Posts for jlun2

Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Got a crash bug: 1. Make a movie 2. Make a savestate not at the first frame 3. Start a new TAStudio project 4. Close the TAStudio tab. This will close the project too. 5. Drag the tasproj file into the emulator. Immediately pause the emulator 5. Move to where the savestate from step 2 was and drag to the emulator 6. Frame advance several times
System.InvalidOperationException: Nullable object must have a value. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at BizHawk.Client.Common.TasStateManager.AllLag(Int32 from, Int32 upTo) at BizHawk.Client.Common.TasStateManager.SetState(Int32 frame, Byte[] state, Boolean skipRemoval) at BizHawk.Client.Common.TasStateManager.Capture(Boolean force) at BizHawk.Client.Common.TasMovie.GreenzoneCurrentFrame() at BizHawk.Client.Common.MovieSession.HandleMovieAfterFrameLoop() at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force) at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
SuperMonkeypotato wrote:
It would be normal until when we would preform train skip, then basically would feel almost like an NG+ run after the frog fight aside from not having leveled spells. Then we would pick up Petrificus Totalus in the restricted section. I think that would be the only real changes.
How many card uses will be needed? I initially had this in mind: 1. Getting to the restircted zone - Get killed/Restart + use card 2. Getting out of the restricted zone - use card 3-6. Quick chicken fights (need to check if that gives chickens) 3. Getting to Hagrid to pick up Norbert - Restart + use card 4. Getting to the seventh floor - use card 5. Going back to the dorm from the entrance of the forbidden forest - use card 6. Going to the Devil's Snare - use card The only problem is that the chicken fights would force me to restart (the game, not the TAS) yet again, so I'm not sure if the first restart is worth it. Edit: Can't use cards to obtain a new chicken; the battle will be won, but the chicken will not be obtained. Edit2:0xCD12 The player cannot press A to continue until the countdown is finished. Wished I knew it earlier; for example I messed up at frame 4150. Attempting to fix it messes up luck, so at the very least 3 frames can be saved. I can at least say that I'm positive every message box after Gringotts revisited is fine however.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Ok, got more info on that frog thing: Here's some steps to make it somewhat simpler: 1. Immediately use card once on the train 2. Go to that black shirt npc on the left and press "A" 5 times. Don't go over, or else the game gives you an infinite dialogue 3. Move to Neville and talk to him once 4. Move north and smash "A" as you walk to the window npc 5. Talk to the npc sitting at left 4 times This method seems to not give the "Yes" item, but at least for any% purposes it shouldn't matter. https://youtu.be/k8IkFLQETKE
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Gand988 wrote:
@jlun2 i've try to replicate it but i always found the troll. you think this is possible to replicate in RTA or is possible only on TAS? i'm worried about standing in a specific pixel and walk in a specific pattern. can you try to see if something change if you talk with the girl in a different spawn and something like that? btw, we also know that you can use the combo card to skip the malfoy fight ( we call it train skip ), this skip change a lot of things in the route. thx for your work and help
After you get the sickles, be sure to talk to Neville. For some reason, whenever I talk to the window guy without doing so, the game won't let me talk to anyone else afterwards. Make sure to hear the door sound at least twice when pressing A several times at the window guy; it seems if it only happened once either you warp to the forest or the game no longer allows you to talk to anyone else. To make it easier for practise on emulator, EC05 should turn to 3 (troll fight) when you talk to the far right cabin npc for the sickles and then 15 once you talk/press A at the window guy. Finally, I actually tried saving and resetting at various points. If I save at the train after using the cards, but before talking to others, resetting makes the far right cabin npc no longer "responsive". Saving before using the cards also won't work, since apparently you need to "win" a battle for the malfoy/train skip to work. Right now, the earliest point to save and have this glitch still work is before handing in the school supply list, since that will allow you to fight rats and win for the cards to work. Edit: Just noticed this doesn't place the glitched "Yes" item to my inventory, unlike the variant without the sickles. Curious.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
