Posts for jlun2

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I'm not sure if this is intended, but using 2+ lua scripts that read different memory domains seems to have the latest script overwrite the "memory.usememorydomain" to the last one. Example: I drag a script that uses "WRAM". Then I drag another script that uses "System Bus". Both scripts now use System bus instead of WRAM/System Bus separately.
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PikachuMan wrote:
The season 6 premiere shows that Princess Cadance gave birth to a newborn Alicorn filly.
https://derpibooru.org/1075634 https://derpibooru.org/1075708 I'm not going to embed it, but these links should be related.
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Just curious, but is there any information on the cards/folios obtained in game? Someone asked about a 100%, and I just realized I don't recall seeing any information on where to obtain folios, what folio is associated with what deck, and whether the cards obtained from picking up are random or not. Although I think the last shouldn't really, matter since card dupe for cash and chocolate frogs, but then I realized some cards can't be obtained like that. :/ Edit: Does anyone know how items are stored in memory? I'm looking at http://us.codejunkies.com/search/codes/Harry-Potter-and-The-Sorcerers-Stone_Game-Boy-Color_4198309-4___.aspx but those values don't seem to work (at least for the System Bus domain, which is where most other addresses of relevance are). It's stored in WRAM Edit 2: All system bus: C0C1 - Door transition flag C0BC - Softreset flag C0C5 - How many lag frames before you can move (default 3, set to 1 or 0 to have no lag) C0C4 - Lag flag Edit 3: I found out when you enter the Folio Mage menu, it loads the card data (from somewhere). All System bus: 0xCB34 - Amount of cards for that section 0xCB35 - Starting ID 0xCB36 - 0xCB48 (ID, Amount) Cards are annoyingly stored at WRAM, starting from 0x650A - 0x656E, so a different lua script will be needed.
Language: lua

memory.usememorydomain("WRAM")--[[ local Cards = {10, 9, 9, 10, 10, 9, 7, 10, 10, 9, 8} local Alchemy = {Amount = 10, Start = 0x650A, Finish = 0x6513, Previous = Transfiguration} local Charms = {Amount = 9, Start = 0x6514, Finish = 0x651C} local Curses = {Amount = 9, Start = 0x651D, Finish = 0x6525} local Protection = {Amount = 10, Start = 0x6526, Finish = 0x652F} local Divination = {Amount = 10, Start = 0x6530, Finish = 0x6539} local Generalist = {Amount = 9, Start = 0x653A, Finish = 0x6542} local Healing = {Amount = 7, Start = 0x6543, Finish = 0x6549} local Hogwarts = {Amount = 10, Start = 0x654A, Finish = 0x6553} local Musician = {Amount = 10, Start = 0x6554, Finish = 0x655D} local Quidditch = {Amount = 9, Start = 0x655E, Finish = 0x6566} local Transfiguration = {Amount = 8, Start = 0x6567, Finish = 0x656E} ]]-- while true do local CardAmount = 0 local CardUnique = 0 --Unique types; should be 101 total for i = 0x650A, 0x656E, 1 do CardAmount = CardAmount + memory.readbyte(i) if memory.readbyte(i) ~= 0 then CardUnique = CardUnique + 1 end end gui.text(0,75,'Cards: '..CardAmount..', Unique: ('..CardUnique..' / 101)') emu.frameadvance() end
Edit: Picking up cards does not appear to be random, from initial tests. Also the same cards vary base on the deck you had selected.
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https://www.youtube.com/watch?v=IGUHtqRj39Y Over here, it says:
*Doesn't actually skip Chapter 6 since we can't do TRE on English ;( By pausing and jumping in tube mode simultaneously while underneath the spikes, you can use an item while flying upwards. And by staying on the seam, your partner will fall OoB when you unpause, which will delay eating the item. This leads to the spikes sending you in the wrong direction! SolidifiedGaming found the spike redirect glitch (https://www.youtube.com/watch?v=k9UAE...), and it works differently between versions. On JP, you will move downwards instead of right, so this trick is impossible. Because the distance you move is equivalent to how far you should be moving left, you go too far down and fall OoB.
