Posts for CasualPokePlayer


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No
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (595)
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1. QuickNES is allowed for TASVideos submissions. If you mean for RTA speedruns, that's up to individual game communities. 2. Load up the bundled input display lua script, it's in the bundled Lua folder (drag-n-drop works here)
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1. If this is under NesHawk and TAStudio, that is somewhat expected. NesHawk is a lot heavier due to it being more accurate and due to the way it's designed, and TAStudio is fairly heavy itself due to all the drawing it has to do. You could potentially "fix" the NesHawk part by just using the QuickNES core instead (of course, that comes at the caveat of being more inaccurate, although it's still more accurate than FCEUX anyways) 2. There's an input display lua script bundled in which has more fancy input displays, and a user is free to create any kind of fancy input display using lua.
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How to sumbit a movie in the OFFICIAL CHANNEL?
Movies do not get directly submitted to the official channel. Movies go through a review process first. In this review process, movies are evaluated based on their optimization. If the movie has a non-standard goal, they will also be evaluated on their entertainment. Movies also have to follow various rules we have in place. If these rules are not followed, the movie is rejected. We have this process as we intend for publications to mainly host records, and as such, we expect any submission to go through a rigorous amount of effort to ensure the submitted movie cannot be easily beaten.
como sabes que hablo español??
1. Your name 2. Your location
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2.9.1 resyncs Main movie: User movie #638485047727827212 Verification movie: User movie #638485050639535877 The verification still seems to produce the same SaveRAM as the main movie's SaveRAM file.
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Typically this isn't something you can just change some setting to fix, your PC is just not powerful enough to run the game at full speed under BizHawk. Changing the display size to 1x could potentially help, also changing the "Display Method" (Config -> Display -> Display Method) from Direct3D9 to OpenGL might help (it might not).
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People say that Citra is already integrated in Bizhawk (not in dev builds, but in a separate branch)
This is not true, the 3DS core is implemented on the master branch and in dev builds for months, and has never been something on a separate branch.
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For whatever reason it was changed may be due to some kind of personal preference, perhaps playing some game that changed it for whatever reason, maybe changing it long ago for whatever reason and forgetting it. Dolphin doesn't wipe the SRAM.raw when making a new movie, so this could have been set long ago.
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Got this to sync, it seems this is just a case of the SRAM.raw file having Mono set instead of the default Stereo, causing the desync. Also does not appear to have hardware dependent sync.
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Got this to sync. The issue was that the author flubbed the installing process, and ended up just installing the game off of apt repos, so it had Debian made patches which allowed python3 to work. The Solarwolf on Debian/Ubuntu repos syncs fine with this movie. This leads into a more interesting question of what version should be preferred, given the rules on game choice preferring an official release.
  1. The official site's 1.5 release (which is a PITA to get running since python2 and ancient installer)
  2. The pip 1.6 release (pip is the official package manager for python so I guess it's semi-official? This is also what's on the Solarwolf github repo which seems to be something maintained by pip people?)
  3. The Debian (and by extension Ubuntu) apt repos 1.5-patched release that works on python3
With all 3 versions noted as not being sync compatible with each other.
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I've attempted to play back this TAS (after InfoTeddy asked for someone else to try syncing it, since it didn't sync for them), although I've ran into several issues:
  1. Solarwolf 1.5 is just too old, the installer is garbage, with the graphical installer relying on gtk 1.2 (so not available in any kind of supported distro) and the no gui installer is broken, relying on a different kind of directory structure than what is actually present in the installer files, and even worse it quite literally botches the install and makes the game files owned by root, requiring manual chown'ing to fix it. And even if that's resolved, python2 pygame is just unavailable in package repos unless you use an older Ubuntu version (EDIT: although, pip would provide it, but that ends up not working as the game fails to import pygame regardless). The python2.3 built into the installer does in fact work, but only outside of libTAS, and it seems to be broken anyways as it will just have the black background be transparent / showing what's behind the window for some reason.
  2. The submission implies python3 should work, but Solarwolf 1.5 is not compatible with python3, only python2. Solarwolf 1.6 on the other hand does work on python3, and the executable hash in the movie indicates python3 was in fact used, thereby showing Solarwolf 1.5 was not used, Solarwolf 1.6 was the version used (most likely the Solarwolf obtained via pip, which is 1.6). Alternatively, in theory 1.5 could be used but only after being manually fixed for python3 usage (although this probably would just be the same result as using 1.6 anyways), but the submission not mentioning any kind of manual fixes seems a bit odd considering it again implies python3 would work.