http://tasvideos.org/userfiles/info/28057096673752240 Froggy encounter at the lake. I found out if I pressed "A" 6 times at the black shirted NPC, it gives a higher chance of a frog encounter than a troll. Hope this helps you find out what's going on and how to get 50k sickles + 50k XP at the same time. Edit: Hey, I'm not sure if you had better luck, but I can't seem to override the knight boss with the frog. Edit2: EC05 (System Bus); its responsible for boss encounters. Here's some values 1. Malfoy 2. Giant Rat + 2 purple rats 3. Troll 4. Ogre 5. Purple rabbit (How do you even fight this guy normally???) 6 Chickens x3 7. Rook (Castle) 8. Knight (Horse) 9. Knight (Humanoid) 10. Devil's Snare 11. Professor Quirrell 12. Voldemort 13. Giant Rat + 2 brown rats 14. Knight (Not chess piece; from before Hogwarts) 15. Frog + unattackable glitch character (Gives 50k XP) Edit3: http://tasvideos.org/userfiles/info/28066293382421698 For reference; this loses the ability to get 50k XP and instead gets a 38956 XP. I also managed to figure out how to not warp into the forest. I'm positive this is needed simply because it'll allow me to mass buy chocolate frogs for cards later. I'm not sure how to handle the death warps, but at the very least I can use the cards for quick chicken feathers later. Also finally, I found out you don't even need to move to malfoy encounter; just immediately use a card, talk to the black shirted fellow 6 times, then continue on with the glitch. This forfeits any chance of obtaining the sickles however. Edit4: Link to video And thanks for the tip with the death warp! That may actually be faster, since as long as another encounter is avoided, you can simply use another card to die.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Gand988 wrote:
first of all thanks for the answare and to be still active in this therad. @jlun2 daniel , supermonkeypotate and me are the people how discover most of the broken things in this game in this months. for the 'light skip' i mean this one https://www.youtube.com/watch?v=rBGem7TGNoE we discover that we can jump a lot of walking just dying, but it's hard to do because you need to get a dead fight in memory and at night you have more chance to get an encounter. i discover that is possible to save and quit, use a combo and trigger fight against myself, but the chance of working are really low. QUESTION: for your frog XP you need to win a card in a fight. pick somewhere or buy some chocofrog? because with our route we pick 2 cards at the beginning of the game, but before fight the rat. So if you tell us that we need to pick it after collect the money from the bank we can deal with it :)
1. Uh...It's been a while but I believe the card that was obtained for the frog was one of the ones given at the beginning. 2. Have you folks ever succeed a consistent way to "fight yourself"? I know you died in the skip, but it turns out by being at a high level it's very hard to die. :P 3. Have you managed to get both the 50k sickles and XP frog happen at the same time? The sickles would really help buying new cards (from chocolate) 4. After that frog battle, I get an item called "Yes". Using it gives a variety of effects, including changing the game's story progression to "New" while keeping XP, items, etc. Have you folks managed to get anything else happen? Edit: I'm somewhat free today, so I can try and get a input file for you that has the frog.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Gand988 wrote:
We discover some really cool skip troll skip, light (die and respawn in the infermery in some part of the game).
I have a clue what you mean. Is it related to the next paragraph?
but we get some weird glitch like a teleport from the train to the forest, another where you need to save&reset use the combo to die and skip a lot of walking.
This one. This video of me levelling up 86 times. One of the weird side effects is that moving to a certain spot warps you to the forest. Also funnily, this glitch right now is what screwed me over; I keep somehow getting the troll fight/normal battle rather than this glitched battle that massively levels up.
so i was thinking if there is someone that want come back into the game and trying to broke it more than the past. trying to understand how things works and stuff like that. i don't know if this is the right place where post it but it's the only HP1gbc post. see ya if you want help us :D
Good luck! I know a death warp by somehow allowing you to "control" an npc and move during it's turn, then use a move, but I have no idea how to start it outside random occurance. @InfamousKnight Sorry, that's for the sequel, so I'm rather clueless about it. Edit: Steps for doing that wrong warp/train level glitch since I never posted: 1. Get a card 2. Move right infront of the Malfoy encounter and open the menu at the same time 3. Quickly move down and use said card 4. The game will instantly count as a "win" 5. Talk to the npcs in the same order as the video 6. Move to that black shirt npc and try to talk 7. Carefully move to the goggled npc staring at the window and talk; failing to do so will wrong warp to the forest with no method to advance the story. 8. If you did it correctly, the next battle should be a glitched npc and a frog. This will give out 50k xp. Doing it wrong will give the troll boss fight. Oh, in case you wonder what happens if you talk to other NPCs:
Talking to NPC's before you talk to the glitched one that messes up the screen causes weird effects: -Gives you glitched items -Give you 10k-50k sickles -Never ending dialogue box -An expiray date -Nothing
Edit2: https://www.youtube.com/user/dt4ra22in/videos this guy has some tricks
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Pokota wrote:
Meanwhile I keep getting "lua51.dll not found" errors regardless of which build I try. Maybe I'm just being a dumb?
