Posts for Andypro


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Experienced Forum User
Joined: 5/24/2004
Posts: 262
Big "yes" vote. The effort you put into this is evident and the "value added" commentary lua script really enhances the art of TASing. I have never read so fast in my life ;p
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Would 100% infer leveling all characters up enough to get all their skills and techniques?
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Nice run so far. I had forgotten about that shadowblade insane level chaz trick. It's cool to see tsu cause so much damage.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Wow, way to go janus. I check the Sega Genesis board specifically for this topic, and I was surprised to see a new post today!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
nitsuja wrote:
Saethori wrote:
I wanna be the watcher! Unfortunately, the video doesn't seem to quite work for me; shows no audio or video for the entire 18 minutes, on either Nicozon or Nicovideo. WIP video loads fine on both. I wanna see more crazy stunts! ;_;
I don't get that problem, but I've seen it before on other videos, and it usually fixes itself in a day or two (not sure what causes it). If you have Windows on your computer (or some other computer you can use), it should be easy to watch the movie directly, and the quality will be much better than on Nicovideo or Youtube.
  1. download the game, iwbtgbeta(fs).exe
  2. download the movie file, IwbtgGlitched.wtf
  3. download the "emulator", hourglass-r51.zip (or newer) and unzip it
  4. open hourglass.exe
  5. click "Browse..." on the bottom-right and browse to where you put iwbtgbeta(fs).exe
  6. click "Browse..." on the top-right and browse to where you put IwbtgGlitched.wtf
  7. click the "Run and Play Existing Movie" button on the bottom right, and wait a bit
Just want to report that following these instructions, the movie synced perfectly on Win7 x64 for me. I think Hourglass is pretty incredible considering how young it is, and how insanely complex Windows game emulation must be. Hats off to the coder(s)!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Congrats on the submission Diggidoyo. Terrific attention to detail and weapon use planning. Voted yes.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
What emulator version/revision are you using? Gens doesn't seem to sync for me on the couple that I have.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
eternaljwh wrote:
Finish Master w/o Continue => ??? (I don't think it's been done. Master 3/9!!!)
It has been done. There are a handful of people with 9999 play points - no death, no warp runs. sdkess has even done it with all four characters! The only thing that changes is the dialog in the ending scene.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
diggidoyo wrote:
I'm still debating on whether or not to take the hit from Blade Man save time. I'd like to finish with Mr. Perfect and maximum lives so I really don't want to suffer damage or a death. Maybe I can find a find a faster way to the middle that doesn't take damage.
It sounds as if your two goals are conflicting. If they aren't yet, they will later in the run. You need to decide which goal has the higher priority. All of the site's megaman TASes take damage to save time (all of which I'm aware that is), and it doesn't bother me seeing megaman take damage because I know it's the fastest way to pass a particular area. Just some food for thought.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
diggidoyo wrote:
And no one wants to see a run abusing the menus.
Completely agree. I like the realtime goal for that reason as well. Thanks for the updates on your route planning. It's interesting to me to hear about that stuff.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Making a wiimote TAS plugin is certainly isn't trivial, but storing the data should be. The accelerometer is well documented, and the movie file should just store the data with the same resolution (bits) as is used natively with padding if necessary for byte alignment. I wouldn't worry about the Wii Motion Plus for now; I suggest the devs just work on getting all the wiimote and nunchuk data in the movie files.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Tanooki Teabag wrote:
The first duty of every speedrunner is to the speed - whether realtime speed, or in-game speed, or absolute speed. It is the guiding principle on which TASvideos is based, and if you can't find it within yourself to stand up and be as fast as possible, then you don't deserve to wear that uniform!
