Posts for r57shell

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Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
Location: Russia
feos wrote:
r57shell wrote:
why this video called alternate encode?
For lulz.
How it's even related?
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
Location: Russia
why this video called alternate encode? is it possible to use same glitch for other levels?
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
Location: Russia
most funny momment is: Boss appearing - yao ming
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
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Я тут вдруг вспомнил. А вы в курсе что исходники гаргулий сеговских были выложены?
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
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feos wrote:
Следующий бизквох будет уже x64 only. Так как для сеги начинает юзаться elf, делающий сэйвы сразу всего ядра сам, чтобы не полагаться на внутренние сейвы, которые в половине портируемых ядер сделаны через жопу. Это позволит портировать например ядра MAME, дав их сэйвам полный детерминизм, что для внутренних сэйвов было немыслимо, ибо пилили их кто во что горазд.
Не поможет. А где можно ворваться в обсуждение + почитать?
feos wrote:
Также они переходят на шарп 6, то есть минимальной осью станет виста.
В общем опять все бегут за новейшими фичами языка :\
Experienced Forum User, Published Author, Player (107)
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feos wrote:
Они дропают поддержку x86 для сежки в новом релизе, как тебе такой поворот?
кто, чего дропает? Oo :spk:
Experienced Forum User, Published Author, Player (107)
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Too long, too boring, no sound. Double standard: He shutdown sound, but jumps where he can avoid, for entertainment. He claims for "well optimized", but I don't see any work for optimizing trajectories. All what he does is keeping on road. I'm not sure does it matter (trajectories), but no notes about it, and I guess it should matter. Maybe he did optimize money management, but I doubt. Also, how about crashing bike at start of level, instead of finishing race? Huh? Can it speed up? :)
Experienced Forum User, Published Author, Player (107)
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omg so boring. and does not looks optimized.
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
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In AGDQ speedrun does fair walkthrough two times.
Post subject: Removed icons in lists
Experienced Forum User, Published Author, Player (107)
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I leave it here. More info here: http://pastebin.com/Hia10WyM It would be nice to make poll: 1) leave as it is 2) make movie profile does not dependent to where you look at it
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Much more better in my opinion: https://gist.github.com/realmonster/83a7b48c3ad0abd1d17c Warning, script for gens! Also, there is human readable dumps of scripts. All that is random based is rndcall. "Randoms left:" counter shows how many calls to rndcall left. Middle section - main script. Right section subscript, that was called from main script by rndcall. Main script terminated by command stop, but subscript termnated by command ret, and continuing execution in main script. More about commands: save - stores line in script where you restore if you die. text - shows text on screen. inc - increasing timer marked on screen "Timeout:" dec - decreasing timer marked on screen "Timeout:" def - sets value to "Timeout:" p0 p1 p2 - position where next puppy/bonus/bomb will drop puppy, bonus, bomb - drop appropriate thing. Bonus replaced by puppy if "Bonus: no" shown by script clr - makes "Bonus: yes" down - Psycrow moves down up - Psycrow moves up upp - Psycrow moves up but in some different way (idk) smt - set max of "Something:" incs - increase "Something:" idk - interesting thing, it changes chance that throwed bomb by Peter will deflect Psycrow house, and start falling on ground, so you will need to bounce it :D Zero value means never deflect. It set to non zero only in Puppy Love part 3 table - sets table of possible subscripts for rndcall diff jmp - if difficulty equal to first operand, it will jump on address set by second operand. Easy = 0, Normal = 1, Difficult = 2 round jmp - if round < value of first operand, it will jump on address set by second operand end - waiting when all puppies/bonuses are lost/done, so actually end command is awaiting end of wave. wait - like "no operation" but "-" in front of it means that it will wait unitl "Timeout:" reach zero. All commands where "-" in front of it, means that it is waiting when "Timeout:" reach zero. Suffix "x5" means that command is repeated in script 5 times in row. Tables in the end of dump - subscripts chosen by rndcall. For each round there are several of them, appropriate chosen by RNG. Didn't test waves, steps thing made by feos, because I simply don't understand them. Maybe I'm too stupid... Also "next bounces" works kinda awkward to me. You can say about next position by looking for next p0/p1/p2 in script. All timing thing based on timer shown as "Timeout:" Beware, some code increasing current value of it by 1, or even for big values. For example text command increasing current timeout often that current exceeds max (default). This script showing only script behavior. It would be nice if someone would also made investigation about timings in frames of all that stuff. I don't wanna do that, also, I guess it's very hard. -_-
Experienced Forum User, Published Author, Player (107)
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I don't understand only one thing: does The Whip deal same damage to bosses? :o Why its never used for them :o
Experienced Forum User, Published Author, Player (107)
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а чо всё позачёркивал? я просто думал, как-нибудь на досуге поковыряю :D
Experienced Forum User, Published Author, Player (107)
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смотря чо, мне пока лень.
