Posts for qFox

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Joined: 4/25/2004
Posts: 615
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Here's a super mario jump script: v1: http://lua.pastey.net/92550 v2: http://lua.pastey.net/92579 (improved landing detection and positioning of results) I'll add a cool screenshot later (it shows you the path's :) Right now I'm thinking something like repeating this script and determine the best ending position each time, continue from there. That ought to bring me close to the end of the level without even doing any enemy detection, I'd say. --- screenshot: The prediction wraps around (that's why you see a few dots on the left). Make sure you have started the game (so press start at the title screen!) because otherwise you'll see crap. I would make a vid, but youtube keeps refusing my vids >:(
qfox.nl
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Ok. Created another script for SMB1 (well, it's my first, but somebody already posted a script for it). This script shows the hitboxes for you and the enemies. When the green boxes collide, so do you. Otherwise you dont collide! (Use it in level 1.2 and watch the pirana's and the elevator near the end, isn't that interesting?). The blue box shows your hitbox for hitting solid level elements like the floor, bricks and whatever. Will (probably) work with the fceu build of nitsujarehtona, or otherwise the current build of FCEUX. Works on mario and duckhunt U rom, but probably any SMB1 rom will do. http://lua.pastey.net/92520 I actually never suspected the hitbox to work like that. Quite interesting. -- I would Youtube it, but it has been bitching all day, not accepting a single video I uploaded, so I'm not going to try.
qfox.nl
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Yes, one a gui can be constructed with Lua, we are free to do as we please. But for now we are bound by the emulator and so am I...
qfox.nl
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Alden: for now it's a template, but at some point in the near future a gui will be built for it to easily fill in those functions. We're just working out the details on the best approach and stuff like that. The script also works for snes9x btw, just add the extra functions for additional buttons.
qfox.nl
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Location: The Netherlands
1: it should be 0x601D 2: math.mod()
qfox.nl
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Joined: 4/25/2004
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You have four pads, you're using only one, that leaves 12*3=36 buttons you can assign for various scripting actions :)
qfox.nl
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About 2 years later. Here's a Lua script that does almost the same thing. It's bloated because I put it in the concept skeleton of Lua BasicBot to test it, but it works. http://lua.pastey.net/92325
qfox.nl
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While working on a concept for BasicBot in Lua (only took like two hours, with no prior Lua coding experience, so I guess that was ok) I tested it by porting my 3D world runner script to it. The result is here: http://lua.pastey.net/92325 Neato stuff :D
qfox.nl
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The current FCEUX build supports the same Lua code as released by nitsujrehtona (in fact, it's his code). You can get it on SourceForge. I'm working on a BasicBot that works as a translator for those who don't know Lua.
qfox.nl
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With nitsujrehtona gone, and me back, I'm going to try and pick up where he left. I was going to implement BasicBot from scratch, give it better and faster support and all that, but we talked about it (we being the developers at #fceu on irc, freenode) and we decided to go with the following: - finish lua as started by nitsujrehtona - implement a new basicbot, which serves as a translator between the user and lua. simplified code entered in basicbot fields will be translated to lua and fed to lua - allow users to code directly in lua instead, if they desire to do so Which means we'll have two ways of giving arguments for BasicBot for each field; a very simple language (that of BasicBot) and a scripting language (Lua). The main problem is that none of the people left in the project know much about Lua so bear with us :p I'm diving into it right now and am about to inspect the code nitsujrehtona made. nitsujrehtona, dude, if you're still around, I can sure use a hand :p
qfox.nl
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Joined: 4/25/2004
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Bag of Magic Food wrote:
Can you believe I used to think the thorn was invented just so that emoticons could have a centered tongue?
For some reason, I do... ;)
qfox.nl
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Posts: 615
Location: The Netherlands
Didn't even remember I once started a Mario Kart topic...
qfox.nl
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Is that like double space for dos? That brings back nightmares...
qfox.nl
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Looks better yeah
qfox.nl
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Ah right, I did notice it was a friendly team. What about the Team17 part, is it their effort? And speedruns of games that not everybody can play shouldn't be a problem imo.
qfox.nl
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Ok like, wow. At about halfway I totally had no idea what was going on. Was playback even at fullspeed there? If the entire TAS is like that I don't think I'll watch it since it's fast and I don't have a clue what's going on... Not to say it's not a nice effort! It is
qfox.nl
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The rope-vid was awesome :D Unfortunately the other vids are (at this point at least) unaccessible. I have two questions though. Is Team17 actually endorsing turning Wormageddon into a TAS-machine? The updates page state Deadcode was recruited by Team17 and such. I wouldn't exactly be surprised by this move from Team17, but still... How does the manipulation of the AI work? Is the software edited so AI only attacks itself? Or is it another level of manipulation? It hardly seems like luckmanipulation...
qfox.nl
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Do dem files, replaying on any machine, also set a specific config? Like sv_cheats 1 etc. What would be the rules on this? There are a LOT of variables to play with. The one that immidiately came to my mind was the AI disabling var (used to kill the fun for playing on HL2 when it couldn't contact it's master server). While this var is quite extreme, there are others... How do dem files take these into account?
qfox.nl
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No, I commented on it by "but pre-defined or pre-recorded sounds could be done yes". At least, I would say such a curve would fall under pre-defined sounds. And you are right about that, that could work. I liked the pre-recorded sounds idea better though :)
qfox.nl
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Uh, yoshi touch and go uses the mic to blow away clouds. But agreed, there's not a whole lot of games that would use it in a TAS. As for audio in playbackfiles, Upthorn my argument stands that inputting cerain audio when working frame by frame is still very difficult (but pre-defined or pre-recorded sounds could be done yes). Still, as mentioned before, there are no real TAS games where the mic plays an important role (although I don't know any other method to remove all the clouds in yoshi, and I could imagine that coming in handy at some point).
qfox.nl
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Raiscan wrote:
qFox wrote:
I don't think the mic will ever be recordable
Why not?
Ok maybe I should refrase that. The DS is a finite state machine. This means it has a certain states, but as technology advances, so does it's complexity. For the DS the randomizer is far better from, let's say, the NES. I'm asuming it uses the clock, for one. The mic, if turned on, should (or could) also put something in the mix. So, in order for you to record a replayable not-desyncing video on a DS while using the mic, you need to catch EXACTLY what the DS catches on it's mic, and save it. That means NO lossy encoding (like MP3). This in turn means very big "key"-files. Oh did I mention it's quite hard to reproduce sound frame-by-frame? It's not like you can talk in frames. So no, I don't think the mic will be used in a TAS, or be recorded in a DS emulator.
qfox.nl
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Well it has no recording ability yet. I don't think the mic will ever be recordable, but fortunately for TAS the mic isn't usually an important aspect of games to be TASed :) But yeah, when it gets re-recording abilities, a TAS is very realistic.
qfox.nl
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ideas 1.018b looks decent. Still has a few issues (obviously), especially with audio, but it's playing some random roms I've tried pretty good. Maybe DS TASes aren't very far away....
qfox.nl
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Nice! The high speed is a nice change from the ever so slow levels we've seen so far.
qfox.nl
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Hmm don't use my basicbot... And remember that the original basicbot can only compute like 2000 frames (if I remember correct). Which is not a whole lot.
qfox.nl
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