Posts for sam6555


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Joined: 7/6/2013
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So after some messing around with Cheat Engine and figuring out that I was searching in the completely wrong format with the help of Vykan, and this page. I have a pointer set- up for the start of the games memory, which should, upon reloading dolphin re-orient itself to the correct place. I now hit another brick wall. I have no clue what formats to actually search for values in, in this case I'm looking for RNG values. I know how to cycle RNG. I tried using Float Big Endian (no idea what this is) like Abahbob used, but I got all numbers with loads of decimals and stuff, so I don't think that's what I was looking for.
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A-ha, got it working. Turned on input display and can see all the wobbling/alternative pathing you do. I was going to come here and ask if anything like your RNG display had been done for PoR, but after a quick look through menus I don't see any form of memory search feature. Something I'll have to try is pressing A+B when selecting a character to move them. I figured the B press would cancel the movement menu/grid display so I alternated D-Pad directions every other frame, which worked, but maybe B+C-Stick would be even faster.
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I downloaded the FE:SS .VBM earlier, but I wasn't able to play it. Assuming you open VBA go to Tools>Play>Play Recording. I navigated to where the .vbm file is both with the ROM open, and with it not, but it wouldn't play. Downloaded another .vbm (Castlevania:AoS) and it wouldn't play in that either. Tried on all versions of VBA I have: 1.8.0 beta3 1.8.0(SVN1030) Also called VBA-M 1.7.2 1.7.2 called VBAlink Watched the TAS via youtube and noticed the extra movement frames and other crazy stuff used to trigger good level ups and attacks. Somewhat unrelated. Which options do I alter to get Dolphin to output files with a resolution larger than 640x480, Looking in the config file I see these lines: RenderWindowXPos = 939 RenderWindowYPos = 125 RenderWindowWidth = 640 RenderWindowHeight = 480 Presumably the last two lines would make it larger, but would I also need to do anything about the other lines?
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The prologue is literally scripted, no-one can miss, no-one can double. The weapons held called ''Trainer'' prevent anything like that from happening. The vulnerary usage is required. Only thing able to be manipulated would be level ups. Speaking of, this was the question I forgot in a previous post. I have no clue where I would even start with luck manipulation with this, I read about luck manip on TASvideos a bit, reading how different inputs and situations could affect outcomes. All I can think that I would want to manipulate would be level-ups, and attacks, for enemies to miss and me to crit/double if needs be. I'd have no idea on inputs but I'd imagine that's just trial and error, the thing I'm mostly dumbfounded by is when to do it. I remember last time I played I used a save state at one time I had a crit, I tried moving my character round all different paths, equipping random weapons then back to the one that crit. The results would always be the exact same. Guess something I could try later on would be to delay level ups by a frame or however long, but I somehow doubt I'd get different stats going by this, but who knows.
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@Vykan Yeah I'll have to trial it all out and make a notepad of frames till input after a visual cue or something. Given the nature of FE it 'shouldn't' be too many different timings to figure out. Assuming you're meaning to watch FE TASes for GBA. Maybe I'll give that a try, should prove interesting. @Ilari My reason for the memory file was because it was there when I started, forgot about it needing to be deleted. It wont be in anything future. Also used RAR cos the thing needed both the memcard+DTM file to be viewed. Also tried my hand at dumping a movie, too. Went okay, can't say I'm overly pleased with the quality, though the files output by Dolphin were 640x480 rather than something larger, oh well. Something to look into. Here's the file uploaded to youtube. http://www.youtube.com/watch?v=BA88RAi_vwU Something else about the video, in SVegas, I had to sync the audio and video files manually, not a problem, but I thought the A/V sync hack fixed this, judging by the name.
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So I have done a small thing. However I didn't realise I had my save file in and it made a difference so I had to add it into the RAR. DTM+Memcard file This being my very first attempt at TASing anything (done a few TAW's, which isn't quite the same) I have a few questions. Is there a way to go back one frame, or is save states the only method to go backwards? How should I know when to press buttons for menus, I found out FE:PoR can take menu inputs every frame, moving squares can be done every other frame with the D-Pad. But instead of alternating A every other frame to start menus and stuff, how should I know when the first frame is, that I can press it. Sure you can say just try it every frame until you get it, but there's no cues to when the first frame is as the menu isn't on-screen when it's clickable, least I don't think it was. I did have another question but can't remember what it was...oh well.
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Ilari wrote:
sam6555 wrote:
When I played through the game on Dolphin, after a while the audio became out of sync with the gameplay by a second or two.
While playing? Haven't heard of stuff like that before. Perhaps some other sound driver could reduce it (dunno).
Yep, whilst playing. After maybe 30mins-1hr after opening the FE:PoR ISO the audio will start to bug out and be out of sync by 1-2 seconds and/or you'll hear double of some noises. I'll try going through the game again on the latest build of Dolphin. Last I played I used Dolphin-win-x64-v3.5-367.
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Ilari wrote:
sam6555 wrote:
I have also enquired to RachelB about the sound plug-in, which should hopefully fix/get rid of the audio de-synch stuff that happens on the emulator.
The desync is caused by problems in video dumping. All except the very first published Dolphin run was dumped using modified version of Dolphin that dumps extra data that allows reconstruction of proper audio and video (both are bad). Obviously such modifications require locating source code for version that can play back the run correctly. Then there are a few GC games that use Disc track player (DTK) for music. Currently that music can't be dumped properly, but if such submission would land on the workbench, those problems would be worked out. ... But Fire Emblem: Path of Radiance doesn't appear to use DTK.
So I'm to assume the plug-in wouldn't fix the issue, or there's another way round it? When I played through the game on Dolphin, after a while the audio became out of sync with the gameplay by a second or two.
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Joined: 7/6/2013
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Hi, I have recently been reading through the TAS sections of this site, learning a few things. I have thought about trying TAS's a few times in the past, but never gotten round to it. Figured this could be a good place to start as I have a fair bit of experience with playing the game casually and it's turn-based. Though before I even start anything, I would like to find out if anything had been done in regards to TAS techniques that could save me the trouble of figuring out. In regards to emulator usage, I would assume to just use the latest build as noted in the sticky thread. I have also enquired to RachelB about the sound plug-in, which should hopefully fix/get rid of the audio de-synch stuff that happens on the emulator.