Posts for ruadath

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Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Any progress on this? Would be really cool to have a new Secret of Mana TAS...
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Joined: 12/13/2016
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So I finally got around to using the trace logger and it was working pretty well... until the following line: c6947c: lda $004214 [004214] A:0001 X:6e91 Y:00e0 S:01de D:0000 DB:7e nvMxdizC V: 66 H: 430 c69480: plp A:00d4 X:6e91 Y:00e0 S:01de D:0000 DB:7e NvMxdizC V: 66 H: 460 So this should just be a load operation to the accumulator, but I'm not sure which domain its loading from! it gets a value of 00d4 even though the RAM value at $4214 is 0014... I figure that since there is an extra 00 after the $ (compare with for example, c6ad00: lda $143c [00143c]), it must be some other memory domain, but nor sure what it is or how to find it. Help?
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Link to video New stutter stepping trick!
Post subject: Re: Changing clock times on resets in TAS
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jlun2 wrote:
This actually does have 1 game I'm aware needs it; Nanashi No Game Me for DS, where for 100% there's optional items that can only be found in certain hours, but without changing the clock it would result in over an hour of waiting doing nothing.
Yeah, this is basically the kind of scenario I was imagining. A TAS should be able to manipulate such things, as a manual speedrunner could as well, but I'm not sure that the change should be allowed to be instantaneous. Instead, maybe we should have some method of running the DS system program and "menuing the clock?" I'm not sure how to approach this.
Post subject: Changing clock times on resets in TAS
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Something I am curious about with regard to TASes of modern consoles (ones that take in RTC values for RNG seeding): to what extent are we allowed to control the clock time on resets? I would imagine that the default practice would be to just have the clock move along with the real time counter, but I can think of scenarios in several games where it would be faster to change the clock to a different value entirely, even if you had to do it manually on a physical console. How would a TAS incorporate that? Would we be allowed to arbitrarily change the clock upon power on/off, even though in real time one needs to manually adjust it on the system of the console? I guess this is part of a broader discussion on whether or not clock time should be considered input or whatnot...
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I'm mashing A on the sign for about about 20-30 frames or so. For some reason, the game increases your number of steps to an encounter whenever you interact with an object, even if you do so from a position where nothing actually happens (such as the side of the signpost). So by doing this, I raise my amount of steps for an encounter by 10-15, allowing me to pass through the area without any random encounters (the number is reset when transitioning back to the overworld). At 10:17, that's just the fact that there moving on stairs creates additional lag compared to moving on flat terrain, compounded with the fact that I ran a few steps just before going up the stairs in order to minimize lag on the stairs. RNG in the sewers is static, so taking longer doesn't help with luck manipulation in any form; the one exception to this is me waiting for ~8 frames in the save point to manipulate the upcoming encounter. You might also be noticing that I walk the stretch after that instead of running, due to the fact that you burn "steps until encounter" faster while running than while walking.
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Link to video Completed through the recruitment of Klarthe (slightly further, enters the next town for shopping) in 28:15. Video is recorded again from the beginning because I made minor improvements from the start of the playthrough... so yeah. I think I'm a bit over 30 seconds ahead of the nico TAS now, although it's hard to compare because the videos are split into parts. Of course, it's actually more than this in terms of gameplay time, but BizHawk/snes9x lag differences.
Experienced Forum User, Published Author, Active player (256)
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Yeah, I second this, especially on games where your time save is determined heavily by RNG (like JRPGs) and a branch that is a few frames ahead of another is not necessarily better because of upcoming RNG differences.
Experienced Forum User, Published Author, Active player (256)
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Yeah, I like that pub text too, and second the motion to include it.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Uh what, isn't snes1.51 deprecated?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
F Ending improved by 7 seconds! Link to video
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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feos wrote:
After 4 years it got way better. natt said he suspended porting because the emu was being rapidly developed. I'd say now it should be safe to resume the work. Especially since psp in bizhawk would allow us to apply rerecording to one other platform automatically - mobile java aka j2me, via its emulator for psp.
EmulatorCeption... hope work gets done on this soon!
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Sorry for the trouble, Spike... I'm not interested in doing an all endings run (for now), but I think Fortranm has plans to work on one. Not sure if the PSX is really worth doing as its just this but glitchless (for the most part)... I think if I were to TAS PSX, I would prioritize the sequels.
Experienced Forum User, Published Author, Active player (256)
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Sorry, Spike, nico guy found an improvement, this is going to get another update lol.
Experienced Forum User, Published Author, Active player (256)
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So how close are we now to getting a rr emulator? Lots of exciting games available to TAS on PSP...
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Definitely use TAStudio. Although, I'm pretty new to TASing, my first experience doing so was on DeSMuMe (Fire Emblem). While I was pretty comfortable text editing there,that was primarily due to it being a strategy game with (mostly) static RNG and also a general lack of frame dependency on inputs. With games that are more action oriented, like platformers, or even RPGs with fast-moving RNG, things become much more cumbersome in the traditional approach due to trying out different patterns in the middle of a movie being a huge hassle (have to keep on opening text file to hex stuff). I'm really glas TAStudio exists!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Ah, ok that makes sense, since if you hold down multiple buttons, the direction you move in corresponds to the order you suggested above. Well, good to know! It's surprising how few glitches this game has compared to most JRPGS.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Thanks for the help! I'm guessing this means it's not possible to do the same trick but move to the right? Because that would allow for a pretty significant cutscene skip, saving ~4 minutes or so.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Different runner just posted a complete set of videos (psxjin) completed in 3:18:29 Link to video
Experienced Forum User, Published Author, Active player (256)
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Just so people know, I am indeed still working on this, and have finished routing through the first time warp. Before I continue, however, I would like to request some (disassembly) help investigating the left+right overworld movement glitch. I have already found one potential use for it, but in particular, I would like to understand why it works and whether or not it is possible to perform a similar glitch but move the character in another direction. Understanding why the range of the glitch is limited would be useful too.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
tfw obsoleting your own movie results in a tier reduction
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
F Ending in 8 minutes using the pool skip technique from any% Link to video
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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I'm not sure if people here are aware of this, but a new glitch has been discovered in Kefka's Tower that allows for skipping of many of the final bosses through X-coordinate teleports via Tent usage (technically it works anywhere when you have control of multiple parties, but doesn't prove useful in the two Narshe battles). There isn't really any great documentation of this glitch yet (as far as I can tell), although you can get the gist of it by watching some videos on TheLCC's Twitch stream. The no memory corruption branch of FF6 needs some serious updating anyway, so just posting this information for anyone who is interested (potentially me, although not at the moment).
Post subject: Summon Night: Swordcraft Story
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http://www.nicovideo.jp/mylist/54151776 Could be an interesting project, if someone wants to pick it up.
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