Joined: 11/7/2012
Posts: 23
Welp.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4035
jlun2 wrote:
Abahbob wrote:
I'm tired of TASVideos and all the shit going on recently. I'll come back eventually for TWW stuff. Bye.
So...you care about the site?
Abahbob actually did say there that he's coming back eventually. So that, combined with the length of his post, suggests that he will come back a lot sooner than MUGG, if MUGG ever does come back. I can't believe we lost two great TASers because of the new site changes though.
Joined: 9/22/2012
Posts: 19
Location: Oregon
CoolKirby wrote:
jlun2 wrote:
Abahbob wrote:
I'm tired of TASVideos and all the shit going on recently. I'll come back eventually for TWW stuff. Bye.
So...you care about the site?
Abahbob actually did say there that he's coming back eventually. So that, combined with the length of his post, suggests that he will come back a lot sooner than MUGG, if MUGG ever does come back. I can't believe we lost two great TASers because of the new site changes though.
Which site changes are you referring to? Edit: Nevermind. Found it and read through the thread. Yikes. Please don't leave us, Abahbob! D:
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
How are you optimising superswim, if at all?
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
gngbng wrote:
How are you optimising superswim, if at all?
I'm watching the speed values, and brute forcing the frames. Its pretty crappy, so I'm most likely losing 1 or 2 frames per superswim (depending on which frame to start turning around, or which direction to start. I'm confident that starting facing the direction you want to go is fastest, but there are multiple things that go into it). Pretty much I find the frame that I go the fastest before it starts going slower, then I see what frame I arrive on the island. I then test the next fastest frame and keep testing until I arrive there the fastest. It takes a while, but it isn't too horrible. The turning I do to get the right angle doesn't lose speed, and at the end, the island loads on the same frame no matter what, so I was just adding some random crap. I'm saving some cooler moves for later in the run.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
10 years from now the TAS will wrong warp from forest of fairies to ganondorf and use the Master Rock to defeat him Looking good, very entertaining strats
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
is it necessary to activate that cutscene to advance in the game?
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
It fixes a glitch from skipping it. It lets me get the 2nd rupee bag upgrade, which saves enough time to make it worth it.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Double post for an update: My computer has been broken for almost 2 weeks, I finally got it back today. I got a lua script to help me figure out superswims. 6166 frames of continual superswimming: https://docs.google.com/spreadsheet/ccc?key=0AmVhHgQ1lALLdExsMTdrTDJTUnRpZFU1ajVHVGdTMFE#gid=0 I'm going to get back to TASing tmrw, right now I have to finish up this superswim to NFI, get the bag, take damage, and finish FF1 for the next segment. My reasoning for another short segment is so the one after can actually have new material and not have everyone just skip the beginning. I'm starting driving school, so I will have significantly less time to TAS for the next few weeks. I apologize for the delays with getting this done, just please bear with me. I'm still using a pretty crappy computer for this, hopefully I can start building my new computer soon. Also, have some crap! Link to video
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
CoolKirby wrote:
jlun2 wrote:
Abahbob wrote:
I'm tired of TASVideos and all the shit going on recently. I'll come back eventually for TWW stuff. Bye.
So...you care about the site?
Abahbob actually did say there that he's coming back eventually. So that, combined with the length of his post, suggests that he will come back a lot sooner than MUGG, if MUGG ever does come back. I can't believe we lost two great TASers because of the new site changes though.
I left the site back when it was "hip" or "cool" to leave the site. And I was so good what no one considered me a "great TASer". Wait, I'm still here? Anyway, great progress with the run and all that.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Edit: I'm an idiot, I was using the wrong type of graph in excel... But there still is some slight difference.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
RachelB
She/Her
Player (129)
Joined: 12/3/2011
Posts: 1579
lol, nice. Have fun optimizing every superswim.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I'm going to find out which frame of the swimming animation is the fastest. This is going to take a while. Edit: NVM, it's not that drastic. Turns out the excel just sucks at showing graphs.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
Abahbob wrote:
6166 frames of continual superswimming: https://docs.google.com/spreadsheet/ccc?key=0AmVhHgQ1lALLdExsMTdrTDJTUnRpZFU1ajVHVGdTMFE#gid=0
Is this only velocity on one axis? Getting the magnitude of velocity would be more useful.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
That is the velocity of 1 axis, when the other axis is in insignificant number, around 1E-6. But I've improved my lua script to automatically get the full velocity, so I don't have to worry about that. First value is the "VI Count" (It's not accurate at all), 2nd and 3rd are the velocities on X and Y axis looking from an overhead view.
al=getAddressList()
vi=addresslist_getMemoryRecord(al,0) --get the first entry in the list
mr=addresslist_getMemoryRecord(al,1) --get the second entry in the list
mr2=addresslist_getMemoryRecord(al,2) --get the third entry in the list
lastValue=memoryrecord_getValue(mr)
lastValue2=memoryrecord_getValue(mr2)
lastVI=memoryrecord_getValue(vi)


