Posts for ruadath

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Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Judging from his posts on YouTube, it seems he wants to try and improve his record first before submitting here... or something like that.
Post subject: GBA Core choice
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Joined: 12/13/2016
Posts: 352
Just a quick question for future reference. I've heard that mGBA is a superior core to VBA-next (not sure how true this is), so given that, should any run I do in the future (where choice is easily available) be made on mGBA instead of VBA-Next?
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Joined: 12/13/2016
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Sorry about that Spike. I updated the submission text, but just to say it again, this run reaches the car without seeing either friend die (and in particular, without seeing Scissorman) thanks to skipping the cutscene where Anne drowns in the pool. This confuses the game, as it does not know which ending to display in the credits and therefore just presents a blank screen. Afterward, Ending D is marked as being complete, although this is pretty clearly not Ending D.
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Joined: 12/13/2016
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Link to video A ton of work has gone into optimizing and streamlining everything as much as possible for this first segment, so I hope you guys enjoy! Feel free to ask questions/leave comments and I'll try and answer to the best of my ability. For what it's worth, this is approximately 23 seconds quicker than the nico TAS, not withstanding the fact that I pick up extra lag frames due to Bizhawk vs snes9x emulation differences.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Can we rip the run off youtube and do a frame-by-frame analysis? I do that with nico videos sometimes. although the fact that the video is not 60 fps means we lose some info...
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 did a frame-by-frame comparison with the nico TAS, resulting in single frame improvements in a few areas, and also found a couple of slightly faster strats in some places, resulting in a total improvement of a bit over half a second Link to video I'll probably wait to comb over this a few more times before I make an official submission.
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Joined: 12/13/2016
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Here is my S Ending in 12:28.14, roughly 2 seconds faster than the nico TAS. Link to video Note in particular the new text skip at 1:40.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Wow, great job! Easy yes vote from me!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
How do I get things to actually log to the trace logger? Right now I'm running my movie with the code data logger on in case that proves useful (though I'm not really sure what that does tbh)
Post subject: bsnes (bizhawk) dissassembly help
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Sorry for what is probably a noob question, but... how do I actually use this thing? I can't scroll wherever I want in the disassembly window, I can't step, and there generally just doesn't seem to be much functionality in this feature. In addition, I think that the disassembler is breaking "near" the place where breakpoints are set rather than exactly on top of them, which is always annoying. Am I doing something wrong, or is there a different tool I should be using? EDIT: I can use the "seek" feature with limited success, but I'm still not entirely happy... can someone at least tell me how to get breakpoints to write stuff to log?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Not sure if people have been following this or not, but the nico TAS of this game that Patashu posted about at the end of 2015 has finally been completed in 3:43:03 (using PXSjin) http://www.nicovideo.jp/mylist/54131609 It's pretty suboptimal imo, I think but could be a good starting point for people to work with.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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G Ending TAS updated by 13 frames (.21 seconds) by turning around before the scream is heard. Link to video Regarding your earlier point, Fortranm, no I have not timed the glitched D ending, but I do agree that it is something worth looking into. I might get around to that soon.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Name modifications save a ton of time since every time there is a dialogue, it takes at least one frame to display each character. Not sure exactly how much time it saves, but probably quite a bit since this is cutscene heavy JRPG. Pausing in battle can occasionally be used to manipulate enemy AI by controlling the order in which random numbers are used. For what it's worth, I saved roughly 1.3 seconds over that attempt in my current WIP by pushing Cless forward in the formation and having a slightly better boss fight. Things are going pretty well and I'm at the beginning of the sewer with roughly a 17-18 second lead over the JP TAS (the majority of the time save coming from having 2 less encounters than him)
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Here is a test of the Forest, completed (return back to town) in 4:58 Link to video The boar fight is not completely optimized, and I believe that it might also be possible to save time by moving Cless forward in the formation. I'm hoping people can give some feedback/spot other mistakes after watching this.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
feos wrote:
Autosave as Bk2
OMGScoots
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Hmmm, maybe I need to update 7-zip? It doesn't work for me lol.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Thank you so much! It looks like all (EDIT: or most) of the branch data is there too! I really appreciated your help on this! Just curious, what did you guys do in order to repair the file? I'm always looking to learn stuff like this for use in the future, if you wouldn't mind sharing.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Post subject: Recovering data from a corrupted tasproj file
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I screwed up today and had a power failure on my laptop while working on BizHawk resulting in my movie getting corrupted. I only started working on this project a few days ago, and it wouldn't be terribly difficult for me to restart from scratch, but I think it might be possible to recover the data. Opening the file in Notepad++ and comparing to other TASproj files, it appears that the data is simply truncated halfway through the file. Since most of the data corresponds to the "GreenZone" file, and it appears that all of the "InputLog" data is still present, I am hoping that there might be some way to get the input file back. If not, oh well, but just wondering if anyone has any ideas. For what it's worth, I'm unable to "open archive" using 7zip, in case anyone suggests that.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Believe it or not, after doing some tests, I think Hard Mode is actually faster. Increasing difficulty doesn't increase enemy durability, it only appears to increase the damage they dish out (and maybe AI stuff, I don't know). Since you can avoid damage you don't want to take almost entirely, this doesn't really matter, and the extra damage is in fact a benefit since you can use it to kill off characters (EXP distribution) much more easily. In addition, the opening cutscene is also faster because the boss dishes out more damage in the first hit.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I'm thinking of picking up this game within the next couple of months and am wondering what people's thoughts are on normal vs hard mode. I know that the site rules are generally to avoid such modes when it just involves buffing enemy HP, but the nico TAS does use Hard Mode. What do you guys think?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Nice improvement, voting yes.
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
Ending G run has been updated by Nico guy (not H) Link to video Should I attempt to break it?
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