Posts for jlun2

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Arc wrote:
I got the "good zombie spawn" using FCE Ultra 0.98.16. I haven't been able to get it in FCEUX 2.2.2. The converted .fcm to .fm2 doesn't sync. I've tried adding and removing frames. (In FCEU the screen changes from grey to black on frame 3, whereas in FCEUX it's on frame 8.) I've tried using different inputs and timing. But I always get the "bad zombie spawn." So I'm stuck until a solution is found.
Does emulator timing affect RNG? Is that "good spawn" even possible in an actual console?
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Hey, I'll make a temp encode. Edit: I initially can't get it to sync because when I reset, it says "Backup data corrupted" at the end of the Chapter 8 boss. Eventually I discovered how to get it to sync: 1. Go to the battery folder. Delete the .dsv for this game 2. Copy paste the movie twice. 3. Run the copy, pause it at the first frame or so. 4. Make it read-write, now make a save state. 5. Load the save state. 6. Immediately stop movie recording 7. Play back the original move 8. Load the save state from above. If steps 2-4 doesn't work, make a new movie, use the exact same RTC settings, then make a save state at the first frame and load that when playing back my movie. It'll give an error, but it'll work. I apologize to anyone encoding for this convoluted way to get my movie to sync. Edit2: Link to video After seeing this for the first time with fog turned on, I admit - it's pretty bad in terms of entertainment. I'll expand the submission text to room by room so other's will know what's going on. Edit3: I'm conflicted whether or not to upload an encode with fog off. On one hand, it makes the movie much more tolerable. On the other hand, it has a chance of influencing the votes to "Yes/Meh" solely because of said encode rather than the original.
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http://dehacked.2y.net/microstorage.php/info/909917951/test2.dsm Wrong warped from chapter 14 to chapter 9. No idea why it happened. Delaying 1 frame prevents that.
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1. Welcome to TASVideos! 2. What GBA core are you using? That's a bug and you should report it either on the BizHawk forum section or the bugtracker (if you can). 3. Technically, there's a built in RAM watch and search feature built in on BizHawk, but I guess it's your choice.
Post subject: Re: Reply Arandomgametaser
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Gay wrote:
Please troll me. This TAS is like crippled snail movement. It is click agonizingly slowly through dialogue. Are you entertained by videos of people slowly reading through books? Face it, this game sucks for TAS, the vault not even take, regardless of what the player does.
Well, I'm not sure how different a TAS of this game could be compared to a real time run because I never played this, but regarding reading slowly, there seems to be a demand for that for some reason I never understood especially in the context of beating games as fast as possible.
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Not sure if this game is console verifie-able, but if so maybe that could be tested using the same input from an emulator?
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http://i.imgur.com/yua8BN9.png I made a map of the entire route. It's not complete; For some reason, I can't seem to find chapters 2 and 14 maps anywhere in game other than the use of cheats. I also didn't list key items, ammo, health, etc. Edit: 02266000 is text for the buttons Edit2: The weapon/item/map flags are all binary. 204FEA8 - Changing this to FF makes you unkillable for some reason. 204FEE8 - Seems to be some kind of offset; changing it to a high value pushes me far from the map while a value like 0 makes me walk through walls. 22234A23 - No idea, but changing it to certain values cause it to always display the chapter titlecard every time I move through certain doors. 22234A60 - Control Type, Y Axis Invert, Heart Beat (Quiet) flag 22234A61 - Brightness, Heart Beat (Normal/Off), Music flag 22234A70 - Weapon flags 22234A71 - 1,2,3,4,5 floor west building map flags; Also flag for if notepad exists 22234A72 - 6,7,Roof west, 1,2 east building map flags 22234A73 - 4,5,6 east building map flags 22234A74 - Top item list flags (except for the notepad) 22234A75 - Bottom item list flags Edit3: There's an ammo on the floor at the last room of Chapter 10 that's unreachable. Also: This door for some reason is glitched, and reentering the previous hall takes me back to other side for no reason. Edit4: Here's the original map with almost every entrance encountered: http://i.imgur.com/IEDROLh.png I also updated the first link to reflect new exits found. Edit5: I can confirm it's completely possible to kill a 32 HP banshee using the nightstick WITHOUT slowing down whatsoever, but it really requires the Banshee to be at the right spots at the right times. Worse case scenario will be it approaches at a wierd angle, and I'm forced to use the machine gun (which slows down every shot due to recoil).
Experienced Forum User, Published Author, Skilled player (1709)
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1. That's what happened for games like Monster House as well, and it really helped refinding addresses every single floor no matter how annoying. 2. The RAM search is similar to Cheat Engine's in a way, so the tutorial that comes with that program will help you know the basics to this as well.
Experienced Forum User, Published Author, Skilled player (1709)
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Kurabupengin wrote:
PLSFEEDBACK
Ok. Have you found any RAM addresses yet or are you just rushing through?
Experienced Forum User, Published Author, Skilled player (1709)
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Hey, it seems google code is now read-only. I tried visiting the emulator's github, but the issue tracker link takes me back to google code. Where do people report bugs now?
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CoolKirby wrote:
jlun2 wrote:
I can't seem to upload my WIP since it went over 2MB.
You could go old-school and upload it to Microstorage. It appears to support movie files of up to 8 MB. Does that Chapter 12 strategy really skip the boss entirely? That almost seemed too easy.
