Posts for mkdasher

1 2 3 4 5 6
9 10
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
enjoyed the TAS, but still would like to see more explanation about some of the tricks done in the run / items you bought / items you picked, etc.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
FractalFusion wrote:
and maybe one other strong non-Normal-typed attack (Fire Blast, Blizzard) or Metronome.
Blizzard seems pretty useful. Much faster Lance fight, and possibility to freeze, using this move the same way I used Secret Power on the published TAS. I don't see Fire Blast being useful. Metronome seems slow but maybe neccesary I guess. May be needed for 1-hit Cloyster because I think Cloyster has a 100% chance of using hail first turn, and that may be really slow. If getting metronome I guess it can be used to 1-hit some other elite-four pokemon that would be a 2 hit with other moves, if it can be manipulated fast enough. X items seems not neccesary just like FractalFusion did in this testrun, although I may test getting them just to check the difference.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Whirl from the Freezing Pond - 12.33 by Eru. Link to video Cool strat there.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
I did a test of how the beginning of a Clefable run would look like. File: http://dehacked.2y.net/microstorage.php/info/354787031/clefabletest.vbm Initial seed: D4D4 Squirtle IV's: HP: 8 Atk: 13 Def: 18 SpAtk: 31 SpDef: 26 Speed: 10 (+sp.atk/-sp.def) Clefable IV's: HP: 31 Atk: 31 Def: 19 SpAtk: 29 SpDef: 17 Speed: 31 (+atk/-def) Most of that rerecord count was just to find a proper seed. Still, I couldn't find the seeds that theoretically would be better than this one (which are 3E30 and 72AF). Lua savestates being messed up do not really help the search though. About the run: - If a Clefable run is done, Squirtle needs a + special attack nature, making route 3 a lot faster. Also everything higher than 4 IV on attack works perfectly. - Perfect Squirtle for this run would need a 31 IV speed (speed ties Route 3 Rattata), however after running some simulation search programs I found that I can't get a 31 sp.atk / 31 speed squirtle, and then finding a good Clefairy, so a good speed would be anything higher or equal than 14. This run has 10 IV speed, making me slower than weedle on Route 3. However the time lost is not really that high since this way I can get a hit from Weedle, and save a Critical Hit that I'd need from Onix to be in torrent. - Clefable's 29 IV special attack should be enough and work as good as a 31, but it would need to be tested. Attack, HP and speed are perfect. A few comparisons between my published TAS: - After Misty, this run is 695 frames slower than the published run. - Clefable saves 21 frames each battle because it has a faster cry compared to Wartortle. Its cry is faster than Blastoise as well but haven't checked how many frames. Like FractalFusion, I also think a Clefable run may be faster than using the Squirtle line, but it needs to be tested.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
By the way, since the formula of when getting wild encounters was inaccurate, I checked the RNG seeds again. Now I can confirm it is POSSIBLE to get till Brock with 0 encounters. Still, this seed is slower than the one I used, since 2 pokemon need to be caught anyway, and with the other seed you can cut extra grass on Route 1 (not possible with the 0 encounter seed because you'd be getting an encounter on Viridian City, which is useless).
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Really nice TAS, felt that speed that is expected from a Sonic TAS. Route planning seemed really good as well. Definitely a yes vote.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
ais523 wrote:
Well, standard Round 2 strategy for non-TAS runs is to catch Zapdos and use that throughout the postgame; you don't use Blastoise during the second Elite 4 battle in a realtime run anyway, so that wouldn't be a reason not to use Clefairy. However, I can believe that the TAS route might be different from the realtime route due to the ability to get better luck in the battles; it might be that the time cost to get Zapdos wouldn't be worth it in a TAS.
yeah, Zapdos was alredy out of my route. And because of having to battle elite 4 twice, Clefable is not an option for me for the main pokemon. The only pokemon I thought of using after was Machoke, but I didn't see how to get past Agatha with it, so I'm pretty sure I'll have to go with Blastoise anyway. My plan is to catch 56 pokemon, and evolving Clefairy into Clefable, since you have to get a Moon Stone anyway on Rocket Hideout, and I would use the moon stone just when I open the bag for something else. That plus the starter and evolutions would get me the 60 neede pokemon. I'm going to use LeafGreen since any% was already on FireRed, and it isn't any faster / slower.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
I am planning to do a Route 2 TAS. I waited since FractalFusion said about Clefairy's strat, which I didn't think about. I guess for Round 2 Clefable would be slower since you have to do Elite 4 twice. I'm still not sure about any% since I haven't tested myself. Planning where to catch some of the pokemon is going to take time I guess though.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
yoshifan wrote:
I get an "Access Violation" dialog in Cheat Engine sometimes, even when just working with Cheat Engine's address list. Maybe it's the same thing you're experiencing? I'm not at all certain about when it happens, but it seems to happen often after I change my dual-monitor display settings (or disconnect/connect my external monitor from my laptop). It fixes itself if I just close and re-open Cheat Engine.
It may be something similar: This is the modified lua: http://pastebin.com/bkivpgt8 As I said sometimes it just work properly: Link to video But then suddenly, this starts happening (sometimes it just happens from the beginning): And once it starts happening, it never stops. I have no clue why is this.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Masterjun wrote:
you have to make sure that every single variable is "local", since these variables are faster and work better
I'm pretty sure all of them are local. I'll try to paste the code later when I get home. The thing is that sometimes it works, but sometimes it gives me the violation access message and I can't watch the addresses, so I don't really know what is happening
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
I'm having problems with displaying 2-byte big endian addresses. I display them, but sometimes it keeps telling me "Access violation" from time to time. I'm not sure the exact reason, it seems like the tabletostr doesn't work propertly for 2-byte, but I actually have no idea. Could anyone help me with this?
