.4-2.1-9.1-7.2 LV10,而且四人EXP全是9999﹕1.1-8.3-1.1-3.2-2.4&1.4-6.4-4.3-6.3-1.5&5.5-3.1-9.1-7.2 四人全升LV,不用打模仿人至美食家﹕ LV4﹕3.5-6.4-5.4-6.2-2.3&3.1-1.5-1.4-6.1-2.5&10.1-7.4-6.2-7.2 LV5﹕2.5-6.3-5.4-1.2-10.4&1.2-8.4-5.4-6.1-6.4&8.2-9.3-6.2-7.2 LV6﹕5.5-4.4-5.1-9.1-5.1&3.1-2.5-9.2-10.3-2.5&3.1-10.3-6.2-7.2 LV7﹕1.1-2.4-6.4-9.2-7.3&9.2-6.4-7.3-10.3-4.4&6.1-6.5-6.2-7.2 LV8﹕1.5-1.3-6.1-7.2-2.3&2.2-10.4-2.5-7.1-4.5&10.1-9.4-6.2-7.2 LV9﹕1.1-4.4-7.1-9.1-5.3&10.2-2.4-6.3-8.1-10.4&6.2-1.1-6.2-7.2 LV10﹕7.4-2.4-6.5-7.2-6.4&4.2-10.4-5.3-9.1-8.4&8.4-2.1-6.2-7.2 LV10,而且四人EXP全是9999﹕2.2-2.5-2.4-9.2-6.4&8.1-4.1-10.4-4.4-1.5&4.4-4.4-6.2-7.2
If anyone wants to mess around.
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If not for the fact this uses arbitrary code execution, I'd complain about the Spiderman 2 glitched password thing being rejected. With that said, this is the first time I've seen a password screen used as an exploit. I wonder any other games with passwords have exploits?
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Add gui.DrawNew("native") to draw on the black space outside the game. To draw back on the game space, use gui.DrawNew("emu") which is also default.
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niamek wrote:
So in that portion of my code, apparently there is no unexpected symbol on the 2nd line, but there is one on the 5th line. So I'm really confused. To me there aren't nothing wrong. I tried removing one of the two =, but now it throws me that it expected a "then" near a "=", which is already right after... I need to make differents corrections according to one value. I listed two of them. All the others are made the same way. I'll do maths with correctionx and correctiony.
You need an "elseif" for the second then.
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Not sure if you know, but Google also gave this http://www.2600connection.com/faq/vcs_tia/vcs_tia.html It lists several versions of the TIA, along with a list of games that apparently have issues with it.
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This has nothing to do with the run, and mostly with the concept, but... This is completely possible to do for later generations (G3+), just with 3 different consoles (GBA, GCN, NDS). Not actually expecting it to ever come to light, but how would that even be TASed?
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Never knew it was that much of an issue for something deceptively simple as a background effect. Hope you find out some day. :o
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Nacho wrote:
Techokami wrote:
I would have enjoyed it a lot more if you tried to play as many different mini-games as possible, and actually win them.
The only difference I can see between any% and 100% would be to play all minigames and beat them to unlock them. 100% could certainly happen with some small routing changes - in this run I kept it to 27 minigames, and there are 30 total. Optimising them would be a much different beast though.
Really? I thought (given I haven't played this game, but played MP6) that there would've been more unlockables as well, not just minigames. If not, then hey, at least the vault category will allow a 100%, no matter how seemingly small the differences are.
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Well, if it syncs even with the cheat gone, it should be fine. How much of the run is salvage-able though?
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I'm not sure where else to post this, but since it's relevant to savestates: 1. For games like Undertale, it constantly updates files regarding player choices, so if a savestate that doesn't revert those, it would cause desync. 2. Said game (and probably others. maybe) also forcibly closes the game after a certain point (and required to reopen to progress). In other words, the savestates go stale. Also the game would update said files from above, so simply reopening it would cause desyncs. Not sure how would these problems be tackled, but I hope you find a way.
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I don't have time to watch it as of late, but I'll sure try once classes are over. I always liked 100% runs (or similar) of sorts since it gives a free savefile to any point towards 100% gives a look on how vast the game is compared to the any% (usually lol). Probably GB TAS of the year, since holy shit. x.x
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Removing "http://" from the url code seems to mess with the url destination: With http - leads to https://www.youtube.com/watch?v=sbVB7n70EUw&feature=youtu.be Without http - leads to http://tasvideos.org/forum/youtu.be/sbVB7n70EUw Even though the url tag never indicated it would treat it as a forum url.
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this is the 16th ultra shortcut found in this game.
What. Is there a list of (non embbed links) to all the ones found so far?
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jlun2 wrote:
Number 6 - 23 gives new card combinations from the kid at the 5th floor stoor. I have not checked if it's the same regardless of initial deck, but I do know that number 23 (Harry Potter card and combo) only appears if Gryffindor wins. It's handed to you as well, costing time. I believe this may mean that it's faster in an any% for Gryffindor to lose, but I need to check just in case.
1. I made a mistake; Seem's there's 24 events instead, and events 2,3,4,5,6 and 17 don't give new combinations. 2. https://docs.google.com/spreadsheets/d/1JqcTqljPon_bStQe32S7LKRxshu37ZybB74w_6WKxuE/edit?usp=sharing Here's the list; it's the same sheet as before with the 3rd one being the card kid. 3. In case the link does not work, here's an image of it 4. As you can tell, there's tons of overlaps. I'm not certain yet, but I believe only the last one listed is actually exclusively given rather than found. I know it's not from the kid, but it's mentioned in the interface, so... 5. What deck you're using is 0x0E03 in WRAM.
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^ Thanks! I reduced the code to
Language: lua

