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Editor, Expert player (2312)
Joined: 5/15/2007
Posts: 3855
Location: Germany
One of these days someone has got to teach me how to use lua in dolphin.. And I love to see progress in this game, good job!
Post subject: Lua in dolphin
Joined: 3/18/2006
Posts: 971
Location: Great Britain
MUGG wrote:
One of these days someone has got to teach me how to use lua in dolphin.. And I love to see progress in this game, good job!
It's quite easy once you set it up. I have done quite a few things in lua with dolphin. Check abahbob's cheatengine tutorial in the dolphin forum here.
Experienced player (962)
Joined: 8/30/2012
Posts: 373
Using masterjun's new strat, we've improved 15 frames up to entering the item shop. 6 frame improvement comes from the stairs by the docks (improvements were made before that but there was a frame rule when Crump said: IT'S GO TIME!) and 9 frames were improved after Goombella joined the party. I'm still working on improving the Zess T cutscene and the item shop entrance more though.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Experienced player (962)
Joined: 8/30/2012
Posts: 373
YES YES YES! Thanks to masterjun helping optimize the beginning down to the bone, we're able to get onto the moving platform before the pipe in the sewers and make it across WITHOUT WAITING. This will save several seconds from Kirby's WIP.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Player (120)
Joined: 2/11/2007
Posts: 1522
Just popping in to say I've finally played through this game -- coincidentally and conveniently while a new TAS is being imminently prepared. Looking forward to it! --Sub-Treasurer First Class, The Glitzville Fanclub
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Active player (403)
Joined: 3/30/2012
Posts: 403
That's really cool! Are you working on this alone or is kirby doing it too?
Experienced player (962)
Joined: 8/30/2012
Posts: 373
Me, Kirby, and Masterjun are all working on this.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Malleoz wrote:
Me, Kirby, and Masterjun are all working on this.
:o Btw, does anyone know of the RNG for this game? It would be very useful (I think) to be able to manipulate badge drops or some other useful items.
Experienced player (962)
Joined: 8/30/2012
Posts: 373
Masterjun's working on that right now. It would be quite amazing if we could get some great badges early on :P
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
QuizmasterBos
He/Him
Joined: 6/23/2013
Posts: 136
Malleoz wrote:
Masterjun's working on that right now. It would be quite amazing if we could get some great badges early on :P
But badges don't drop from enemies. The only random thing about it is the badges sold by either the badgeshop owned by Ms. Mowz or Charlieton. Does the badgeshop actually sell useful badges?
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
QuizmasterBos wrote:
But badges don't drop from enemies.
Yes they do.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Masterjun wrote:
QuizmasterBos wrote:
But badges don't drop from enemies.
Yes they do.
Hm....parakoopas drop power rush? That seems like a way to drastically shorten boss battles if you farm them. :o
QuizmasterBos
He/Him
Joined: 6/23/2013
Posts: 136
Masterjun wrote:
QuizmasterBos wrote:
But badges don't drop from enemies.
Yes they do.
Last time I played the game I cannot remember gaining any badges from fights. Only coins and items.
Active player (403)
Joined: 3/30/2012
Posts: 403
Yes. Badges can drop from enemies. It's pretty rare from what I remember, but it can happen.
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
jlun2 wrote:
Btw, does anyone know of the RNG for this game? It would be very useful (I think) to be able to manipulate badge drops or some other useful items.
I would be working on it if I had a "DebugFast" version of Dolphin which enables Memory Breakpoints (it breaks, when a specific address is written to or being read). I would be happy if someone could build such a version of Dolphin 3.5-1788 x64. (but seriously, without this build we can do nothing about RNG :< )
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Masterjun wrote:
I would be working on it if I had a "DebugFast" version of Dolphin which enables Memory Breakpoints (it breaks, when a specific address is written to or being read). I would be happy if someone could build such a version of Dolphin 3.5-1788 x64. (but seriously, without this build we can do nothing about RNG :< )
Try PMing RachelB about it.
RachelB
She/Her
Player (127)
Joined: 12/3/2011
Posts: 1579
Rather than that, have some instructions: http://code.google.com/p/dolphin-emu/wiki/Windows_Build
Experienced player (962)
Joined: 8/30/2012
Posts: 373
We've finished the Prologue! We'll probably have an encode as soon as we get an a/v sync version of 3.5-1729
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Experienced player (962)
Joined: 8/30/2012
Posts: 373
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Malleoz wrote:
video
:o nice use of items! btw, has Masterjun had any progress with the RNG?
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Wow. It was a little slow at first, then you go, "Ima be crazy style." Those graphical bugs, :( It's nothing major.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Experienced player (962)
Joined: 8/30/2012
Posts: 373
I think Masterjun had some error finding the RNG, but he's probably trying to work around it now. Those graphical glitches didn't occur before I don't think. They can be fixed somehow.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Patashu
He/Him
Joined: 10/2/2005
Posts: 4014
Why did you jump on the spot once at 8:26?
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
Experienced player (962)
Joined: 8/30/2012
Posts: 373
Knew we would get asked that question. Normally if you hit the block from that side, the fire flower would shoot out to the right side. By jumping, it seems to tell the game that Mario's position moved to the left of the box and that the fire flower should go to the left side.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
jlun2 wrote:
btw, has Masterjun had any progress with the RNG?
Dolphin isn't really friendly when it comes to debugging stuff. I need to write into the code (or search for it if it already exists), that it can tracelog the entire frame (edit: lol I'm not going to log 15 million lines so I need another idea...), so I can actually start from some value that changes randomly (xpos of the Fireflower when it comes out of the box), then searching how the value was changed (xspeed of it) and then what affects it and how it is seeded or created at the start by using RNG (maybe it's just RNG%2, maybe it's a lot more complicated). The really big thing I look forward to is finding the actual RAM address of the RNG, I don't even have that!
hegyak wrote:
Those graphical bugs, :(
I think Malleo did something wrong with the dumping or encoding because my encode had no graphical bugs. So hopefully the next videos don't have these :).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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