I simply copied pasted a lua51.dll from another emulator and pasted onto the folder with DeSMuMe.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sorry for the bump. That script was rather useful in finding the API, so I'll post the output for it here: https://drive.google.com/file/d/0B-2O13fpsnI4MkIwY2Y4eUtQRmM/view?usp=sharing On DeSMuMe 0.9.9 btw. Sorry about the url, but I couldn't post html here.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
What I did was create a new movie, immediately stopped it, and then opened the movie using 7zip and then appended the old movie input into the new movie's input file. It may not sync however due to different emulator version.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Spikestuff wrote:
I'm just going to re-link my two posts. Here's post number one and here's post number two. It shouldn't be that difficult to read every post here. Also, there would be something for that auto closing stuff, assuming the hard working hourglass can be amazing at running games that do that. But alas, it has been outdated and unable to run most games (even with a mouse) for some time.
I know, its called "Flowertale", but how does auto closing prevent real time speedrunning? How would this game even prevent real time runners? Crash the computer?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
zaphod77 wrote:
Seems the author attempted to design the game such that it's impossible to speedrun and get a good ending. He might have even succeeded. He's saying not to post speedruns because if you are even trying to speedrun the game, you are playing it wrong, you horrible monster. :) If i were the author i'd combat this by forcing the game to close if you manage to be too perfect, placing an upper bound on the time possible for a pacifist TAS, to make that endeavor pointless.
Elaborate? How is it impossible to speedrun? Or did you mean TAS for now. Also playing it "wrong" lol.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Uh... So, I found something wrong with both cores of GBA for BizHawk 1.11.3 and 1.11.4 Steps: 1. Start Monster House,GBA 2. Open this ram watch
Domain EWRAM
SystemID GBA
00F9D8	d	3	0	EWRAM	
00F9DC	d	3	0	EWRAM	
02E3EC	d	u	0	EWRAM	
02E534	d	u	0	EWRAM	
02E78C	d	u	0	EWRAM	
02E790	d	u	0	EWRAM	
02FF04	d	u	0	EWRAM	
02F49C	d	u	0	EWRAM	Basement 1
02F4C4	d	u	0	EWRAM	Basement 1
02F740	d	u	0	EWRAM	Basement 1
02FD88	d	u	0	EWRAM	Basement 1
02FDE8	d	u	0	EWRAM	Basement 1
02FF48	d	u	0	EWRAM	Basement 1
02E1E8	d	u	0	EWRAM	Floor 1
02E354	d	u	0	EWRAM	Floor 1
02E454	d	u	0	EWRAM	Floor 1
02E4BC	d	u	0	EWRAM	Floor 1
02E4F8	d	u	0	EWRAM	Floor 1
02E560	d	u	0	EWRAM	Floor 1
02E5D8	d	u	0	EWRAM	Floor 1
02E630	d	u	0	EWRAM	Floor 1
02EC30	d	u	0	EWRAM	Floor 1
02EF20	d	u	0	EWRAM	Floor 1
02EF5C	d	u	0	EWRAM	Floor 1
02F050	d	u	0	EWRAM	Floor 1
02F120	d	u	0	EWRAM	Floor 1
02BFB8	d	u	0	EWRAM	Floor 2
02E2C4	d	u	0	EWRAM	Floor 2
02E580	d	u	0	EWRAM	Floor 2
3. Find out which value corresponds to the correct one. 4. Right click and select "View in Hex Editor" 5. Slightly before it should display a value saying "B841B944" or something similar. Zero it out. 6. Move around a bit Now depending on the core, the following will happen: VBA next: Emulator crashes MGBA: Game crashes, and savestates become "glitched"; loading other savestates won't fix the crash. Here's a video of the "savestates error" https://youtu.be/g04PqDbmDPU Also, completely unrelated, but sometimes the change counter in the RAM watch advances even if I paused emulation.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, I found out how NPC "HP" is determined! It's the same as the playerable characters; a counter stores damage taken, and subtracts that with their health. If it reaches negative they die. Eg. Say we have a chair. HP value is 0. You shoot using Chowder, dealing 8 damage. Value is now 8. Shoot again, it becomes 16. Once it reaches 72 or higher, it dies. So we can say it has 72 HP. Some notes: Mrs. NebberCracker v1 - 500 damge - Going over 376 damage makes the screen shake, and she becomes invulnerable. Chowder deals the most damage per turn. Carpet boss - 600 Chairs 72 Candle 48 Monster House TV: 120 Lamp: 72 Lamp (pink): 120 Floorboard monster: 24 Floorboard monster (gold): 72 "Wall bugs": 24 "Wall bugs" (purple): 66 "Wall bugs" (gold): 150 Flying books: 6 (It's possible to damage them by having another flying book collide at it while it's rising. This deals 1 damage to it, and you can also shoot at it while rising) Bookcase: 272 Fake door monster: 