while true do local is = input.get() if (is ~= nil) then console.log(is) end emu.frameadvance() end
and it finally works. Very sorry about that.
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Pokota wrote:
Which core? Regarding printing out the input table, since you're assigning inputs you'll want to manipulate your inputs table directly instead of comparing against input.get().
Language: lua

local inputs = input.get() if (inputs ~= nil) then console.log(inputs) end
I tried your suggestion, and it gave me:
"WMouse L": "True"

LuaInterface.LuaScriptException: [string "main"]:31: attempt to call field 'get' (a nil value)
Does it work for you? Edit: Placing local inputs = input.get() outside the loop works, but then the variable "inputs" never gets updated later, so it just shows as "WMouse L": "True" over and over instead.
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How do I print out the lua table from "input.get()" to console? I tried:
Language: lua

local inputs = input.get() if (input.get() ~= nil) then console.log(inputs) end
and it gave the error:
LuaInterface.LuaScriptException: [string "main"]:32: attempt to call field 'get' (a nil value)
Attempting to simply use
Language: lua

console.log(input.get())
gave the error:
"WMouse L": "True"

LuaInterface.LuaScriptException: [string "main"]:33: attempt to call field 'get' (a nil value)
Using an if statement to test for nil makes it give the error, and it doesn't even show the mouse.
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I never played this game, so what should I be looking at? Sorry. :P
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goldenband wrote:
The enemy fire rate gets totally nuts starting in Stage 4, and I have to assume the game becomes unplayable shortly thereafter. But there's a neat trick you can use, as long as you can survive the initial 10 floors: get all four enemies on the other side of a wall, ideally on the 18th floor, and let them fire at you endlessly, until the shots are so constant they sound like rain on a tin roof. After a certain amount of time, the enemy aggression counter will suddenly roll over to zero (or at least one assumes this is the underlying functionality), the hail of bullets will stop, and the enemies will behave as mildly as they do in Stage 1. WashYourFace discovered this trick at NintendoAge. It only lasts until the end of each level, or until your character gets killed.
On the same stage? I guess the NPC's ran out of bullets. ;)
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1. meh vote, sorry. 2. Just curious, how "infinite" is this game? Is it like arcade pacman with a killscreen, or does it loop over?
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I redownloaded everything and now it seems to not occur. Sorry about that. Thanks for looking at it and fixing other bugs though. :)
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Something I noticed, which I think may be a bug: 1. Drag a lua script to the emulator 2. Close the lua console 3. Drag the same script back to emulator http://i.imgur.com/ceVJHfR.png The output now gets spammed by a ton of errors over and over. This happens in both BizHawk 1.11.4 and 1.11.5. The script was: Download displaypos.lua
Language: lua

memory.usememorydomain("System Bus") while true do gui.text(0, 0, 'X: '..memory.read_s16_le(0xCD30)..' Y: '..memory.read_s16_le(0xCD32)) if memory.readbyte(0xFFD2)%128 >= 25 and memory.readbyte(0xFFD2)%128 <= 33 then gui.text(0,0,'State: '..memory.readbyte(0xFFD2)%128) end emu.frameadvance() end
If the code had only 1 instance of "gui.text()" this does not happen. The game was "Harry Potter And The Sorcerer's Stone (U) (M13) [C][!].gbc" but this happens for other games as well.
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1. I'll follow the progress of this. 2. How did you figure out the AR Codes? 3. Do those codes affect sync? 4. Do those bugs still occur in the latest revisions? If so, might want to report them (or maybe you did, idk).