Posts for jlun2

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Thanks. Changing to tilt mode however disabled my dpad, which I need to select stuff in menus. Is there a way to enable both? Also do I need to change anything else? I can't seem to move still in game.
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1. This should probably merged with the other DP thread. 2. Would getting legends also count as "bosses"? Not sure how would one unlock Regigas however. If that does happen though I would be very interested; this would more of the game than a "glitchless" run could, while still hopefully not as long as such.
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Not sure if this is the right place to ask, but how does one use motion control for games like Kirby's Tilt n Tumble? I can't seem to find an option for it.
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I found an improvement in stage 2: This saves around 20 frames for 3 lifts, so around a second. Going to cancel this for now to implement this. Sorry about that.
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I like this run much better than your village one; this time you avoided grabbing the timers, so the run ends without a 2 minute+ delay. If you ever redo/improve/put them all in 1 input file, I hope you do this as well.
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This game has a % counter, so I'm curious on how long it would take to 100% it, but the amount of luck needed is beyond me. I did mess around and found some addresses for this game though, using BizHawk: 0x209908 Stage? Freezing it to 26 for instance gave me secret storage 1 0x20F22C Pokemon left 0x20F384 Mr Who timer 0x0E3BC4 RNG RNG advances every frame during a trozie match, but stays static during menu. I did find 1 location it can be controlled; selecting Mr. Who's Den advances RNG (but not selecting other locations), so one can press his Den, then some other location over and over to change his selection. Each Mr. Who layout is it's own stage ID, which explains why the RNG advances.
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Link to video It's quite fascinating actually; "mutant" probably sounds offensive to some, but here's a video about it. I don't think there's an easy way to express it right now sadly.
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Experienced Forum User, Published Author, Skilled player (1709)
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Experienced Forum User, Published Author, Skilled player (1709)
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I got an idea that might be interesting. I noticed the current run completely skips the sword, and performs ACE. I'm curious if it would be possible to make a run that skips the sword, and beats as much as possible (including Palace of 4 Swords). The problem is you basically need OoB glitches to even skip the sword (and enter the optional Palace), so I have no idea how would one make a coherent category that won't just skip almost everything (ie. get boss key in 1 dungeon, then OoB to other dungeon boss rooms and unlock the boss door + OoB skip Ganon like in past runs). Any thoughts on this?
Experienced Forum User, Published Author, Skilled player (1709)
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I compared every frame it took for the first stage in Sailor Moon for the overworld segments, excluding lag and dialogue: https://cdn.discordapp.com/attachments/280808167993245707/721823687031914546/unknown.png Is there something going on that leads to the non-lag frames being slightly different between the cores? This has the effect of also affecting RNG. Here's the input files for the 2.4.2 movies https://cdn.discordapp.com/attachments/280808167993245707/721825124906696704/Bishoujo_Senshi_Sailormoon_R_Story_Gamebatte.bk2 https://cdn.discordapp.com/attachments/280808167993245707/721826054980894831/Bishoujo_Senshi_Sailormoon_R_Story_GBHawk.bk2 The platformer length is different since the "lag" is different is different in GBHawk so I haven't optimized it yet. Edit: ThunderAxe31 mentioned GBHawk uses equal length frames, which I forgot. Need to retime Gambatte, wait. Edit 2: Added timing for Gambatte 2.4.2 equal frame length. It matches far more closer to GBHawk now too, so nice work. The RNG is now similar(ish, haven't checked platformer), but non lag is still different by 1 frame? https://cdn.discordapp.com/attachments/280808167993245707/721938795200774264/unknown.png https://cdn.discordapp.com/attachments/280808167993245707/721936551042351134/After_Burst_Japan_Normal_GambetteEq_Frame.bk2 [MOD EDIT: Unembedded large images]
Experienced Forum User, Published Author, Skilled player (1709)
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I liked the current TAS since I thought the battles were unique (every character attacks at once instead of one by one), so I'll definitely watch this later once I'm free. Do you have the bruteforcer still? Would you mind releasing it if so?
Experienced Forum User, Published Author, Skilled player (1709)
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I'm not sure if this is normal, but on Sailor Moon, the function emu.totalexecutedcycles() seems to be returning a value ~twice the amount in GBHawk compared to GameBatte in in interim: Is this normal? Gamebatte is the left, GBHawk on the right. (Interestingly, the script I was using checks 0xD102 in System bus to display stuff, and it seems the BIOS in GBHawk vs Gamebatte is different in it's value at this point. Not sure if that affects anything) The lag differences between the 2 are now much smaller; previously every transition would greatly lag by 17+ frames, but now the difference is more like +1 or 2 frames in Gamebatte compared to GBHawk (per transition). This makes comparing much easier for this game.