125 Non enemies: The following all have 77 HP: Cracks in rooms 5, floor 3 confirmed Cracks in rooms 23, floor 3 confirmed Cracks in rooms 6, floor 4 confirmed Door boards in room 4, floor 3 confirmed Door boards in room 5, floor 3 (if you fell down from above)confirmed 78 HP Door boards in rooms 45, basement 1 Door boards in rooms 49, basement 1 -Throwing pots inflict 48 damage. The throw glitch that makes them hit more than once makes it inflict 96 damage. -Pots in certain situations only deal 2 damage (16 with glitch). This includes: Floor 3: -Rooms 21 -Rooms 23 -Rooms 25 -Rooms 26 excludes room 1, 3, 4, 8, 11, 18, 22, 24, 29 Attic: -Rooms 2 -Rooms 3 -Rooms 7 -Rooms 13 -Rooms 19 excludes room 1, 8, 10, 12, 14, 15, 17 Roof: -Rooms 3 -Rooms 12 -Rooms 13 excludes room 5, 14, 19 Note: If they bumped into you, and you dropped a pot/vase on them, that will still deal heavy damage. Only thrown things (including the pot going through it, does 2 damage) -Normal slingshot deals 32 damage, and can hit lamps even if they don't strike at you
Post subject: Overhead display for 3D games
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
First, I don't mean 3D display; I meant games like SM64. I've been trying to make a lua script to display enemy data over them as they appear just like how people do so for 2D games, and I can't seem to figure out how to convert their x,y,z coordinates into x,y screen coordinates. How do I approach this? I tried taking account with the player's camera angle, but there seems to be lots of cases if I do. Any general method to do this?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Not for speed? This is a pretty poor choice for a playaround, imo. :P Also no vote because 12 hours long of mazes. x.x
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, just a reminder, did you play it back from the beginning? This game doesn't seem to have a nice sync history so far. 0_o
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Invariel wrote:
Regarding jlun's 2, seeing as in 34 minutes, somewhere between 100 and 200 enemies were defeated, I don't see the point in dragging things out for 750 enemies. I enjoyed the pace of this run, and if someone were to 100% this in an interesting way (which probably includes a non-repetitive, non-boring way to kill 750 enemies) I'd probably enjoy that too, but it is not a dealbreaker for this run.
I noticed since all of the damage boosters are obtained, this can probably shorten the time if the grind is done later. Also, not exactly related to the above comment, but how exactly did you find an optimal way to beat the npcs? Looking at the run, you don't appear to spam the same moves over and over for every fight, so are all moves mostly the same? Edit: Beat the game 2-3 times? Uh...if kills save over that might spread the grind. Also do items/powerups obtained from 1 file carry over?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Score overflows 9,999,999 at level 836 after 11 hours.
#4955: wcgbg's NES Pac-Man in 5:08:39.15
Uh....something seems wrong.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, more lil green men fighting in a medieval period with a space theme playing. I'll wait for an encode.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I've been thinking about the "PI Day" TAS. While it's been argued to keep it as is, the PI one also obsoleted the previous movie that played music with a familiar background due to being shorter to setup and more entertaining. Should that be applied to here as well? Doesn't seem fair not to for the original movie if this gets agreed as more entertaining but doesn't get compared to another "executes arbitrary code" movie of a similar game.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Due to the difference in load and somewhat slightly gameplay, would the wii count as a separate game unlike most modern ports?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Won't it be faster for the NES version to use that ACE glitch and give yourself max whistles, then proceed with the run? That would allow the whistle collection to be included, although I'm not sure how the audience would feel using this glitch just for whistles (unless the run itself proves very entertaining, I guess).
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
So....I went and had a look at this game. Since this game appears to use files to check if you saved or not, along with other events, how exactly would hourglass work once some fix is made to it?