Joined: 10/8/2013
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Link to video It's possible to kind of access the debug menu like this. It doesn't really work at all, cause the game can't really handle loading it while it's running, but I guess it's sort of neat anyway. There's also a lot of other... stuff I guess, that can be found OoB, including the credits. Moving there is very slow, though, not to mention you may need some abilities to reach some areas, so I doubt there's speedrun benefits that can come out of this. Total Control maybe.
Samsara
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HELLA LATE EDIT: Post rendered obsolete months ago.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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Pike wrote:
GoddessMaria15 wrote:
As for what I think about beating Julius in this instance, I'd say just go with what flows with the initial run goal.
Our goal is to get all souls using warps instead of all kinds of enemies beaten. So what you mean is that we can skip the battle with Julius from whom Soma cannot get a soul?
Skipping Julius sounds like the right thing to do since its not part of the goal. I'm really looking forward to this run thank you for taking the time to plan the route and TAS it!!!
My name is Forensics.
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Link to video This isn't my vid, but it's definitely worth a check. A month ago, Aceearly found this way of getting into the debug room, and it's actually more versatile than the method I showed, cause it allows you to browse the whole menu! You can restore a limited amount of functionality by selecting 2739 -> BG -> Link Test, and canceling out of it. This way, certain elements of the debug menu sort of start working, quite nicely even. Most notably I suppose, 1967 -> Enemy works almost as intended: you'll be able to spawn whatever enemy you want, although you'll be put at the start of the game instead of the Arena. We're thinking the room you start from (the room you perform the 0HP glitch in) matters when accessing the debug menu like this. Thus far, I haven't found another room from where you could restore any functionality beyond the one shown in the vid.
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Hows the Glitched All Souls TAS coming along?
My name is Forensics.
Pike
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lxx4xNx6xxl wrote:
Hows the Glitched All Souls TAS coming along?
Goes well. Bone Pillar may also think so. More than 40000 frames have been finished. But we will not upload the WIP because we want to make the route mysterious. Please be patient.
Luck manipulation is too difficult.
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Pike wrote:
lxx4xNx6xxl wrote:
Hows the Glitched All Souls TAS coming along?
Goes well. Bone Pillar may also think so. More than 40000 frames have been finished. But we will not upload the WIP because we want to make the route mysterious. Please be patient.
Looking forward to it thanks for the update!!!
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I just wanted to pose a question (I figured it'd be better posted here rather than in the submission poll of the All Souls TAS). Is there any reason why no one is using BizHawk for this game - if for nothing else, for accuracy? I realize almost all of the runs use SRAM to skip cutscenes, so is making a verification file the issue, or is there something else? I'm just curious if there's some technical hoo-hah I don't know about.
Somewhat damaged.
Samsara
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TehBerral wrote:
I just wanted to pose a question (I figured it'd be better posted here rather than in the submission poll of the All Souls TAS). Is there any reason why no one is using BizHawk for this game - if for nothing else, for accuracy? I realize almost all of the runs use SRAM to skip cutscenes, so is making a verification file the issue, or is there something else? I'm just curious if there's some technical hoo-hah I don't know about.
Not many people use BizHawk for GBA as it is. I don't know if there's a specific reason or anything, though I'd assume it's simply because people are more used to VBA. Speaking of verification files and using BizHawk for this game, I think I've convinced myself to start preparing for a Boss Rush TAS. Making a proper verification file for the most optimal Boss Rush will probably take far longer than it'll take to actually make the TAS, but I've got enough affection for the game to take it on. Probably a reposted video, but here's the best TAS I could find (though I wasn't having any luck on Nico so there might be a faster one there): Link to video
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 6/27/2008
Posts: 49
Samsara wrote:
TehBerral wrote:
I just wanted to pose a question (I figured it'd be better posted here rather than in the submission poll of the All Souls TAS). Is there any reason why no one is using BizHawk for this game - if for nothing else, for accuracy? I realize almost all of the runs use SRAM to skip cutscenes, so is making a verification file the issue, or is there something else? I'm just curious if there's some technical hoo-hah I don't know about.
Not many people use BizHawk for GBA as it is. I don't know if there's a specific reason or anything, though I'd assume it's simply because people are more used to VBA. Speaking of verification files and using BizHawk for this game, I think I've convinced myself to start preparing for a Boss Rush TAS. Making a proper verification file for the most optimal Boss Rush will probably take far longer than it'll take to actually make the TAS, but I've got enough affection for the game to take it on. Probably a reposted video, but here's the best TAS I could find (though I wasn't having any luck on Nico so there might be a faster one there): Link to video
There is a version made by me several years ago: http://dehacked.2y.net/microstorage.php/info/171653208/AoS%20BR%20Run.vbm (VBA 23.6) Although tricks used in two movies are almost the same, mine is more than 2 seconds faster. If I remember currectly, the fastest non-glitched BR run I've watched is 1:07:86 Original post can be found here: http://tasvideos.org/forum/viewtopic.php?t=4194&postdays=0&postorder=asc&start=600 PS: I've been waiting an AoS BR run for LONG time. Anyone please do it!
