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In an attempt to make up for that I tried RNG % 2^24 % 5699 (which didn’t work), is that not correct? What should I do? Edit: Gave it another look and as I see it % 2^24 equals “considering the first 3 bytes”. Well, it still doesn’t work with 1683597101…
1683597101 % 2^24 % 5699 =
5531 = big energy
5317 life up
5602 life up
1683597101 % 5699 =
4220 = Nothing
4106 life up
4391 life up
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Uhm does it matter? Gives something that isn’t a Life Up.
I’ve mapped out the drop list up to 23663 and % 5699 works on all tested values in it. Those 2 values that don’t work I’ve found manually while randomly playing. I think I’ll try to find the earliest value where % 5699 stops working, eventually.
Not sure what you mean.
It’s arbitrary. I wanted to start at 0, but −1 is the actual start of that specific cycle that 0 is a part of.
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Well, I didn’t actually map out the ENTIRE RNG. That would take years of computing time. Anyway, I did some work, and found out something:
RNG item drop loops every 5699 values. The “first” loop is −1 to 5697. From this you can make up the following formula: RNG modulo 5699 = x, x = whichever item it matches in the first loop. This way, you only need the first loop for a lookup table, rather than the entire RNG.
Now I just need a way to make this information usable… Could probably make a useful Lua out of this, but I suck at programming and I’m not sure what exactly I should program.
I also forgot to mention that there are 2 drop lists in the game, all this talk was about drop list A. Drop list B isn’t that interesting because it doesn’t contain Life Ups; so I don’t think I’ll do any work on it…
Edit: Oh my god I’ve run into a problem… 1683597101 gives a Life Up, but 1683597101 % 5699 isn’t = to a Life Up value from the first loop. Why? ._. Same thing happens with 501745596…
It seems to me like at some point when the RNG gets too big, the modulo stops working. Why, though?
Edit: I’ve attempted RNG % 2^16 % 5699 and RNG % 2^24 % 5699 both, but both are still wrong for at least the first number written up there (1683597101)…
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Wow nice. Does anyone have a comparison vid or something?
Edit: Wait a second, isn’t that guy’s robot boss fight a lot slower?
In some stages it looks like he doesn’t even save time… His last boss looks slower on a few hits.
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Has been done and we’ve found a pattern that loops every 80 iterations through the items table. The items table is LH->SH->NT->LE->SE->LC->SC(*) then it cycles back to LH, but life ups are a wildcard that can happen anywhere between 2 items, and the amount of each item between cycles varies (until it does 80 cycles, then it loops back to cycle 1 on cycle 81). I also have a list of every RNG number that gives a life up.
I don’t know how to figure anything out from this information, though. I feel stupid. Here’s some of the info: http://pastebin.com/acExBvgT
*Large health -> small health -> nothing -> large energy -> small energy -> large crystal -> small crystal.
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I think going through the whole game twice might work. A NG+ would feel kinda cheap because it doesn’t start from a clean game… while grinding for 20 minutes is definitely too much. It might be slower but going through all levels again might be the best choice.
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He’s talking about window focus. Sounds like a really big bug that the Virtual Pad actually gets focused on when in use. Actually I also think it’s a bug for RAM Watch/Search to do that… so annoying to work on RAM Search and press the frame advance key, only to see you don’t have focus on the main emulator window.
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TASeditor wrote:
Weatherton wrote:
If anyone here is contemplating suicide please reach out to any of your friends for help.
Friends don't care about ones feelings.
You must have some shit friends.
MESHUGGAH wrote:
Nicos wrote:
digging up her past.
That's what going on ign.com (I also advise to put -ign.com for those who do a google search).
Her glimpse of story has very few delights. Fortunately or unfortunately, I can relate to her, not as much as to the retards from anon. Avoid imgur links while reading. Or better, that account should be locked/deleted.
What are you even talking about?
True wrote:
Seems some posters here care more for their sake than hers.
Maybe. Is it wrong to be sad about having lost a great person? I don’t think so.
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got4n wrote:
feos wrote:
Does anyone know how?
Probably suicide, her skype mood says "On April 23rd Rachel decided she could no longer live with the pain she endured on a daily basis and took her own life. This isn't a joke."
I thought as much… wow… that sucks…
May she rest in peace, I wish it could’ve been prevented.
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FractalFusion wrote:
By the way, Hetfield90 told me that the glitch of going through the crystal in Crystal Snail's stage is an emulation error by snes9x (all versions). This glitch does not work in BizHawk or console.
:O
I thought that was a glitch being used by RTAs?
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Yeah I guess it could depend on the software as well. In Mario Kart DS, both X and L are the “use item” button, and internally they are considered the same input; but obviously hardware-wise they’re separate.
I’m getting really confused by the situation myself.
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Alyosha wrote:
One question I have wondered about is if there is another practical way to TAS besides emulation, like hardware direct TASing?
High quality Mario Kart Wii TASes have been made on the Wii itself. There are cheatcodes to copy ghost input and slowdown gameplay. TASing on emu is far better if possible, though.
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feos wrote:
ALAKTORN wrote:
There’s still the issue of whether it considers the 2 pause buttons as 2 separate inputs or not.
Do you seriously doubt it?
…Yes? Does the pause screen differentiate between them saying “1P Pause” and “2P Pause”? This issue is what yuigenron has been talking about this whole time and nobody has proven it either way.
Although I’m not sure if it being a possible input on a newer Famicom version would make the TAS legitimate. Which version does FCEUX even emulate?
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^That’s probably the newer version people were talking about. Looks nothing like the original Famicom. There’s still the issue of whether it considers the 2 pause buttons as 2 separate inputs or not. If the latter, it’d mean the “pause trick” is an emulation bug.