I never knew that. Thanks! http://dehacked.2y.net/microstorage.php/info/1075280082/test2.dsm Also I was surprised as well it works, and only found out after I left and re-entered the area when bored just to discover the cleaver respawned. Edit: The green-tipped banshees have 32 HP, and other than being lucky and having them at certain spots there's seem to be no way to kill them without losing time. After messing around a bit, I discovered that not only do they don't seem to have any weak spots (so no x3 damage), but also the nightstick hits them rapidly without cooldown (once again, if aim is right and they're at the right place). I'll try to reduce the slow down so it won't be as noticeable, but... Edit2: It seems the green zombies, if they spawned at rather bad locations, can still be avoided. They stop moving when they use their ranged attack, so by manipulating them to use that they could potentially be avoided.
Experienced Forum User, Published Author, Skilled player (1709)
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I can't seem to upload my WIP since it went over 2MB. Anyways... The 4th room of chapter 10 seems to be the only room outside chapter 3 to use the keycard, and it's only if you wanted to backtrack to the previous room. I waste 10 frames at that room to avoid getting hit since the leeches at the end of the chapter would kill me otherwise with the current RNG. I cannot splice the input from chapter 5 to chapter 11 because apparently the fences are of a slightly different length. Also: Link to video I honestly never seen anyone post nor mention this so I assume it's obscure. Edit: For some reason, changing 022661F9 at certain rooms allowed me to walk through walls.
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Alyosha wrote:
EDIT: I can't get the current publication to sync at all, if anyone is able to please let me know how you did it. EDIT 2: seems like holding 'A' in between levels changes the mountain layout, will have to test to find the best one. EDIT 3: I tried playing my movie on neshawk and it desynced right away. All the loading frames lined up correctly, but the mountains were different. The game must be doing something every cycle with RNG.
If the RNG is found, I wonder does it for some reason change different for different emulator (cores)?
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Experienced Forum User, Published Author, Skilled player (1709)
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sonicpacker wrote:
Here's a pretty awesome video by pannekoek2012 (on his keok account) visualizing the PU strat to grab the moat door: https://www.youtube.com/watch?v=JYgjmOwvTF0
Nice! Since more information about them is known, can someone eventually please update http://tasvideos.org/GameResources/N64/SuperMario64.html to reflect that? Also does something similar exists above/below the map?
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PikachuMan wrote:
Great News! My Little Pony Mobile has finally got rid of those dreaded micro-transactions. We need a tool assisting Android emulator so badly.
Speaking of which: This made me laugh far more than it should. >.<
Post subject: Re: Ice Climbers
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Alyosha wrote:
I'm thinking of working on this game next, but I wanted some input on the goal choice in the original. Would this be considered '100%' by current standards? Should I include collecting all the veggies? Any input appreciated here.
How spliceable is this game? If collecting everything counts as 100% (or at least for the audience), then would an any% also be derived from this by simply not collecting everything? No matter how similar it might be, the site technically accepts both types of runs now.
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Does the movie sync back on other computers? I recall at least one TAS where it couldn't be published because it only synced on the submitter's computer.
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Sorry to post again, but: http://tasvideos.org/userfiles/info/25161296901191005 This movie causes the emulator to crash for a minute or so before working again. I tried recording it, but the Windows 10 game bar didn't capture the screen freezing and turning white: Link to video At around lag frame 18633, the emulator hangs for a bit before working at 1:02 of the encode.
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jlun2 wrote:
I've been looking at the WIPs again, and I agree, it is indeed too dark to be entertaining for people who've never played the game before. Since I can't just grab the Flashlite for no reason, maybe the run should be a 100% run? If so, since the game doesn't define what 100% is, maybe I should just collect: *All Equipment/Weapons *All Maps What do you people think?
I actually went ahead and used cheats to find out all floors that had maps. Interestingly, the rooftop has a map: However, I never managed to locate this map when I played. Anyone have a clue on where it might be? Oh, and the courtyard/basement (chapter 5,11,14) doesn't have a map, even when cheats were used to unlock others.
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Experienced Forum User, Published Author, Skilled player (1709)
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http://tasvideos.org/userfiles/info/25133578972973373 Found out the cutscene after this boss can be skipped. I tested others, and it appears only this and the last boss one seems skip-able. Edit: This also resets my health and ammo to that of the beginning of the chapter. Unfortunately, I can't seem to find a better health location than post chapter 7, so I wasn't able to use this to "heal". Oh, and this also removed the "Gramophone Record" from my inventory. :P Edit2: This crashes the game at the start of chapter 9, but since the crash occurs AFTER the game saves, I can still progress by resetting. The cutscene takes 20 seconds, so a reset should still be faster.
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Alyosha wrote:
In fact even that message in the original publication is a bit misleading. The game was only released in Europe, hence there is no equivalent rom with a (USA) for example, there is only one ROM. It's not that Luke picked the wrong version, it's the only one. However it is true that the game can recognize the region setting, (I did put this in my submission comments) so NTSC is proper.
How does that work? Isn't there some lockout thing going on for NES unless it was the top loader? 0_o
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MUGG wrote:
I wasn't sure if to post this here or in bizhawk topic: Is the mgba core in bizhawk good to use? Or should I wait?
Post #413781 This problem is preventing me from making a full TAS of game and watch using that core atm.
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xy2_ wrote:
https://youtu.be/ZqBQW7J97ZE Following on this video: I have discovered that the chest glitch actually corrupts.. almonst the entire SRAM. It depends what part it corrupts, but it corrupts mostly in a set pattern. If you want to try: https://www.dropbox.com/s/szcfppi0ep1162y/chestglitch.dst?dl=0 Load this savestate.
Is there any use of that, or currently just makes the game unloadable?