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ALAKTORN
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^there’s already a full Yume Nikki TAS, if you read back in the topic I think you might find info
ALAKTORN
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with the help of partyboy1a and his files I created this http://www.youtube.com/watch?v=e5jhQyrU9TY now I’m curious about displaying input, I’ve been told a few things about it but now I’m too tired to understand anything
ALAKTORN
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I tried following the lua tutorials, but when I try to open the .lua in DeSmuME it tells me “lua51.dll not found” is that something I have to download separately? edit: I downloaded stuff but now every single .lua I run says “filename.lua:1: unexpected symbol near '{' script stopped.” why? <_< it does that even with an empty file edit2: I googled the problem and found the reason “Aaaah.... I solved the problem... I used notepad and/or wordpad to edit my scriptfiles, these editors set extra control-characters in the files invisible to the eye, but visible to the lua-interpreter... using my plain old dos-edit solves the problem :-).... ” the problem is WordPad, NotePad works
ALAKTORN
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I tried looking at that file partyboy, but couldn’t understand much
ALAKTORN
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this game is too hard to optimize, I don’t think I have the patience for a full TAS
ALAKTORN
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ALAKTORN wrote:
there’s a Mario Kart Wii TASer that TASes on the Wii… a run of his: http://www.youtube.com/watch?v=B7NAdq-ezI8
I asked him how he does it, he uses 2 codes: “i use a slowdown code (about 15-20fps) and live replay with button activators which takes very long time for lap 3 because i have to watch the whole run to change anything” basically slowdown, and a code that copies the input of your saved record’s ghost, button activators means he can stop the code from following the ghost so he can adjust things I can’t believe he made such quality TASes with such horrible tools…
ALAKTORN
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wow, I don’t understand any of that… thank you for the link, I didn’t know the site had lua tutorials I’ll check it out better later
ALAKTORN
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Mission 2-4 25″250 by me, it was a first try in 20 mins so it’s pretty bad, but due to the fact that it beats all known records by a lot and that there is no competition over it, I don’t think I’ll improve it http://www.youtube.com/watch?v=9zS9AHiVKI8 also, I haven’t been posting them but Huffle made some more cool TASes, just check his channel or something edit: improved 1 frame to 25″266, jumping on top of the last item box instead of driving straight
Post subject: [Request] RAM addresses shown in DeSmuME encodes, possible?
ALAKTORN
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title, basically I want to do stuff like recording a Mario Kart DS run while showing the speed address maybe in a corner of the screen, is this possible? (with lua or something?) I’ve tried asking around but couldn’t find any solution, so I thought I’d just open a topic about it
ALAKTORN
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I think it was either Snes9x or MAME late 90s or early 2000, introduced to it by my older brothers I never heard of this NESticle, sounds like fun
ALAKTORN
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RNG: 02108B90 I think that’s it… it changes at every frame O_o btw the resources page should be updated with the addresses here’s a sequence of drops edit: from the small helmet guys 0–2 big health 3–11 small health 12–45 nothing 46–48 big energy 49–57 small energy 58–61 big money 62–70 small money loop Edit: It doesn’t truly loop, but it has only minimal 1-item variations (and life ups). Also, it starts at -1 (4 big health). A true loop happens after 80 of the above-documented loops with their slight changes. Edit2: True loop happens at 5698, first one is −1 to 5697. RNG % 5699 = x, x = whichever item it matches in the first loop. Edit3: This is still not a true loop… The drop is actually determined like this: advance RNG 2 steps, look at the 3rd byte, check that 3rd byte against the drop table (0x84 is Life Up in “table A”). where’s the 1up? edit: flamethrower reploids have a different drop list(?) 0-11 small health 12-35 nothing 36-51 small energy 52-66 small money loop Edit: Likewise as above, but starts even earlier. Has no life ups. this is 1up from the first drop list 1683597101 also 501745596
ALAKTORN
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Rolanmen1 wrote:
I did this run for fun: http://www.youtube.com/watch?v=3uRWfEYiGxo
that’s a nice idea, trying to think if it could have uses in AWDS…
ALAKTORN
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what the hell XD
ALAKTORN
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why is the 1st lap slower than your previous attempt?
ALAKTORN
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Sir VG wrote:
Uh, you obviously haven't watched the encode then. X1 and X3 are side by side RIGHT NOW. The current layout of the encode is: X3 - X1 Stats - X2 So it's in "Japanese" reading format (Upper Right, move down, move left). But whether it's X1 - X2/X3 - Stats ("one page format") or X1 - X3/X2 - Stats ("two page book format"), I think it should have X1 in the upper left, not the upper right.
I only watched a few minutes, but if what you say is true, all the more what I said: the author is Japanese so he used the Japanese layout, but this website should use the normal layout, giving either: X1-X2, Stats-X3 or X1-X2, X3-Stats (I like bottom right X3 best, so that it’s clear the layout isn’t top–down left–right) edit: I didn’t understand the last part of your post so maybe we said kind of the same thing
ALAKTORN
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Sir VG wrote:
X1 - X3 X2 - Stats
I don’t like that layout, it’s unnatural you normally read top–bottom, left–right, having X1 and X3 side by side would confuse people…
ALAKTORN
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am I the only one who finds these type of runs just really confusing? though it’s crazy to think that you can “300%” in just above 40 minutes…
ALAKTORN
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feos wrote:
What we need now is a console slowdown method, to play it if not frame by frame, then at least at 1% speed. And even if it'd be possible, the real pain would be hacking the console to allow savestates (which I doubt is possible).
have you not read my post? there is an MKW TASer that TASes on the Wii, savestates and all, I don’t know how though
ALAKTORN
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ais523 wrote:
Brandon wrote:
Imagine if we could make TASing tools that work with the actual consoles...incompatibility would no longer be a factor, nor would we necessarily be labeled as a site related to emulation / ROMs, which I suppose are somewhat controversial.
You couldn't savestate unless you somehow had access to the console's internal memory (and loadstating would be even harder!), and you couldn't turbo without overclocking (and consoles can only stand limited amounts of that). So I expect that the plan's mostly a non-starter, except in cases where you have "consoles" like Windows and an Hourglass-like program.
there’s a Mario Kart Wii TASer that TASes on the Wii… a run of his: http://www.youtube.com/watch?v=B7NAdq-ezI8
ALAKTORN
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I never knew you guys pronunced TAS as letters rather than a word :o
ALAKTORN
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wasn’t very entertained, but I don’t know the game what I can say is that I was annoyed by always using the same move to go from a level to another, the moonwalk was a nice change; and also the credits thing others mentioned
ALAKTORN
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it’s a real TAS, that input is humanly impossible I don’t know if it’s the same method, but error1 has a video tutorial of SFIV TASing http://www.youtube.com/watch?v=eWni6eDfvF0
ALAKTORN
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I don’t think it’s possible to glitch into it with the water level up
Post subject: Re: another improvement...
ALAKTORN
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Kyman wrote:
Another frame has been found at the DDD skip, so we are just waiting on hexing it in. I apologize for all of this updating and stuff, hopefully this will be the last time. T_T
lol what who found it? how?
Post subject: Re: improvement...oh come on who didn't see it coming ;)
ALAKTORN
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Kyman wrote:
There has been 4 frames of improvement found, (1 on the DDD skip, and 3 in BitFS) we are working to include these in our run now.
oh shut up ;_; who found them? and where in BitFS?