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Yes for Vault because of Technical Quality and optimization.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
N. Harmonik wrote:
Wouldn't it have been faster to deposit all the other Pokémon in the PC before battling the Elite Four so they wouldn't have been registered in the Hall of Fame?
No, the PC is too far to the right, making it slower because of too much walking. I can't remember the exact amount of frames but it was something around 200 frames faster (not too sure actually since I don't remember, but I'm sure it was faster not to deposit when I compared it). The reason why depositin Pokémon is faster in other games is because: - Gen 1: Hall of Fame is way longer. - Ruby: PC is just next to the Elite 4 entry. Also, for a Fire Red "2nd round" TAS it may be faster to deposit Pokémon since you would have to deposit 5 instead of 3, it should be tested though.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
I loved the ending. Nice improvement, voting yes.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Wyster wrote:
Among the games i tested, most seem work just fine. However, I am getting problems when trying to start others. Some examples: Goldeneye 007 - Nothing happens, it's just a black screen forever Perfect Dark - The start screen pops up after a pretty long delay, then it stays there forever Super Mario 64 - Same as Goldeneye Diddy Kong Racing - Same as Goldeneye Also for 007 - The World is Not Enough i'm not getting any sound? Everything else seems to work though. These games work just fine though: Ocarina of Time/Majoras Mask Super Smash Brothers Snowboard Kids Turok - Dinosaur Hunter Yoshi's Story Mischief Makers
well I'm not sure about the others but I can tell Super Mario 64 works fine.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
ais523 wrote:
mkdasher wrote:
ais523 wrote:
I believe each area has its own encounter rate. I'm not linking to databases of it for the same reason we don't link to ROMs, but you should be able to find dumps of it if you look around.
yeah I found those encounter rates. But still I can't determine what is the exact formula for wild encounters (rate- depending). I know how it is approximately, and I know some RNG values which always would work, and some of them which would never work, but there are still some of them I'm not sure how they work. For grass for example, it's as if RNG mod 1600 is lower than 336, then you get wild encounter, if it's higher than 343, you don't, but if it's between 336 and 343, you could get them or not.
No, I meant area as in Route 1, Route 2, etc. Anyway, I just checked; the encounter rate for grass encounters is the same in all the numbered routes except Route 21, where it's lower. (It varies somewhat in non-numbered areas; for instance, Viridian Forest has a lower encounter rate than the numbered routes.)
Yeah I understood what you were talking about, I actually checked what were the encounter rates for every route, cave, dungeon, etc. With "grass" I actually meant every Route except that Route 21 (Tangela's route I believe?). But yeah, saying "grass" for that wasn't the best since there is a Route exception, and places like Viridian Forest have a lower encounter as well.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Will RAM search include Float by the way? It's pretty much needed for N64 TASing. Edit: I've been already told that it will. Good to know :)
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Bobo the King wrote:
I'm watching this run for the first time and I noticed something. Wouldn't it be faster to teach Blastoise both Surf and Strength at the same time (as opposed to about five minutes apart)? You don't use Surf until after Blastoise has learned Strength.
You do, against Koga.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
I made .bkm files for both Super Mario 64 0 stars and 120 stars: http://www.mediafire.com/download/3q4cqufd8dia7q5/SM64_TAS_BKM.rar 0 star time is 5:04.88 (it was 5:02.25 on Mupen-rr) 120 star time is 1:20:45.40 (it was 1:20:41.52 on Mupen-rr) It's funny how a 5 min run is 2 seconds slower, but then a 80 mins run is just 4 seconds slower.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
I found out what was causing Bizhawk to desync with Super Mario 64 .m64 files. Apparently m64_reader.lua script is reading 1 frame later than it should. Just for creating the .bkm files, I fixed it by erasing the first frame on .m64 file. Currently replaying 120 star TAS, I'll post .bkm files when finished with that (I'll not replay 70 star TAS now).
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
CoolKirby wrote:
I'm excited for the future of N64 TASing! So I tested out the N64 core with Kirby 64 and Super Mario 64. A problem I'm noticing, though, is that some or most of the textures are pixellated: It looks like the tree and Power graphics, and wall and grass textures look okay, but everything else is blurred like a scaled raster image. Is that an inherent problem from mupen64plus? And can it be fixed?
I fixed that by changing the graphic plugin settings. glide64 looks better for me on sm64 than rice.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
FractalFusion wrote:
I was away for the last two weeks, but I'll come here to say congrats mkdasher. I think though that it is possible to use a different Pokemon (non-starter) that would result in a faster run. Who knows though. One question: Is it better to catch Abra in the lower left patch, as opposed to the upper right one?
Thanks. I thought about which Pokemon I could use instead of Squirtle but couln't come up with any good idea. Maybe there's a possibility though, I don't know. About Abra, now that you say it maybe it's possible that upper right one is faster, and I checked the steps wrong when I made the TAS.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Patashu wrote:
mkdasher wrote:
I'm getting desynchs on 120 star TAS though. I'll see if I can fix it somehow (or know where the desync is coming from).
The 120 stars TAS you are experiencing desyncs with is console verified, correct?[/list]
yeah, but for some reason I'm thinking the problem is being the m64_reader script, not the emulator. I'll have to test this more carefully.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
I'm currently testing Super Mario 64 TAS movies. Super Mario 64 "0 stars" TAS (5:02.25) seems to be 5:04.88 now. I'm getting desynchs on 120 star TAS though. I'll see if I can fix it somehow (or know where the desync is coming from). M64_reader lua script to read m64 files probably is reading inputs 1-2 frames later than it should, but I'm still not sure about this. (or this being the only problem).
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Yes vote, enjoyed watching this.
1 2 3 4 5 6
9 10