Posts for solarplex

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Request for the Website, most certainly would be the Work-In-Progress page. It would be awesome if it were a search engine or had categories ( such as Lua scripts, watch files, movie files, etc).
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I'll have to check the frames but looking at the video and my comparison video, it seems roughly six seconds between the 2 waves for all the videos. I may be optimized there but im gonna go back and check if I can get them sooner. I know for the vault-hit-retrieve video I did optimize the spawn times. perhaps a combination of torpedo and V-H-R would be more optimal. hm.
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Odongdong wrote:
Ah, too bad it's slower. So it looks like wall-kicking slash is the fastest, which however depends a lot on RNG. I hope the game cooperates well with luck manipulation and am anticipating lofs of sequence break in later part.
Link to video Just as a double-check to see if they look optimized edit: im gonna attempt to see if I can spawn the enemies faster, zooming in is the best way to spawn enemies ive found lol (if you stay in landscape they take forever to show up)
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Ill do a test of it soon to see if its faster!, probably staying in landscape view will help as well due to lag issues. Tested out jump hitting all enemies, 144 frames slower. Now that's not insanely optimized but that is manipulating them to be right in front of me when I need to jump hit again. video comparison up soon so I can review as well
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Odongdong wrote:
Finally this game gets on working, I'll keep following your progress. By the way, wouldn't it be faster to jump hit on every enemy and finishing him with dagger than seeking double kill? Luck manipulation for better position is pretty easy too as enemies always try to approach you.
If you keep up with progress, I'm always on IRC (or if you have skype I can be on that more). All critiquing is helpful especially by another who has started TASing this game :) By Jump hit you mean, vault/hit/retrieve?
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got4n wrote:
Btw, everytime you encode a WIP, you don't have to encode from start, oyu encode where you stopped, it'll make encode much shorters ;)
I usually just walk away when it starts uploading/encoding :P less work for me haha.. fixed up the fight room a little bit more by about 200 frames, I got another double kill. It's very hard to get double kills because You have to be locked on the one thats farther away while the closer one is in the farther enemy's path. So sometimes its actually easy to torpedo one then walk back and torpedo again then collect sands. Link to video
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Link to video Will definitely need to redo the fight room.. I need more double kills to speed up the processes. torpedo hits are obviously faster due to not being laggy. Staying in landscape view helps a lot too.
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electricslide wrote:
I think this is the definitive Atari 2600 title and most deserving to be represented by a TAS.
That would be Solaris. Solaris would be the greatest Atari 2600 TAS.
Solaris looks pretty interesting and very confusing!
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Link to video Here's a comparison from previous to current testrun/WIP. A lot less rolling, its practically the same speed as demonstrated in the comparison yet with walking you obvious have more control over your pathing, rolling is best used for cutscene triggers. First ledge once at the top, if you jump instead of running into the wall its quicker. I did some better pathing just due to walking instead of rolling. At the end, I switched to landscape view where I go slo-mo. you cant stop it from slow motion-ing at the jump but once in landscape view at least he wont continue slow motion through his climb up onto the balcony. Start @ 3:00 if you;'ve seen the other videos. Link to video
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Patashu wrote:
Solarplex doing Prince of Persia? Sick :o! You pretty much pick all the games I've been wanting to see TASed for a long time, good luck!
I've been trying to take requests from people lately :P It's been hard to find a game I really want to do. Was attempting GBA/GBC games but something always brings me back to 3D games. hopefully this time around I wont have to redo Prince of Persia when I finish it like I had to for Luigi!
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I think odongdong figured this out. though the game slows down when running on walls, may be the same thing here. so ill try landscape mode then try the jump
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Warepire wrote:
Right after running up the first wall at around 1m into the YT encode it looked like you got stuck slightly on the rubble on that rooftop. Can that be done cleaner? At the end, is the slow-motion really necessary? Feels like you shall be able to do that without slow motion using frame-perfect reactions. Or is that move only available in slow motion? I forget, I haven't played this in years. Remember to read the HUGE SDA thread about this game, as there are surely some stuff explained there that might otherwise go overlooked. Good luck on the project, been looking forward to a TAS of this game. Will follow your WIPs.
Yeah I read the entire SDA thread last night, ill go back and look at the rubble, maybe a little farther from the ledge I can go up the slant. I dont know how to stop the slow motion.. I just Tapped A to jump and it went all slo-mo.
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Been busy lately, had a few hours today to make a WIP.. Link to video
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CoolKirby wrote:
I found this mostly entertaining, though around the 8-minute mark (I went back and checked), it started to feel repetitive. No fault of yours, of course. I'm going with Meh. I didn't mind the awesome music though, especially when your constantly collecting treasure kept the best part going! I have a question though: why didn't you fall down a lot more of the holes like you did in your any% submission? Is it slower to do so, or does it take the same amount of time as climbing down and doing the latter was a stylistic choice?
I didn't fall down because each fall takes away 100 points, therefore you are unable to obtain maximum score :P
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Please change out movie file for this one http://tasvideos.org/userfiles/download/15315641239880889 I had forgotten to collect the Rat at the very end. Thankfully "Emmet McCormack" on Youtube told me about the rat, so I went back and fixed it. Still slightly faster than the world record mostly due to balloon glitch.
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It says Saturn because the parser doesn't know what to do with the BKM file atm. It is indeed an Atari 2600. Encode is coming soon. Just got home.
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NitroGenesis wrote:
Hint: there is no need to put "USA" in the game's name.
Sorry :P It was a habit to just put it.
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I love the concept of this. Looking at people doing mistakes, I would rather like some entertainment added to it. yeah i get it FAQs blah blah. but I don't wanna watch one video from 2005 the entire way through it. I would enjoy laughing at these types of videos if there were say 5 of them in the sum of an hour video. Or even cooler were be deep analysis showing a comparison of a optimized part next to it! Also it's probably best to start from 2006, as you guys commented in the video, most "TASes" from 2005 and before were made using only savestates and not frame advance (correct?). Keep it up though!
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I'm almost done with the 100% run, it's pretty identical in terms of route besides one area due to it bein a lot faster cause of where the bats were located at the time. [s]I did see cak's videos and saw he did find a early balloon glitch. I don't know if that was due to Stella emulator or not. I attempted but could not reproduce[/s] I Just wasn't trying hard enough. Waiting for RAM Address "27" to hit 159 and then attempting to walk to the next room causes that balloon to appear right away.
Post subject: Pitfall II - Lost Caverns
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Link to video Time: 4:07:018 TASed with Bizhawk 1.7.0! Any pauses were to manipulate the birds to start from a higher position so that I could easily move under them. And I made sure by testing what the difference of moving into the level and attempting to dodge the birds and it was usually around 30-50 frames slower.
Post subject: Re: Getting back on track
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- Savesates don't seem to be perfect in bizhawk, as desyncing movies do sync from states. Still, only two desyncs means it's a hell of a lot better than mupen.
[/quote] Thankfully this should be fixed now with release 1.7.0!
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You said it first! It's yours to do adelikat!
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012D 	WRAM	HP                  1ByteUnsigned
0119 	WRAM	Level X           2ByteU
0117 	WRAM	Level Y           2ByteU
011E 	WRAM	Speed?           2ByteSigned
Values I believe may help.
while true do
	PosX=memory.read_s8(0x0000);
	PosY=memory.read_s8(0x0001);
	PosX1=memory.read_s8(0x0004);
	PosY1=memory.read_s8(0x0005);
	PosX2=memory.read_s8(0x0008);
	PosY2=memory.read_s8(0x0009);
	PosX3=memory.read_s8(0x000C);
	PosY3=memory.read_s8(0x000D);
	PosX4=memory.read_s8(0x0010);
	PosY4=memory.read_s8(0x0011);
	PosX5=memory.read_s8(0x0014);
	PosY5=memory.read_s8(0x0015);
	PosX6=memory.read_s8(0x0018);
	PosY6=memory.read_s8(0x0019);
	PosX7=memory.read_s8(0x001C);
	PosY7=memory.read_s8(0x001D);
	PosX8=memory.read_s8(0x0020);
	PosY8=memory.read_s8(0x0021);
	PosX9=memory.read_s8(0x0024);
	PosY9=memory.read_s8(0x0025);
	PosX10=memory.read_s8(0x0028);
	PosY10=memory.read_s8(0x0029);
	PosX11=memory.read_s8(0x002C);
	PosY11=memory.read_s8(0x002D);