Experienced Forum User, Published Author, Skilled player (1709)
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I think I made a mistake in stage 3. Attempting to paste in the platformer version of the TAS to it however desyncs it at this spot: This causes a jump to miss shortly afterwards. Attempting to just go ahead regardless by adding frames made it 4 frames slower than platformer version, and the boss then desyncs. Even then, that's assuming the last 2 stages don't mess with me (either). To assist myself in it, I resynced the platform tas to 2.3: https://cdn.discordapp.com/attachments/280806848909541376/714704090982121532/Bishoujo_Senshi_Sailormoon_R_Japan_Platformer.bk2 And also found, and added dialogue related addresses since those keep giving me trouble. Download sailormoon.lua
Language: lua

memory.usememorydomain("System Bus") --C020 local address = { x = 0xC020, y = 0xC023, x_speed = 0xC028, hp = 0xC05B, --mirrored at E05B, intervals of 16 npc1_x = 0xC120, --girl uses this boss_timer = 0xC157, --boss invulnerability timer boss_hp = 0xC15B, follower = 0xC24C, --flag for someone following? npc2_x = 0xC320, is_dialogue = 0xD102, --0xFF if dialogue? sprite_visible = 0xD112, --it's 30 during dialogue? story_progress = 0xD401, --Can start platformer at 6; mirrored at 0xF401 text_ended = 0xD481, --Ends dialogue at 0xFF text_progress = 0xD488, text_char = 0xD491, --current char? text_speed = 0xD492, character_id = 0xDE80, --1 = Sailor moon map_toggle = 0xDE83 } local stringformat = string.format while true do local x = memory.read_u24_le(address.x) local y = memory.read_u24_le(address.y) local hp = memory.readbyte(address.hp)/16 local x_speed = memory.read_u16_le(address.x_speed) local girl = memory.read_u32_le(address.npc1_x) local cat = memory.read_u32_le(address.npc2_x) local text_char = memory.readbyte(address.text_char) local text_progress = memory.readbyte(address.text_progress) local text_ended = memory.readbyte(address.text_ended) local boss_timer = memory.readbyte(address.boss_timer) local boss_hp = memory.readbyte(address.boss_hp)/16 local is_dialogue = memory.readbyte(address.is_dialogue) if (is_dialogue == 0xFF) then gui.text(0,75, "C:"..text_char .. " P:" .. text_progress) gui.text(0,90, text_ended) else gui.text(0,90, "Me "..stringformat('%.6f',x/65536.0).."("..stringformat('%.6f',y/65536.0)..")") gui.text(0,105, "Spd "..x_speed) gui.text(0,120, "C "..stringformat('%.6f',cat/65536.0)) gui.text(0,135, "G "..stringformat('%.6f',girl/65536.0)) gui.text(0,150, "B "..boss_hp.."("..boss_timer..")") end gui.text(0,60, "HP:" .. hp) --Need to show this in dialogue to see difficulty gui.text(0,165,emu.totalexecutedcycles()) emu.frameadvance() end
Sorry for the delay; something non-TAS related came up.
Experienced Forum User, Published Author, Skilled player (1709)
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As a person who never played this game, it's rather hard to appreciate this compared to the other movie.