I know it's not very useful right now, but hope something comes out of it.
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jlun2 wrote:
Back on topic, the ending to the SM3 video, while I know the message about it fake is a joke, chances are someone will go and say "see this is a hack!"
From youtube:
SHIGERU KNEW?!!!!!
Dislike only for a message in 8:33 Is fake :/
+Lord Tom How developers knew that someday TAS exists? and emulators also? Super Mario Bros 3 was born in 1988
Crei que era un Super Mario Bros 3 normal :( no uno modificado
Turns out some people do take things at face value. I'm sorry, but I'm voting for "None".
Post subject: Re: Super Mario All Stars (All games)
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vince1919 wrote:
Hi, I just started a run of All Stars with the "All games any%" category. The goal of this category is to beat the 4 games (smb1, smb2j, smb2 and smb3) back to back. I know it is always better to have a run of a game on its original console but I think it makes an interesting run because of some differences. For example, smb2 has a different route on this version than the NES version. Also, there is the big speed glitch in smb3 which is funny to watch. Here is the RTA world record so you can see what the run looks like: http://www.twitch.tv/producks/v/18981392
Not sure would it be better to split the runs. On one hand, the RNG would make this look somewhat different. On the other, the same RNG will potentially make doing it separately better than all at once.
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For games that can have total control, and also includes more than 1 game in the rom, try hopping between levels of different games? For SMW, iirc there was a debate for the 10 stage branch being called "10 stages". It may be worth making fun of it by beating 10 completely different stages not featured in any%, then using the above idea to hop to a different game's credits.
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Warp wrote:
There is a lesser-known checking/repair program in newer Windows's named sfc (system file checker), which you can try to run (by running the command "sfc /scannow"). It might or might not fix your problem, but it doesn't hurt to try. More information here: https://support.microsoft.com/en-us/kb/929833
"Windows Resources Protection did not find any integrity violations." Oh well, thanks for trying. :P
Spyro 2 or Spyro 3?
Neither, never played any of them. :P
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Why does this keep happening? I googled for this, but it keeps showing cases where it's after a windows update. Has anyone experienced something like this, where even after you click "Try these repairs as an administrator" it comes back soon afterwards WITHOUT an update?
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PikachuMan wrote:
jdaster64 wrote:
Also, FWIW, album completion requires you to play against another player in VS. mode.
That's why I created a verification movie. Unfortunately the infrared function isn't implemented yet. If we get it implemented, then a 100% TAS is possible. There are a few TASes that used SRAM like Super Mario Kart. But that was old stuff.
Would this work? Thread #17307: [How To] Dual Gameboy (GB/GBC)
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Dimon12321 wrote:
jlun2 wrote:
Even if you unlocked it, If you can't sync a verification movie now, how would you expect a TAS of this game for the wii to sync? :|
What do you mean? It's better for me to just give up?
Not give up everything, but report a bug on the dolphin bug tracker and wait (years) for it to get fixed (eventually). Or you can edit the source code if you know how, but that's not trivial.
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Even if you unlocked it, If you can't sync a verification movie now, how would you expect a TAS of this game for the wii to sync? :|
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feos wrote:
The recent AGDQ event was super successful for tasbot, so if we explain things well in the movie text, it is the run people are likely to want to see when we first arrive, and it's best to be easily accessible.
Uh...don't people usually just skim it through? Hell there's a 5 second intro on every encode saying that it's a TAS, and to this day there's still people who go and claim "this can't be human". Back on topic, the ending to the SM3 video, while I know the message about it fake is a joke, chances are someone will go and say "see this is a hack!"
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PikachuMan wrote:
These two videos compare the different versions. The US/European versions require using death as a shortcut, while the Japanese version does not. Use the Japanese version as it's about 27 seconds faster than the US/European versions.
Why do you have to die? Also what's the difference between luigi and mario?
Post subject: Re: god of, I hope you stop enkoding
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Spikestuff wrote:
It didn't mater to me a Publisher/Encoder to take my time for creating a temporary solution. You've rushed, which is hurting the submission due to already losing a vote.