Am I the only one who got this awesome reference? Well done, sir! ^_^
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I'd like to propose you shoot for real time, not in-game time. It's purely opinion, but I think that manipulating an in-game timer is about as esoteric as any other in-game variable. Speed is very simple to define in real terms for TASes: time length of the input file.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Nice job antd. If the new emu version fixes a lot of problems, I hope the developers will help you sync your work with the new version - that's a lot of movie you already have done and it would be a shame to have to redo all that work.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Yep, Lua is great fun. Unlike other scripting, the fun for me with this comes from applying the interesting memory addresses you've found. I feel like an international spy when I have the ram search window open.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Sorry to resurrect the thread, but I wanted to post a lua script I just made here in case anyone playing dd2 would find it useful. It puts health bars on top of the enemies that are color coded to help you determine how to kill them quickly. I'm practicing for a speedrun. Here's a short video of it in action: Link to video And here's the script itself:
Language: lua

-- Double Dragon II enemy health meter bars by Andypro -- Helpful for speedrunning practice. -- -- Red bars represent a "knee" amount of damage (30) -- Orange bars represent an uppercut (20) -- Yellow bars represent a spin kick (15) -- Green bars represent a jump kick (8) -- Blue bars represent a punch (4) -- -- For instance, if an enemy has two red bars followed by a green bar, you know the fastest way to defeat -- him is to knee him twice and then jump kick him. Obviously any enemy with no red bars will die from a single knee attack. local function box(x1, y1, x2, y2, color) if(x1 > 0 and x1 < 255 and x2 > 0 and x2 < 255 and y1 > 0 and y1 < 241 and y2 > 0 and y2 < 241) then gui.drawbox(x1, y1, x2, y2, color); end; end; -- Draw a life bar given a position and an integer life value local function DrawLifeBar(x, y, life) local lifeSegment = life; local drawYPos = 0; local Xstart = x-6; local Ystart = y-44; local Xend = x+4; local Yend = y-40; local Color = { Red = "#ff0000aa", Orange = "#FF9933aa", Yellow = "#ffdd00aa", Green = "#00ff00aa", Blue = "#0000ffaa" }; local chosenColor; -- Progressively draw the heaviest to lightest bars moving upwards. Therefore the top health bar -- is the one that is being "worked on" by the player. while(lifeSegment > 0) do if(lifeSegment >= 30) then chosenColor = Color.Red; lifeSegment = lifeSegment - 30; elseif(lifeSegment >= 20) then chosenColor = Color.Orange; lifeSegment = lifeSegment - 20; elseif(lifeSegment >= 15) then chosenColor = Color.Yellow; lifeSegment = lifeSegment - 15; elseif(lifeSegment >= 8) then chosenColor = Color.Green; lifeSegment = lifeSegment - 8; else chosenColor = Color.Blue; lifeSegment = lifeSegment - 4; end; box(Xstart, Ystart, Xend, Yend, chosenColor); Ystart = Ystart - 4; Yend = Yend - 4; end; end; -- Calculates the positions of Billy and the enemies and draws -- the health information. Adding Jimmy to this function should be trivial. local function DrawHealthInfo() -- Player 1 memory values -- 77, d1d0, 880 -- 240 - 92, b6 8ad, 8d3 8d2 local HPp1 = memory.readbyte(0x41e) local player1x = memory.readbyte(0x077) - (memory.readbyte(0x0D0) + (memory.readbyte(0x0D1) * 255)) + (memory.readbyte(0x880) * 255) local player1y = 240 - memory.readbyte(0x092) - (memory.readbyte(0x8AD) + (memory.readbyte(0x0B6) * 255)) + (memory.readbyte(0x8D2) + (memory.readbyte(0x8D3) * 255)) if(HPp1 > 0) then gui.text(player1x, player1y-8, HPp1) end; -- Enemy 1 memory values -- X: 79, d5 d4, 882 -- Y: 240 - 94, xx 8af, 8d7 8d6 local HP1 = memory.readbyte(0x420) local enemy1x = memory.readbyte(0x079) - (memory.readbyte(0x0D4) + (memory.readbyte(0x0D5) * 255)) + (memory.readbyte(0x882) * 255) local enemy1y = 240 - memory.readbyte(0x094) - (memory.readbyte(0x8af) + (memory.readbyte(0x0B6) * 255)) + (memory.readbyte(0x8D6) + (memory.readbyte(0x8D7) * 255)) if(HP1 > 0) then DrawLifeBar(enemy1x, enemy1y-8, HP1); end; -- Enemy 2 memory values -- X: 7A, d9 d8, 883 -- Y: 240 - 95, xx 8b0, 8db 8da local HP2 = memory.readbyte(0x421) local enemy2x = memory.readbyte(0x07a) - (memory.readbyte(0x0D8) + (memory.readbyte(0x0D9) * 255)) + (memory.readbyte(0x883) * 255) local enemy2y = 240 - memory.readbyte(0x095) - (memory.readbyte(0x8b0) + (memory.readbyte(0x0B6) * 255)) + (memory.readbyte(0x8da) + (memory.readbyte(0x8db) * 255)) if(HP2 > 0) then DrawLifeBar(enemy2x, enemy2y-8, HP2); end; end; gui.register(DrawHealthInfo) -- Register our draw routine so it is drawn on every frame
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I believe that's not an emulator problem but rather is caused by the circumstances of the game. Sometimes they shoot fireballs and sometimes they do not.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Thanks for these amazing glitches. I cannot believe such a rare event was able to be abused 3 times in this run. Go bot, go! Yes vote.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
antd wrote:
WORLD MAP
Yay! I have been playing ff13 for 25 hours and still haven't reached the world map! ;p
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I don't really know, I'm just speculating. Hopefully a developer will shed some light on your issue. At least you found out how to make your movie sync!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
That's quite strange. It sounds as if the emulator is doing something very bad by relying that the state's filename matches the rom's. I assume your rom is named identically to the state that works for you?
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I have had this issue for a very long time. Vsync definitely exacerbates the problem. What video and sound hardware do you have?
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I voted yes. I thoroughly enjoyed this run. Thank you very much for taking all the time and work to make it!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Yes vote. Why the hell not ;p We have the tab key, don't we?!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Tuppenfall: I think it's very safe to assume that he has heard your request, evaluated it, and decided not to comply. No need to continue asking. antd: Glad you've been making progress. I was surprised to see you do the entire wall market cross-dressing scene. What exactly do you gain from the guy picking Cloud? I assume you timed whether it would be faster just to skip the optional items? Keep up the good work.
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