	gui.drawPixel(PosY, PosX, "White");
	gui.drawPixel(PosY1, PosX1, "White");
	gui.drawPixel(PosY2, PosX2, "White");
	gui.drawPixel(PosY3, PosX3, "White");
	gui.drawPixel(PosY4, PosX4, "White");
	gui.drawPixel(PosY5, PosX5, "White");
	gui.drawPixel(PosY6, PosX6, "White");
	gui.drawPixel(PosY7, PosX7, "White");
	gui.drawPixel(PosY8, PosX8, "White");
	gui.drawPixel(PosY9, PosX9, "White");
	gui.drawPixel(PosY10, PosX10, "White");
	gui.drawPixel(PosY11, PosX11, "White");

	emu.frameadvance();
end
This is a script I tried to see where all these positions do. they are almost superman. they dont make a hitbox around his head at all and are messy when he's flying but he seems to have a pretty big square hitbox.
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Avatar was the first game chosen for me to try and understand Lua scripting and Hex editing to figure out memory address values. Although I do not have much interest in TASing this game anymore, I do want to share my values and lua script.
Make sure when searching that you are looking in EWRAM for memory domain.
006F4C	0	0	EWRAM	Camera PosX
006F50	0	0	EWRAM	Camera PosY
0032C8	0	0	EWRAM	Screen Pos X
0032CC	0	0	EWRAM	Screen Pos Y
0032BC	0	0	EWRAM	Screen PosY Offset
0032B8	0	0	EWRAM	Screen PosX Offset
003144	0	0	EWRAM	Sokka Selected
00318C	0	0	EWRAM	Aang Selected
003154	0	0	EWRAM	Sokka's Energy
003150	0	0	EWRAM	Sokka Stance
018700	0	0	EWRAM	Possible EnemyID
018704	0	0	EWRAM	Enemy Type (22 is sword guys, 47 is archer)
018778	0	0	EWRAM	Enemy Stance (1 is standing still, 513 when chasing you, 10** when attacking)
0187C8	0	0	EWRAM	Enemy Counter (resets to 0 when animations happen)
018710	0	0	EWRAM	Enemy PosY
01870C	0	0	EWRAM	Enemy PosX
01C134	0	0	EWRAM	First Archer Enemy
0177CC	0	0	EWRAM	Aang Map X Coords
0177D0	0	0	EWRAM	Aang Map Y Coords
01790C	0	0	EWRAM	Sokka Map X Coords
017910	0	0	EWRAM	Sokka Map Y Coords
0187A4	0	0	EWRAM	X offset between enemy and player?
0187A6	0	0	EWRAM	Y offset between enemy and player?
Most of these values are 4Byte Signed, but occasionally some are 2Byte. Dunno if that really matters or not.. Camera Position -> moves only until end of backgrounds On-Screen Pos + Offset -> moves all over screen, when camera is moving player stays in center Saka Stance -> only two stances, 1 = attacking, 255 not attacking EnemyID: This one is kind of tricky, but there are two 2Byte values next to each other (and right before EnemyType). All their position and offset between player and enemy, as well as their counter and stance are located in these chunks. For the first like 5 swordsmen it should be 0001 0000, 0001 0001, 0001 0002, etc. If I were to continue my lua script, I would try to figure out a way to just set the enemyID's and Types and ahve the lua script do the rest of the work to figure out stance, counters, position, because swordsmen and archers addresses are located the same distance from their enemyIDs. Map coords: These are a pain bacause it's different for each screen to get the position of enemies and sokka and aang. I was trying to find other values that would work but no dice.
local ScreenPosX = 0x32C8;
local ScreenPosY = 0x32CC;
local XOffset = 0x32B8;
local YOffset = 0x32BC;
local Saka = 0x3144;

while true do
	memory.usememorydomain("EWRAM");
	PosX=memory.read_s32_le(ScreenPosX)-memory.read_s32_le(XOffset);
	PosY=memory.read_s32_le(ScreenPosY)-memory.read_s32_le(YOffset);

	gui.drawText(5,200, "Pos X:" .. PosX);
	gui.drawText(5,220, "Pos Y:" .. PosY);


if memory.read_s32_le(Saka) == 1 then
	if memory.read_u8(0x3150) == 255 then
		gui.drawEllipse(PosX-32, PosY-30, 67, 58, "Red");
		else
		end
	else
	end

	emu.frameadvance();
end
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Crazy box would definitely be a challenge where id need to bring in more help from people to help me find more memory values. Got4n and I were TASing crazy jump and the best I believe we could get was 363yd