print(math.sqrt(math.pow(lastValue,2)+math.pow(lastValue2,2)))

function readValueTimer(t)
  local currentValue=memoryrecord_getValue(mr)
local currentValue2=memoryrecord_getValue(mr2)
  local currentVI=memoryrecord_getValue(vi)
  if currentValue ~= lastValue and tonumber(currentVI) ~= nil and tonumber(currentVI) < 20000 then  --value changed
   print(math.sqrt(math.pow(currentValue,2)+math.pow(currentValue2,2)))
    lastVI=currentVI
    lastValue=currentValue
    lastValue2=currentValue2
  end
end

t1=createTimer(nil)
timer_setInterval(t1,50) --check every 1/200th second if the value has changed
timer_onTimer(t1,readValueTimer) 
To stop it:
object_destroy(t1) 
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 3/12/2011
Posts: 25
Location: France
Well that's a pretty interesting WIP. I can't wait to see more! Good luck for driving school ^.^
Player (117)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Nice to see the progress. I cannot wait for the day this gets published.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 11/7/2012
Posts: 23
Not sure if this is very useful, but here's a Gecko code that forces broken door physics mode:
82200000 003CA410 # 003BD910 on JPN
86000000 00000494
86210000 00004004 # 00000004 for broken slopes only
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
gngbng wrote:
Not sure if this is very useful, but here's a Gecko code that forces broken door physics mode:
82200000 003CA410 # 003BD910 on JPN
86000000 00000494
86210000 00004004 # 00000004 for broken slopes only
That's actually really cool. It'll be useful for console testing I'm sure.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
Also, there are only two functions that enable this "low-collide" mode: door open (of course) and an unknown case of "large damage". Not very promising in the barrier skip department.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
How are you able to tell this? I would definitely be interested in looking into this type of thing. One thing I want to look into is superswims. The swimming pattern is starting to look like it's based off the animation, which is based off the speed. I'm thinking it's a natural function to create the flow with big and small strokes normally.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
Abahbob wrote:
How are you able to tell this? I would definitely be interested in looking into this type of thing.
Both functions share the following code for setting the player collision flags.
lwz       r0, 0x494(r31)
ori       r0, r0, 4
stw       r0, 0x494(r31)
lwz       r0, 0x494(r31)
ori       r0, r0, 0x4000
stw       r0, 0x494(r31)

; this.collision_flags |= 0x4004
Provided you could somehow trigger this type of "large damage" arbitrarily, barrier skip would be trivial.
One thing I want to look into is superswims. The swimming pattern is starting to look like it's based off the animation, which is based off the speed. I'm thinking it's a natural function to create the flow with big and small strokes normally.
I'm not entirely sure how the swim movement code works. There's definitely some vaguely-sinusoidal "stroking" to the velocity though, and the period of the stroking is based on the velocity (faster is shorter).
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I mean, I want to know how you can tell what they do. Like how do you check the code at all. Where is it, what program, etc.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.

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