Posts for Amaraticando


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Amaraticando
It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
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Location: Brazil
$004214 is not a mirror from $7E4214 (WRAM). Only the first 0x2000 bytes from each bank (except 0x7E and 0x7F) are mirrors from bank 0x7E. For instance, Address[$1234] = Address[$7E1234] $4214 happens to be a hardware register: https://wiki.superfamicom.org/snes/show/Registers
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It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
How old are you?
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It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
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IMO: the expansion port should not be allowed. http://www.retrocollect.com/News/save-states-console-add-on-snes-tap-set-for-the-super-nintendo.html BTW: #neverforget the release date of this movie...
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It/Its
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Maybe I didn't get TAStudio yet, but I only use when I have to. I need to see the previous inputs when I am TASing. Editing future inputs is nice, like lsnes' movie editor, that doesn't break the normal way to load savestates, like Masterjun said. When I'm not using this tool, I use something like this: User movie #26845843171757705 I just don't see how TAStudio is more productive or reliable while optimizing. I might be wrong because I didn't persist in trying very much.
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I verified that on console, after embedding Lua on it. After all, that's why the expansion port exists. Yes vote!
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creaothceann, now I'm curious to know what is the original picture. EDIT: nevermind, I'm stupid.
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"Fullscreen" videos like this are a pain to watch, just saying.
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If I understood what you want, maybe you have to use: gui.drawImageRegion void gui.drawImageRegion(string path, int source_x, int source_y, int source_width, int source_height, int dest_x, int dest_y, [int? dest_width = null], [int? dest_height = null]) draws a given region of an image file from the given path at the given coordinate, and optionally with the given size Then, use many pictures with the texts you want as the source. Pretty complicated. If you want, I can tell you a trivial solution with lsnes.
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It/Its
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I've seen games that use RAM to store the (x_ini, y_ini, x_end, y_end), others that have an index that point to the ROM, others that have poses, vertical/horizontal flips, etc. It's probably impossible to find it semi-automatically for a generic game. Knowing a bit of ASM is required.
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This wiki page is horribly outdated. When you download lsnes, there's a lua.pdf inside with (almost) all functions [latest commit here]. For instance, movie.currentframe() Return number of current frame.
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It/Its
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dan wrote:
The following works, although you may need a command to unregister the function if you reload the script. I've noticed a weird quirk where you have multiple definitions of the same function and the workaround is to manually clear the registered functions.
local function mkdasher()
  .
  :
end

-- define an anonymous wrapper function that calls the named function
event.onframestart(function() mkdasher() end, "mkdasher")
I don't see how any of the events would help, since there's no gui/on_paint event. Using onframestart or onframeend will call the registered function as often as putting it inside a while loop. Just test incrementing a counter and displaying it on screen: both will update the counter just like the frame counter is incremented, even if the emulator is running at 240 fps (and obviously, not every video frame is being displayed on the monitor).
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It/Its
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Check this: https://github.com/aleju/mario-ai This project contains code to train a model that automatically plays the first level of Super Mario World using only raw pixels as the input (no hand-engineered features). The used technique is deep Q-learning, as described in the Atari paper (Summary), combined with a Spatial Transformer. This repo is for the lsnes emulator.
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I'm glad this is #FAKENEWS. But those tools and docs need a mirror.
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#5076: Masterjun's SNES Super Mario World "ends input early" in 01:33.26 This movie is expected to beat the final boss after the black hole era of the Universe, assuming the console or emulator can run for so long.
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It/Its
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Nice run! Entertaining all the way and seems careful with optimization. Yes vote ^^
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It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
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Location: Brazil
Amaraticando
It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I'm still wondering what's the purpose of some body upgrades...
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It/Its
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Nice job, HappyLee! Yes vote of course.
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It/Its
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Yes vote! This is very entertaining. I propose to keep the branch "item glitch", because the gate skip is useless without the former and because most viewers would expect to see the levels being beaten instead of the repetitive item bounces. BTW, this zigzag technique is way too powerful and can be done everywhere. There's no problem if a category forbids it for the sake of entertainment and dizziness prevention.
Post subject: Task #1 - Final Result
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It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
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Location: Brazil
Amaraticando
It/Its
Editor, Experienced Forum User, Published Author, Player (158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I'll try to explain it here, but this would be more suitable in the SMW thread. Diving status here is the signed byte value of the WRAM address $1409. 1) Accumulate air in the cape: If you are facing the right, press Y>, Y, Y>, Y, Y>, Y, Y>, Y until the diving status gets the value -56. If you're facing the left, you can do it without gaining x speed by pressing Y<>, Y, Y<>, Y, ... . 2) Get near zero horizontal speed: After the value is -56, press BY< many times to diminish your speed. 3) Get upward propulsion: Hold Y< (or press every other frame) to get a big propulsion upward. You'll notice that the diving status will be reset to zero, and that's what you wanna avoid. 4) Change the signal of your horizontal speed: By pressing BY</b>, YB<. This will give you more y speed again. GIF + steps: https://imgur.com/a/rsfwz
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It/Its
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I managed to compile lsnes in Linux Mint (which should be similar on Ubuntu) following the instructions of this thread http://tasvideos.org/forum/viewtopic.php?t=18519 However, there's a problem with the bitness of the emulator vs Lua virtual machine that causes bugs when using Lua. And the lag issue.
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It/Its
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I shall provide a good list of resources for learning the many subjects related to TASing SMW. Many of them are useful for other games as well. TASVideos You are here! Explore our tons of movies 😍 SMW Resources: http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html (Lua scripts listed at the end) SMW Forum: http://tasvideos.org/forum/viewtopic.php?t=1571 DiscordApp DiscordApp is a very nice chatting program (mostly) for gamers. You can access the so called servers with the official client or via your browser. Some servers: SMW Science: https://discord.gg/MgfCNhh * SMW Speedrun: https://discord.gg/YfcJR6p * SMW Brasil: https://discord.gg/8rdnPCy * (portuguese only) * invitation link might expire SMWCentral SMW Central aims to be the Super Mario World hacking site, hosting everything you will ever need in order to create your own hack. While it focuses on creating ROM hacks, it has an arsenal of good tools, docs, RAM Map, etc. Check the menu. Some useful links: RAM Map: https://www.smwcentral.net/?p=nmap&m=smwram THE glitch list: https://www.smwcentral.net/?p=viewthread&t=72499 SMWiki: http://www.smwiki.net/wiki/Main_Page Disassembly of the game: https://www.smwcentral.net/?p=section&a=details&id=13732 General SNES stuff ROMHacking docs: http://www.romhacking.net/documents/ Super Nintendo Development Wiki: https://wiki.superfamicom.org/snes/show/HomePage (advanced)
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It/Its
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Koh1fds wrote:
Master of Puppets wrote:
SNES emulation use a 100% (ish) accurate core knows as BSNES
I don't know, but as far as Higan's advertising tell us - bizhawk snes core stays far from accuracy.
Where's this advertising? I know there might be minor differences vs lsnes, the latter with many console verified movies, but nothing far from accurate.
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Congrats to the Mario Kart 64 team! Well deserved award.
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