Posts for Amaraticando


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Amaraticando
It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
Posts: 673
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Yes vote!
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It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
Posts: 673
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If this is like Higan's library of ROMs, then it's annoying and almost no one likes it. If someone ever makes this, please, let it be optional.
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It/Its
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After some quick RAM research, we found this: The address $7E:163E keeps track of the eating timer of baby Yoshi. It is 0 by default. If baby Yoshi eats something, it goes to 55 and decrements every frame. When the timer reaches 32, the sprite vanishes and the remaining time is left to the animation only. So, if the sprite in the mouth vanished for whatever reason and the goal tape appears before 32, it will swap to this position. By the way, the other 32 frames probably have to do with eating 3 sprites at once. $7E:163E 12 bytes Miscellaneous sprite table. Table decrements once per frame. In SMW, it's used as e.g. a timer that, when it's zero, makes Ludwig face the player, while he's spitting fireballs.
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It/Its
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Zowayix wrote:
but how does that work? As far as I know an item swap is only possible if a null sprite is generated or if all sprite slots are filled, and that doesn't seem possible given what was shown on screen. What happened? Additionally this particular glitch seems to be very easily pulled off, just by running right at the start of the level. Why has it apparently not been heard of more often then?
The item swap happened because the baby Yoshi was eating a sprite and it vanished, because it was too offscreen. However, baby Yoshi doesn't know that. The sprite is gone and baby Yoshi still sucks the goal tape. About the odds of that happening, I'll copy my comment on this video: Congrats Panga, awesome stats. By the way, as Bruno Visnadi noticed, there's 1 chance in 1024 for those two consecutive item swaps in Star World 3! Since the cycle of the Lakitu is of 128 and, from this, only 4 frames allow the item swap while holding Y and right, then the probability is: (4/128)^2 = 1/1024
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Post subject: Re: #4769: Rockman The EXE's PSX Rockman X6 "any%" in 34:44.32
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It/Its
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TASVideoAgent wrote:
Aims for fastest time. (not much)
Well, I guess it also means you won't receive so many yes votes...
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It/Its
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Use [Tweaked] Mednafen Mode. Actually, the only option that says it will change the resolution is the Hardcore Debug Mode, I never saw the pixel-pro doing this.
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zeromus wrote:
And I'm actually not sure where you'd be seeing 'reset button pressed' from.
Left-bottom
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Octoshock: I tested some games and, in all of them, the Soft Reset is not working. Only the "reset button pressed" message appears. And the Hard Reset is unavailable.
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It/Its
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Regarding the new PSXHawk, I noticed two minor things: 1) Config > Path configuration doens't have the PSX options. 2) The PSX page says: Unreleased, not approved for TASVideos submissions Ported from mednafen to Bizhawk by zeromus last edited by zeromus on 2015-07-15 00:02:34 So, is it approved or not? Edit: by the way, what is the official name of this core, PSXHawk or Octoshock?
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It/Its
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OMG, it's happening! Thanks BizHawk team.
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Samlaptop wrote:
How do I create a bot?
It seems like PCSX doesn't have a lua function to read input file. Therefore, one should create a program that reads the file and, based on the file structure, extracts a txt with the effective input, i.e., the ones from non-lag frames. I don't know if I can do it easily. But the BizHawk script is not hard to do. The algorithm is like this: 1) Save state at the beginning; 2) Apply the input from the text file; 3) If the input was computed by BizHawk, then advance one line and save state; 4) Otherwise, load the state and jump this frame (with null input); 5) Go back to 2. I've sucessfully done this to convert Snes9x 1.43 to lsnes, in Super Demo World, in a very laggy level. It all depends on the game being decently emulated in the previous emulator.
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It/Its
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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.)
Another way to demonstrate this: An object can be seen (and registered in a photo) even if its angular size is much smaller than 1 pixel. If it weren't the case, we wouldn't see a single star in the night sky, even with amateur telescopes. Angular resolution of the human eye: about 4 arcminutes. Angular size of R Doradus (the star with the largest apparent size): only 0.057 arcseconds, 4000 times smaller than the "human vision pixel".
nfq wrote:
And like I mentioned earlier, there are military forces in Antarctica which kill you if you try to go find the edge of the flat earth. The military people don't have to know anything about the round earth conspiracy, they're just hired to do a job.
What's the size of the border of the Earth? Are there soldiers around dozens of thousands of kilometers, just to protect a secret that has no relevance for mass dominance? This whole conversation reminds of this awesome vsauce video: Link to video
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It/Its
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You can always write a bot to: 1) Translate the pcsx movie to a human-readable format (txt); 2) Attempt to insert this input in BizHawk. If there's a desync in the game-play, try to cut/add the problematic frame. This is useless if pcsx is based on bad emulation at certain point of the movie (which might vary from game to game).
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Do people really think nfq is not trolling? The signs are so obvious right now. Edit: nice work.