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Hmm, simple enough answer (although personally I find the BH work flow for GBA to be much, much more smooth). I'd be all for a boss rush branch. It makes sense - I'm actually surprised no one has submitted one yet, or at least that I know of. Sadly there aren't crits in this game so it won't be as over-the-top in dps as the harmony of Dissonance BR. But entertaining nonetheless.
Somewhat damaged.
Samsara
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I did some minor upkeep on the Game Resources page.
zhangsongcui wrote:
There is a version made by me several years ago: http://dehacked.2y.net/microstorage.php/info/171653208/AoS%20BR%20Run.vbm (VBA 23.6) Although tricks used in two movies are almost the same, mine is more than 2 seconds faster. If I remember currectly, the fastest non-glitched BR run I've watched is 1:07:86 Original post can be found here: http://tasvideos.org/forum/viewtopic.php?t=4194&postdays=0&postorder=asc&start=600 PS: I've been waiting an AoS BR run for LONG time. Anyone please do it!
This is excellent information, thank you. I definitely intend to tackle this in the future, once I get the verification file up and running. On that note: Would anyone still happen to have copies of rhebus' scripts? The general drop script would be a huge boon to making the file if I (or someone else, more likely) can get my hands on it and properly convert it to something usable in BizHawk. I've been brute-forcing everything so far and at this rate it's going to take forever to have it ready.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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Don't know if you can watch it, but here is the original movie of 1:07:86 version ( Chinese site ) http://www.tudou.com/v/JRp-mfK-YTU/&resourceId=0_04_05_99/v.swf
Samsara
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Hey look, the foundation of a Lua HUD. I've only barely started learning LuaHawk so it could be way better. Not releasing it right now because it's basic stuff that anyone can do <_< Current features: * Every RAM address listed on the Game Resources page * Visual invulnerability indicator: Blue when vulnerable, white when invulnerable Things I'd love to add in the future: * Updated versions of rhebus' drop scripts (if I can get my hands on them) * Proper hitboxes for Soma and enemies and not just a dumb indicator box above Soma's head * Actual scripting skill instead of my haphazard crap. Craphazard. Oh my goooooooo- * More information that's better placed. Possibly an actual UI? Any help/advice/suggestions would be much appreciated. EDIT:
zhangsongcui wrote:
Don't know if you can watch it, but here is the original movie of 1:07:86 version ( Chinese site ) http://www.tudou.com/v/JRp-mfK-YTU/&resourceId=0_04_05_99/v.swf
Yeah, I can't watch that, unfortunately. Just having a time to beat is enough for me, though.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
AntyMew
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Samsara wrote:
Updated versions of rhebus' drop scripts (if I can get my hands on them)
http://pastebin.com/0xR8kVkH
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Samsara wrote:
Yeah, I can't watch that, unfortunately. Just having a time to beat is enough for me, though.
The Flash player on that site is all kinds of horrible, so here's a mirror to the actual video.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Samsara
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Thank you both so much! <3
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Pike
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In fact, I don't know how drop scripts work. I wonder if it can solve the problem that I mentioned in my recent submission. Nobody answered it until now.
Luck manipulation is too difficult.
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So I've found out some stuff about shop glitch, think you guys will be interested: Link to video I can post a more technical explanation if anyone wants.
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Anty-Lemon wrote:
Samsara wrote:
Updated versions of rhebus' drop scripts (if I can get my hands on them)
http://pastebin.com/0xR8kVkH
Wow, this is way better than my original one (which has been lost to history unless Kriole still has a copy). Great work!
Samsara
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rhebus wrote:
Wow, this is way better than my original one (which has been lost to history unless Kriole still has a copy). Great work!
Actually, as far as I'm aware, that is your original all-in-one script. I haven't been able to convert it to BizHawk at all so far, since BizHawk's Lua implementation and RAM Search are so drastically different than VBA's and I'm not exactly knowledgeable enough in scripting and memory domains to effectively convert it. Plus I've been carried away in other projects and this is something that would require me to sit down and put in a lot of womanhours in order to still sit there and not know what I'm doing. I guess I'll use this post as an open call to people far better at scripting than me to have a crack at updating the script, with a crosspost to the LuaHawk thread as well. I'd love to have this done not just for myself, but for everyone else interested in AoS TASing.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
AntyMew
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Samsara wrote:
I guess I'll use this post as an open call to people far better at scripting than me to have a crack at updating the script, with a crosspost to the LuaHawk thread as well. I'd love to have this done not just for myself, but for everyone else interested in AoS TASing.
Done It has slowdown issues, so it could use some optimization, but it works
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AntyMew
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Updated script to correctly account for manual resizing and non-3:2 ARs
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Can anyone help me understand how to read the information in this script? The numbers seem to decrement completely randomly(values that are as high as 30+ can be gone after attacking once, which to my knowledge is only supposed to increment RNG by 1-2 values), and I can't find any correlation between what number is supposed to yield a drop. I have gotten souls to drop with several different numbers next to "s" but not 0, and even the same numbers that yielded a soul on one RNG value could yield no drop on another.
AntyMew
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Fixed embarrassing typo of memory.read_u16_le(RAM.RNG) to memory.read_u32_le(RAM.RNG) o////o That would explain hetfield's problems, lol. I tested the drops before and coincidentally got the predicted result, so I assumed it had something to do with AoS instead of the script
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