Tbf, I rather have them vote (no) for what happens in game than a modified encode that may not reflect what completely happens in the run. However, I'm not against an alternate encode that disables the flicker alongside the flicker for publication. :P
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god of destruction wrote:
https://www.youtube.com/watch?v=PRVXr0YJCDo Finally, after a long encode, is here. 800x720 60fps Only a matter of time when HD video is ready. PD: because I see the whole movie to encode this, I send my vote. YES
Hey, thanks, but your encode has the same problem that plagued me; for some reason the flickering doesn't show up right, and it ends up half the time it has it, and the other half without any changes to the flicker, making it look like I'm walking around completely blind. That would definitely affect votes however it may not be the same impact as the constant annoying flicker. Edit: Changing it to 720p fixes it, but kills my connection afterwards and reverts to 360p, which has the above problem. Oh well. Also, Spikestuff, I don't believe its an emulator issue, and more of a game bug. :P
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The in game time is 5 minutes lower. Also, can someone please do a temp encode? The flickering at 180k frames in looks...off when I try. Also:
Language: lua

memory.usememorydomain("System Bus") local Boss = {'Malfoy','Giant Rat v2','Troll','Ogre','Purple Rabbit','Chickens','Rook','Knight Piece','Knight Piece 2','Devils Snare','Quirrell','Voldermort','Giant Rat','Knight','Easy XP'} local Monster1 = {HP=0xC4B8,X=0xC46A,Y=0xC46D} local Monster2 = {HP=0xC55A,X=0xC50C,Y=0xC50F} local Monster3 = {HP=0xC5FC,X=0xC5AE,Y=0xC5B1} --[[ Monsters in battle are offset 0xA2 of each other 0xC4B8,0xC55A,0xC5FC is HP 0xC46A,0xC50C,0xC5AE is X 0xC46D,0xC50F,0xC5B1 is Y 0xC48A,0xC52C,0xC5CE is Sprite (not ID!) This is needed since they technically don't have a "fixed" location; monster 1 can appear in top middle or bottom. All little endian ]]-- local list = {Monster1,Monster2,Monster3} while true do if memory.readbyte(0xFFD2)%128 >= 25 and memory.readbyte(0xFFD2)%128 <= 33 then gui.text(0,0,'State: '..memory.readbyte(0xFFD2)%128) --Game state for debugging --Coords only make sense if x1 window size at the moment gui.text(memory.read_s16_le(Monster1.X),memory.read_s16_le(Monster1.Y),memory.read_s16_le(Monster1.HP)) gui.text(memory.read_s16_le(Monster2.X),memory.read_s16_le(Monster2.Y),memory.read_s16_le(Monster2.HP)) gui.text(memory.read_s16_le(Monster3.X),memory.read_s16_le(Monster3.Y),memory.read_s16_le(Monster3.HP)) else gui.text(0, 0, 'X: '..memory.read_s16_le(0xCD30)..' Y: '..memory.read_s16_le(0xCD32)) gui.text(0,60, 'Msg: '..memory.readbyte(0xCD12)) -- The player cannot press A to continue until the countdown is finished. if Boss[memory.readbyte(0xEC05)] ~= nil then gui.text(0,75, 'Boss: '..Boss[memory.readbyte(0xEC05)]..'('..memory.readbyte(0xEC05)..')') gui.text(0,90,'State: '..memory.readbyte(0xFFD2)%128) --Game state for debugging else gui.text(0,75,'State: '..memory.readbyte(0xFFD2)%128) --Game state for debugging end end -- --[[ Game state for battles: 25 - Battle transit (includes using cards) 26 - Your turn 28 - Spells 29 - Items 30 - Item used 31 - Flee 32 - Enemy attacks 33 - Select enemies and attack 34 - Win screen 42 - Cards (same if you use not in battle) end]]-- emu.frameadvance() end
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SuperMonkeypotato wrote:
Glad to be able to help with this project. Thanks for finding a consistent frog trick for RTA. Were you able to find a timing method for the reset+combo trick? Or is that not predictable for RTA?