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
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Ого, вот это скипчик. Это ещё с учётом того что 11 секунд пришлось ждать. А ты точно проверял что без этого скипа не быстрее? ато малоли ))))
Experienced Forum User, Published Author, Player (107)
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А можно поинтересоваться, на сколько сильный импрув этот flamethrower?
Experienced Forum User, Published Author, Player (107)
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Awesome. I was laughing so badly in start of level with looong elevators. It's 3:17 in encoding. It's just hilarious. Killing without any moving :D, kinda pokerface Also, I guess it's mistype "ect" in description. I guess it should be "etc". And, "It not that James like" looks like "It's" better for me :)
Experienced Forum User, Published Author, Player (107)
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on video, 4:11 why he hitting brick that stops him in air?
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
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Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
Location: Russia
D:
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
Location: Russia
savestate.registerload(function() print("yo") end)
Experienced Forum User, Published Author, Player (107)
Joined: 12/12/2013
Posts: 380
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вроде поправил
Experienced Forum User, Published Author, Player (107)
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Archanfel was asking this, so I'm posting it ones - is spawn of flame thrower. zeros - cooldown frame. Download jamesbond.lua
Language: lua

-- James Bond 007 The Duel -- 2015 by r57shell function GetCam() xcam = memory.readwordsigned(0xFFC8F4) ycam = memory.readwordsigned(0xFFC8F6) end function GetBox(Base) GetCam() x1 = memory.readwordsigned(Base + 0x0) - xcam y1 = memory.readwordsigned(Base + 0x2) - ycam x2 = memory.readwordsigned(Base + 0x4) - xcam y2 = memory.readwordsigned(Base + 0x6) - ycam end function rngonce(rnd) if (rnd < 0) then return AND(XOR(rnd, 0x76B553)*2, 0xFFFFFFFF); else return AND(rnd*2, 0xFFFFFFFF); end end function rngroll(rnd) if (rnd >= 0x80000000) then rnd = rnd - 0x80000000; rnd = rnd - 0x80000000; end for i = 1, 8 do rnd = rngonce(rnd); end return rnd; end function Hitbox() local i = 0 local boxstart = memory.readword(0xFFD04E+2) + 0xFF0000; while (i < 0x40) do local base = i*0x80 + 0xFFD066 local box = boxstart + i*8; if (memory.readword(base) ~= 0 and memory.readword(box) ~= 0x8000) then GetBox(box); if (base == 0xFFE066 or base == 0xFFE0E6) then gui.box(x1, y1, x2, y2, "#00ff0000") else gui.box(x1, y1, x2, y2, "#00ffff00") if (x2 < 0) then gui.text(x1 + 2, y2 - 7, "x:" .. x1 ) end if (x1 >= 320) then gui.text(x1 + 2, y2 - 7, "x:" .. x1 - 320) end if (y2 < 0) then gui.text(x2 + 2, y2 - 7, "y:" .. y2 ) end if (y1 >= 224) then gui.text(x2 + 2, y2 - 7, "y:" .. y1 - 224) end end end i = i + 1 end end function Main() Hitbox() local rnd = memory.readlong(0xFFC8E4); local i for i = 0, 50 do local v = AND(rnd,0x30000); if (v == 0) then gui.text(2+i*5, 210, "1"); else gui.text(2+i*5, 210, "0"); end rnd = rngroll(rnd); v = AND(rnd,0x30000); if (v == 0) then gui.text(2+i*5, 200, "1"); else gui.text(2+i*5, 200, "0"); end rnd = rngroll(rnd); end end gui.register(Main)
hmm also wanna mention that fact, that it does check hit only if (sprite_index % 3 == word at FFD01A).
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Просили - забирайте :D Единички - спавн огня допиливайте сами :) edit: решил положить туда где скрипту место.
Experienced Forum User, Published Author, Player (107)
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Archanfel wrote:
Хех, попробуй этот еще разок послушать, один из лучших сеговских саундтреков, Флинстоуны нервно курят в сторонке.
Ну я не говорил о крутости, я просто говорил что засело в голове.
Archanfel wrote:
Это да, там кто угодно присядет. Уже в самом начале игры есть один очень мутный момент, редчайший глюк - крыс может появится вне клетки, что дает для таса выигрыш в пару секунд.
ну это вполне решаемо.
feos wrote:
А брутфорс да, займет века, если много кадров и задействованных кнопок.
Если быть более точным, тупой брутфорс 4 кадров это брут 4 байтов, это в теории, если мы проверяем один вариант за такт, то уже 1/3 секунды, а это значит что 8 кадров уже ~136 лет. 9 кадров? ~34865 лет. Умным же брутом, я в дональде брутал несколько мест, там было ~100 кадров, считалось за 6 секунд. Но это умный брут, он базируется на точном знании механики игры. А когда оно есть, сделать баг не проблема, проблема - оптимизации, вот эти 100 кадров и оптимизировал :)
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