Posts for jlun2

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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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Experienced Forum User, Published Author, Skilled player (1787)
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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).
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SuperMonkeypotato wrote:
Do you know if you are able to walk around Percy before you go into the sorting? Would be really nice to not have to waste over a minute in the Great Hall.
I did try that. Using cheats and changing 0x0328 in WRAM to skip Percy, I found out while the shortcuts work and the students all hang around, the game won't proceed; Peeves won't appear at the first floor and talking to the fat lady at the 7th floor does nothing. On an unrelated note, since I know completing certain objectives gives card combinations, I compiled a list of said objectives that do (in images): https://drive.google.com/folderview?id=0B-2O13fpsnI4bjRyU291N09ralk&usp=sharing 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. Finally 4 minor glitches: 1. The owl minigame, just like chasing Malfoy, can be lost and still count as "won". 2. The owl minigame is always during the day, even if you entered it during night right after the forbidden forest. 3. After leaving the forbidden forest, if you death warp then go downstairs, McGonagall will walk up towards you, then walk back down for no reason. 4. You can farm an infinite amount of house points really slowly. During Snape's class, obtain a pair of fangs, then go to Hagrid's Hut. After the dialogue, immediately leave and head to the Greenhouse. Talk to the teacher outside about capturing snakes, and she'll give you 1 house point. Go back to Hagrid's Hut and repeat above. Very terrible method, and not worth the time.
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@arandomgameTASer And what would your justification be for the 3 minute spider man run? I checked both the comments and the past revisions of the submission; your intention was:
But for a TAS whose intention is to go as fast as possible, why should I deliberately go slower just to satisfy an archaic guideline? That's literally the exact opposite of my goal.
In other words, saving frames justifies more so than anything else (or what I interpret). This has nothing to do with only the Jedi; you've been doing this for other games.
Warp wrote:
It's not impressive to beat the computer at its weakest. It's impressive to beat it at its best.
Based on the submission text of #1704: Bisqwit's NES Igo: Kyuu Roban Taikyoku in 04:50.33, I'm positive that's one of the main contribution outside being a board game for it's rejection as well. :P
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I'm not sure if this was addressed, but regarding this from the guidelines:
Good reasons to use easier difficulties are: More health for damage boosts Less enemies leading to less lag Faster bossfights on repetitive bosses, especially if their lower health can lead them to be one-cycled
I just realized 1 problem. This does not take account into the movie's actual end length. For example, this recent submission actually has the last point "apply", except the fact it's only 3 minutes long overall. Does that justify using easy mode? It's not some half hour TAS either, so imo it's rather hard to sell the last point. But hey, if someone had a really short attention span, they might think so. What do?
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Perhaps cancelling this and posting WIPs on the forums?
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Just curious, does SMW have any RNG? Would the bot still work if there was?
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I'm not sure if it's only for my computer, but for BizHawk 1.11.5 it displays nothing for a certain watch file despite displaying something earlier. 1. Open Harry Potter And The Sorcerer's Stone (U) (M13) [C][!].gbc 2. Open the current TAS 3. Drag this watch file into the emulator 4. Close the RAM Watch window 5. Stop the movie 6. Drag the watch file above to the emulator again. Step 3 should look like: http://i.imgur.com/4MnBHkB.png Step 6 looks like this: http://i.imgur.com/iJKYmWo.png despite being the same watch file. Also it crashes BizHawk 1.11.4 instead at step 6. I'm using Windows 10 Home in case that's needed.
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I'm tempted to simply say "make a new category for easy mode", but then problems such as it being exactly the same for all speedrun purposes, being slower than Hard, or sometimes even be quite different looking to the point of new routes makes this rather hard. The former 2 points even more so, since it's not something one can easily find by looking at game values.
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Gand988 wrote:
wow man, are you checking every single pixel or did you find a way to say items in the map?
Smashing "A" all over the place, sadly. Also, it appears my google link broke, so here's the new one with the other maps: https://drive.google.com/folderview?id=0B-2O13fpsnI4aWNBZzlxYUtOa1E&usp=sharing If the link dies again please let me know.
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http://imgur.com/3whOcPa Example Floor 1 Hallway map. I'm not sure if this would end up being too cluttered with labels, but it would be harder to navigate without those as reference. Labels use names taken from the "Cheat Mode" menu.
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Sorry for double posting, but since this isn't exactly related to my previous post: I just realized 1 problem with this. Certain games already have communities and all with runs of different difficulties. Since there's no branch for difficulties, I'm not sure how happy others would be when they see the TAS thinking it massively beaten a world record, just to find out the improvement is a lot less because of a completely different difficulty. I can't think of a vault game with a very dedicated community yet, but I'm aware for example, the EASY difficulty for Resident Evil 4 is like 30 minutes long. lol You might argue that it won't apply since it's moon tier, but that was an example; I'm positive there will eventually be some vault tier game with this drastic difference and have some dedicated community.
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RobynS wrote:
I disagree with two things here: - Vault movies should be on Easy, no questions asked. The Vault already allows speed/entertainment tradeoffs, so a major one that is used across all tiers shouldn't be deprecated so quickly. Also I fear it opens the door to a lot of cheap improvements and ignores the fact that some Vault movies are not doomed to be there forever. I also believe the Vault itself is kind of outdated, so I'd rather not have runs that are, for lack of a better term, specificially identifiable as "Vault movies" if the concept is ever changed up.
I'm pretty positive I know of a game where "Easy" is funnily slower; it's not publishable by itself, but pretty much almost all games in game and watch gallery 4 are faster in Hard simply because things move faster. Also, while this sounds fine-ish, I'm not sure of how well it would end up being, since for example, " Stuart Little: The Journey Home" GBC has a different layout on easy difficulty. The stages are the same, but the location of what to grab, and the driving stages have different obstacles. I feel like this would lead to people demanding more branches despite both (likely) being vault. Edit: Should this be polled?
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I know 2 oddities not mentioned in the first page: 1. The hardest difficulty is literally impossible for progress; the game softlocks or has something preventing progress. Example: SpongeBob's Atlantis SquarePantis GBA where at legendary difficulty (1 difficulty higher than the TAS) has the first minigame section softlock. Also the Star Mode in Game & Watch Gallery 4 is the hardest difficulty, but does not give stars (which are needed to see the credits) 2. Region differences akin to difficulties - Mario & Luigi comes to mind regarding how (J)/(E) version has different HP, and even though technically in a normal playthrough it wouldn't really matter since you'll be at a high level, in a TAS you're very underleveled, so there's that. And in this case it also drastically affects entertainment, since the boss fights are really really long. x.x
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For the RAM Watch window, if "Always on Top" is selected, when I poke or try to edit the address/values, can it be made so that it will make the new window go above it? Right now, the window goes behind the RAM Watch with this option, and it's not possible to click on the RAM Watch again since said window prevents it.
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PikachuMan wrote:
Also, the new Pony toyline called Guardians of Harmony will break the gender barrier once and for all.
Im getting social media SJW flashbacks all of a sudden. Not sure if it's due to the name or the 13th word.