Not sure, but I'm going to check if the delay for when to pause applies everywhere after I'm done checking all the places pausing before a trigger works. It's taking a while because apparently I realized there are no notes of this for places this isn't used in a run. For reference: Frame "A" is pressed from the beginning menu 178309 Can press Start at frame 178474 Softlocks all the way to 178549, then take 1 damage Start frame - 178474 Ok frames 178549 178552 178567 178570 178573 178576 178585 178588 178597 178600 178603 178606 178609 178612 178645 178648 178651 178654 178657 178660 178663 178666 178669 178672 178681 178684 178693 178696 Not listing everything later, since that's far too much waiting. It appears there's "intervals" where using a card combo after reset doesn't softlock.
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crescendo2020 wrote:
Ferret Warlord wrote:
Second, you do have the option of downloading FCEU and and the input file provided by this submission if you wish to watch this movie.
That sounds awesome, But I don't know what that means. I have FCEUX. Input file is where you've gone over my head.
1. Go back to the first page. Click the link next to "Download submission here: " Or this: http://tasvideos.org/submissions/1105.zip 2. Open FCEU(X) 3. Click and drag the rom file to the emulator 4. Extract the .fcm into the emulator's folder 5. Click and drag the .fcm into the emulator while the game is on. 6. Watch the TAS
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fsvgm777 wrote:
mklip2001 wrote:
On that note, is there a verification file for the SRAM usage?
Yes. It's right in the submission comments:
TASVideoAgent wrote:
dtm to create save file: http://tasvideos.org/userfiles/download/26716854235315966
mklip2001 wrote:
At first, I was sort of iffy about using a mode that makes the vacuum inflict damage faster, but it really allows you to make more ghost captures without the ghosts flying out of the room.
I thought that was only in PAL Hidden Mansion? Or am I misunderstanding something?
Well: http://strategywiki.org/wiki/Luigi%27s_Mansion/The_Hidden_Mansion
After you complete the game, you will return to Professor E. Gadd's laboratory. When he asks you where you want to go, you'll notice a new option, the "Hidden Mansion". This is essentially the game's "hard mode". The Poltergust is about 1.5 times more powerful, but ghosts put up more of a fight to escape its pull. There are more powerful ghosts in earlier rooms: for example, the invisible Grabber ghosts first appear in the Wardrobe Room, but appear much later in the Normal Mansion. Because of all this, there is much more treasure to be found in the Hidden Mansion, making it more rewarding, and easier to achieve a Rank A mansion at the end.
That's for NTSC. The PAL version is listed further down. Also note this was from a wiki, so "hard" is subjective.
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Done I'll upload tomorrow once I written down the notes. Thanks a lot for the help :D
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If you need to hold the stylus at a certain spot for long periods of the time, you should try the auto-hold feature. It's under confg->Hotkey config at the "tools" section. To toggle it back off assign something to "Auto-hold clear" at main.
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Spikestuff wrote:
So, PAL 100% when?
This, plus see if the use of the OoB glitch would help since it requires opening the chest, it can only be done once, so it's not as gamebreaking as the use in a any%.
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ais523 wrote:
I'm glad that this submission is on the site, so that people can look at it and see what the winning GDQ run was like. I don't think it should be published as a movie. Let it be rejected; it's clearly improvable. (There's a glitch that I couldn't make work, but which I got far enough with to make it seem like it should work: if you go two screens east of the final boss, move one screen to the west, and reset 42 frames later, there is a 1 in 65536 chance that you will be able to glitch into the final boss room by holding left after reloading the game, and a 65535 in 65536 chance that you will end up deleting the save file. I didn't manage to get the luck manipulation done, but these odds are easily in range of what's viable to manipulate in a TAS. Things that affect randomness here include the background music, global frame counter, and the player's inventory.)
How did you come up with that number? How did anyone even find this if it's that rare? It this intended? 0_o Also I'm not sure about whether or not it's "worthwhile" to publish a game that was made for speedrunning. I mean, wouldn't that allow potentially future people (for potentially another game like this) to deliberately code something they can exploit?
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