Posts for ALAKTORN


ALAKTORN
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Suuper wrote:
I went back to this, and found that I was indeed exiting Wrinkly's Cave 2 frames too early. Fixing this actually saved frames; the overworld loaded sooner.
Sounds like this could be something that happens often throughout the run. Check many frames when going through loading screens.
ALAKTORN
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http://tasvideos.org/userfiles That’s what it is if you didn’t figure it out on your own.
ALAKTORN
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That’s really cool tho. Maybe useful elsewhere. Edit: @ the clip through vid.
Post subject: Re: #4772: Soig's Wii New Super Mario Bros. Wii in 25:30.1
ALAKTORN
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Fog wrote:
ALAKTORN wrote:
TASVideoAgent wrote:
Be sure you HAVE RUN game before running .dtm after openning dolphin. There is 1 more lag in first game running.
So you’re basically starting from dirty SRAM? Lol.
Appears to be an issue with Dolphin moreso than dirty SRAM.
Hmm. Alright.
Post subject: Re: #4772: Soig's Wii New Super Mario Bros. Wii in 25:30.1
ALAKTORN
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TASVideoAgent wrote:
Be sure you HAVE RUN game before running .dtm after openning dolphin. There is 1 more lag in first game running.
So you’re basically starting from dirty SRAM? Lol.
ALAKTORN
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Good shit.
ALAKTORN
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Mine look identical (mirrored).
ALAKTORN
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RNGs behave one of two ways most of the time. Either update every frame, or only when something random needs to happen. If you can find some random event in the game then it should be pretty easy to find the RNG by playing around with it; for example for Brave Fencer Musashi there is a card game where a card number gets pulled out at random. I just made a savestate before pulling out the number, and checked that my frame timing didn’t make the number change. From that I understood it was an RNG that only updated when randomness was required, and planned my RAM Search around that. For example you could start with “number of changes = 0” and just spam it a bunch of times to weed out addresses that are changing (because I know the RNG isn’t). Then you make it pull out the card, and do something like “number of changes = 1”. Play around like that and you should find it. RNGs are almost always 4 bytes big so use that search size (have never found them to be smaller), but most of the time the value that’s truly used is only like the upper 2 bytes, but that’s not important for finding the RNG in RAM Search. Edit: Oh and to make sure you’ve found the right address, you can cheat it to freeze it on a particular value, and then check that randomness is always the same (for example in my Musashi example from earlier, the card number pulled out would always be the same).
ALAKTORN
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Do you have the RNG address? I’ve done tons of RNG manipulations with very minimal knowledge. All you need is the RNG address, figure out its formula through maths, then make a simple Lua that calculates the number of steps the RNG advances each time. Ends up being plenty useful most of the time.
ALAKTORN
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Don’t post jokes in this thread.
ALAKTORN
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Looking good.
ALAKTORN
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jlun2 wrote:
Does 7 different characters technically count as a separate game mode? Because that's allowed now iirc. Also I never played this game, but how different are each "chapters" in comparison to each other?
The game is just divided in 7 different chapters. Absolutely no point to publishing them separately. They’re all part of the main story of the game.
ALAKTORN
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I don’t think Belcha is RNG. Anyway, figuring out the fastest way to throw a bug into Belcha’s mouth is no different from figuring out the best movements to getting to the end of a level. Just try stuff out and use your brain to figure out what works best.
ALAKTORN
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Isn’t Japanese version faster for 70 stars?
ALAKTORN
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ALAKTORN
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For one, if you already have a vid of a good TAS, you should try to emulate the strategy at least instead of doing something worse. Also SM64 is quite the high-level game to be learning how to TAS with. Anyway, you should use RAM Search to try and find useful addresses such as movement angle, model angle, XYZ character coordinates, speed and the like, then TAS while watching them which makes it much easier to optimize a run. Also an SM64 trick you seemed to be trying to do (but failed it) is punching for 1 frame from a standstill (neutral stick input), then start moving the frame after. That gives you more acceleration.
ALAKTORN
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I’m pretty sure I saw vids by Mothrayas of this game. Was he TASing it as well or something? Were the runs compared?
ALAKTORN
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I don’t know about SaGa Frontier but separating TASes into each chapter sounds pretty dumb to me.
ALAKTORN
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I’ve been working on a massive improvement of the published Tenchu: Stealth Assassins TAS for like I don’t even know, so long. I don’t see myself finishing any time soon either. I’m doing it on PSXjin, and I don’t think my PC can even run BizHawk, so that’s kinda a problem. I have Windows XP and 3.25GB RAM, just as an example of how garbage my PC is. Idk about computers. I suppose if I could actually run BizHawk syncing my Tenchu run shouldn’t be too hard. I’m more worried about TASing experience after having worked on PSXjin a lot (which is admittedly a piece of shit, but shit I’m used to nonetheless).
ALAKTORN
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aenima8669 wrote:
Seems I stumbled across TASing too late. There's not really much left to do...
Oh, there is a lot to do. It’s just very hard at this point.
ALAKTORN
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Warp wrote:
"Subpixel" doesn't actually mean the same as "invisible". If you photograph a detail that's smaller than a pixel, it will be dimmer than if it were the exact size of a pixel. It doesn't just vanish completely. The photograph will of course have one pixel of a certain color where that sub-pixel detail was; it's just that the pixel will be dimmer. (Very roughly, the brightness of the detail is directly proportional to how much of the pixel's area it covers.)
Thanks for the explanation.
ALAKTORN
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What’s Kirigami 64? Sounds like a cool discovery.
ALAKTORN
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nfq wrote:
ALAKTORN wrote:
A subpixel by definition is invisible. At the smallest that dot would be a pixel, might be bigger than that.
Well, the Wikipedia article says it's smaller than a pixel...
Therefore invisible. All you can see on a screen is the single pixels being lit up, creating an image. Anything smaller is not being lit up, therefore not appearing. LOL xy2_. Edit: If you meant the Wikipedia article says the dot in that one image is smaller than a pixel, then I assume you read wrong. I’m not gonna bother checking.
ALAKTORN
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A troll would never be as good as nfq is.
ALAKTORN
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He was pretty cool from what I’ve seen these past few hours. RIP.