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Can there please be a way to: 1. "Unhold" the stylus in TAStudios. Right now, if you were to use record mode, stylus position is set even if you're not clicking anywhere. Please make it so it's like DesMuMe where if I don't click on the screen, there's no touch input, so it won't have long columns of TouchX + TouchY with numbers, but "T" for touch is not set. 2. Allow vertical and horizontal bars to visualize where the stylus is like DesMuMe. The numbers by themselves are helpful for those who can't picture what position corresponds to which number. 3. Allow to set a touch coordinate in TAStudios by clicking on the emulator screen. Virtual Pad is disabled in TAStudios, but at least make it so there's a way to set "TouchX", "TouchY" for 1 frame by clicking on the screen. (Out side recording mode for 1 frame, touch screen, then disable it). That's risky when I want to change 1 coordinate for 1 frame with visuals. 4. .dsm files converted to bk2 treats no stylus input as
|    0,    0,...............T|
When I open it in TAStudios. Can this please make it so that it converts treats touch as false (the last value on the right)?[/code]
Experienced Forum User, Published Author, Skilled player (1709)
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Experienced Forum User, Published Author, Skilled player (1709)
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While routing for 100%, I asked TiKevin83 to check for if the OoB in this game was emulated right by given them input files for any% improvement. An input file that did not soft reset the game synced back, but the one that did use a soft reset to alter OoB layout did not. Since the Spearman stage for 100% needs reset to reach the OoB exit after obtaining the treasure, I'm uncertain if the route works on console. I gave him the input file, but since he's busy, I decided to work on the OoB-less run instead. With that said, I rediscovered that from old posts, there's a 724 frame improvement to the previous TAS that does not use OoB exits. Given the links to the WIPs are dead, I decided to resync the current run (up to last boss, because diff rng ruined it) and see if the improvement could be refound: http://tasvideos.org/userfiles/info/63000414314992766 Edit: 879 frames improved, mostly from using inputs from the latest run, + wallclip savings mentioned by MUGG. https://youtu.be/-siFfVFZxUY http://tasvideos.org/userfiles/info/63043461467067961 Edit2: Improved 7 more frames by cancelling 1st dash jump instead of crouching in the giant spearman room with frostie Also the 4 frame rule between transitions also affect the minigame screens. Since the number for the end stage minigame is determined at start of minigame, this means it can only be changed once every 4 frames Edit 3: I investigated avoiding coins for the any%. Every time you have less than 50 coins you save 56 frames at the number guessing minigame since it just gives you a message "You have no coins" that can accept input sooner. Stage 1 (One Noisy Morning) 0 coins Stage 25 (To the Castle) 4 coins (3 from 1st screen, 1 from OoB) Stage 26 (Storm the Castle) 45 coins Stage 27 (Defeat the Giant Spearman) 1 coin (OoB) Stage 28 (Through the grand hall) 19 coins, assuming 0 from blocks Stage 29 (Kick em out!) varies, way more than 50 due to OoB https://docs.google.com/spreadsheets/d/1XevsUFWknCozzJ7IRKbHigPpSeJnk5FJFZm4lNmFnjM/edit?usp=sharing This means the main issue is stage 26. From the spreadsheet, I timed every screen in this stage. This was done on GBC instead of GB, since there was no lag in GBC, but the results apply as well. Compared to ignoring coins, it seems to be fastest is skip 4 coins at beginning, then avoid as much coins as possible reset of stage. This will give 25 coins. 0 + 4 + 25 + 1 + 19 = 49 coins by 2nd last stage. Last stage coins are unavoidable, so ignoring that. This takes an additional 49 frames for 2-2, but saves 56 frames per end level for the next 2 stages, so it's a gain.
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I never played this game, so this might sound noob, but if this is "Execute Arbitrary Code" why does it still beat the bosses instead of skipping to the end?
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Experienced Forum User, Published Author, Skilled player (1709)
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I downloaded the latest interim build (should be https://github.com/TASVideos/BizHawk/commit/631fedcd9cf84a457d34e24895137edb849d02ef), and my touch screen config says "WMouseL". Using a wireless mouse, not the laptop touch pad. Is the mouse driver a potential problem? Also switching from a GBC rom to DS seems to crash BizHawk. DS to GBC seems fine however.
Experienced Forum User, Published Author, Skilled player (1709)
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This might sound dumb, but how does one use the stylus in DSHawk? Changing the input settings still won't let me do anything?
Experienced Forum User, Published Author, Skilled player (1709)
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Void outs? So the screen just fades away, then back, or do you appear somewhere else? Any interesting finds so far?
Experienced Forum User, Published Author, Skilled player (1709)
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At this time, I gathered knowledge about several aspects of the game, including the full lists of 171 Digimon in the game with their stats, the experience curve, 166 moves, 625 encounter data instances, and 16 items. However, I eventually got stuck routing out how to effectively get past the second boss (let alone everything else), and let it slide for a few years.
Before I forget, can you please also share the information you gathered? Not sure how much it'll help, but if anyone ever wants to tackle this game ever again they don't need to start over. Also would you ever be interested in obtaining all Digimon, or some 100% of this game in the future?
Experienced Forum User, Published Author, Skilled player (1709)
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glitch less
Its entertainment value has been increased substantially (in my opinion) by using the new Duel Escape Glitch to skip the tutorial duel. It chooses not to use that glitch for any future duels, as a speed/entertainment trade-off.
🤔 That sounds like some abuse of the term glitchless more so than most runs that use the term lol Also, if this console verifies, would you try to get a console verifiable run of the glitched version too? For next year, are there anything in game that works as 100% completion? Maybe try Duel Escape Glitch 100% if so and see what happens.