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It/Its
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Like Warp said, most two Suns phenomena are atmospheric illusions, as I have witnessed myself. However, some of the videos, in which the the second Sun is really strong and circular, I'd dare saying it's edition. Keep in mind that the Sun is watched 24 hours a day, 7 days a week, by amateur and professional astronomers, in several wavelengths of the spectrum and even my spacial telescopes. There's no extra inner planetary object either.
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I don't even know this game, but the simple exploit is impressive. Yes vote.
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It/Its
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TheKDX7 wrote:
Is the project to gather TASer and speedrunner to supply a playaround TAS always on the agenda?
Initially, the idea was to merge all the TASes in a single movie. But, for some reason, it was cancelled and only the individual playarounds per player were done. I hope more people get involved in a complete glitchfest, but the route and which glitches are to be used in each level is a difficult task.
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tom_mai78101 wrote:
zeromus wrote:
why are you still using pastebin anyway, someone make a github already
That person would have to be either Sethbling himself, or someone who is willing to maintain a couple of derivatives of MarI/O.
Care to justify why?
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Dwood15 wrote:
Quick question team, is there a way to read the level files from memory or ram? I'd like to get things like the distance from exits, etc.
Not sure what you mean, but we can: 1) Once inside a level, read from WRAM the content of each tile and the position of the goal tape; 2) Outside a level, only reading from the ROM, as far as I know.
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It/Its
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Chrono Trigger's TAS of the year is based on bad emulation: Post #316780 Super Mario World credits warps is not possible on Snes9x, but was verified on console and emulators with the bsnes core. BTW: Snes9x 1.5x is not hated like you said, I hate the fact that some people still use the 1.43 version to TAS, just to save lag frames or due to laziness to switch.
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skypickle wrote:
1) why do you use a make_set function?
This creates a table like this
ABNORMAL_HITBOX_SPRITES = {[0x62] = true, [0x63] = true, [0x6b] = true, [0x6b] = true}
Searching for a particular entry is faster than iterating through the table until some entry has the sprite number as a value.
2) Why are variables declared as local in the top level? for example , local ABNORMAL_HITBOX_SPRITES and functions too for example
The difference between globals and those locals is that another script can see the globals too. But we usually do it more for performance, since locals are slightly faster than globals. Beware that there's a maximum of 200 locals.
3) in the MAIN loop, why do you call bizhawk_screen_info()? This is just a setup function that gets screen boundaries. Should it not be called just once before the loop?
Because the screen can be modified by the player, when (s)he maximizes the screen. This is mostly based on the lsnes script, which can manipulate the lateral gaps. A possible improvement for BizHawk is using emu.yield() to keep track of the screen size even when the emulator is paused.
4) Why is the client.paint() function OUTSIDE the main loop? What does it do?
This one is my stupidity. Since there's no way to escape the loop, there's no point having code after it.
5) functions defined but not used - test_draw_pixels ?
Just a test function that I forgot to remove, because every emulator has a different coordinates convention.
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It/Its
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Hi. Your post is probably more suitable in the SMW thread. Furthermore, you have the following resources: SMW page WRAM map Glitch list
skypickle wrote:
What are layers for and why are they needed?
local layer1x = memory.read_s16_le(0x1A);
local layer1y = memory.read_s16_le(0x1C);
Those WRAM addresses are hardware mirrors. A SNES emulator usually has a hotkey or command to disable/enable the different layers of images. In BizHawk, you have (by default) to press 1, 2, 3 or 4 you must set the SNES hotkeys to see what each layer is.
skypickle wrote:
What is screen position and why is that different than Mario position?
screenX = memory.readbyte(0x03AD)
screenY = memory.readbyte(0x03B8)
In MarI/O, this is for Super Mario Bros.
skypickle wrote:
there are 12 sprite and status locations.what are they for? ?
In SMW, there're at most 12 sprites at once. I'm not talking about a sprite in a general sense, but the most animated enemies/items in the game. In this category, Mario itself is not a sprite, nor is the fireball. Use the utility script to learn more about them. The WRAM has a lot of 12 bytes blocks that keep track of the positions, speeds, status, timer, etc of the sprites.
skypickle wrote:
What are extended sprites?
A different set of objects. For instance, the fireball, Yoshi's flames and the hammers are extended sprites.
Post subject: ZSNES exploit: ACE in the host PC by loading a malicious ROM
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ZSNES v1.51 exploit: it's possible to execute native x86 code embedded inside SNES ROM images. https://twitter.com/byuu_san/status/613004775773347840 Demo: https://www.youtube.com/watch?v=Q3SOYneC7mU "ZSNES contains several bugs that allow the ROM to escape from the emulator and do whatever it want on the host computer. We have found three different bugs of this nature, which will be fixed in ZSNES 1.52, but it is likely that more remain."
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It/Its
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Dwood15 wrote:
local levelsPlayed = { local LevelIdx = nil, local RoomsVisited = { x = nil, y = nil} }
You cannot use locals inside the table.
for i, currentLevelPlayed.#RoomsVisited
The a.b construct is interpreted as a["b"], except when b is a reserved word or has forbidden chars, like #. EDIT: this might be useful for people who hate Lua http://tylerneylon.com/a/learn-lua/
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