  3. The submission desyncs with python3 and Solarwolf 1.6 (consistently on the Beware of Spike Mines level).
Also the wrong FPS seems to be used, the game seems to run at 40 FPS rather than 60 FPS, so a ton of no-draw frames are present (and this is probably not helping with sync)
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Those kinds of tools can't exactly obtain what's more or less considered a "TAS" on this site, as they aren't enforcing a deterministic environment which could have a TAS, from the start of the game to end, be played back by any person. You can possibly get something kind of close, but not anything which could be published on the site and very unlikely to complete an entire game from startup to the end. Also keeping in mind, there isn't any guarentee that a Linux game would play nice with libTAS. What works best are SDL backed games (which libTAS has the most mature hooking towards), and ones which don't invoke a lot of threading (or even better, one which can enforce a single thread being used for rendering and game logic). Something like Unity (especially newer versions), which likes spamming threads everywhere, or just the game doing a ton of async work, does not work well with libTAS. (If it's a Unity or GameMaker game too, it's also actually maybe possible for the user to self-porting of the game to Linux, although that's a big "it depends" case).
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PC game TASes are done with libTAS, which is Linux only (and no, Wine/Proton doesn't work here, for various technical reasons). For various technical reasons, it's not possible to create good generic Windows TAS tools (what does exist for that is Hourglass, which works best on Windows XP, if it works at all, and never got mouse support in the first place) The steam page indicates your game is Windows only, so it wouldn't be possible to create a TAS with the current tools available.
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TASeditor wrote:
The sound is from the About window in developer builds.
This was actually removed in 2.4.1. The sound file however still remains in the builds, just completely unused.
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If you want to apply the same full completion rules to Round 2, that itself would prohibit corrupting Pokedex/event flags (although I don't think that's possible anyways in this context?) Corrupting Pokemon in the PC would not register them in the Pokedex, you actually have to "obtain" the Pokemon. The best you can do in this regard is create new Pokemon as eggs, then hatch those eggs, which requires a minimum of one egg cycle per egg, so around 26 seconds of biking per egg? And that's on top of the time you're mucking around trying to create the egg and the egg hatching animation. Also keep in mind you have to limit this to the Kanto dex, while you technically can fill entries in the national dex, these entries are hidden and don't count for the 60 mons needed to actually unlock the national dex. At which point catching most of the mons would just be faster. There's probably more benefit in using glitch move names to trigger instant win conditions if anything, or using them to catch an opposing trainer's first Pokemon. There is also the limited use-case of creating a Silph Scope to skip Rocket Game Corner, and maybe you can go generate some HMs? Although this is more of an exception, as most key items used to progress actually do not check if the item is present in bag, rather they just check an event flag that's set at the normal event which you obtain said key item (so no you can't go to Sevii Islands early nor skip any of the Sevii Island sidequest stuff).
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When you corrupt tiles with the mail glitch, you are writing easy chat words with mail slot 255, 255 being the "no mail slot available" value used by the game. There isn't any way to get a different invalid mail slot. If you do Thief shenanigans multiple times over, all you end up doing is reducing the amount of Pokemon in your party which need mail before the game runs out of mail slots and will let you edit mail slot 255. Also, if you somehow did edit a theoretical mail slot 256, it would just edit the middle of the water and it wouldn't let you cross still, the player name, trainer ID, species ID and item ID are part of the mail struct too :)
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jlun2 wrote:
CasualPokePlayer wrote:
Given the above it's probably outdated by now, as Recycle + Knock Off would be a faster entrypoint to glitching (and at the very least could gateway into pomeg glitching).
Thanks. How would you get Recycle from Sketch in Emerald though without trading?
Metronome
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jlun2 wrote:
Finally, is the new mail bug for R/S possible to be used in Emerald for faster than Pomeg ACE?
The Recycle + Knock Off glitch is usable in Emerald and hits party data somewhat similarly to FRLG, so it can be used to get a glitch mon and ACE. Of course, in practice this is TAS only as it requires Metronome since in Emerald you can't normally get any Pokemon with Recycle without trading or abusing Sketch.
jlun2 wrote:
Also, what is the current best route for 4 stars/corrupt them all (without ACE) in emerald? Is it still these? Post #431278 Post #405196
Given the above it's probably outdated by now, as Recycle + Knock Off would be a faster entrypoint to glitching (and at the very least could gateway into pomeg glitching).
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This isn't a site bug, this is just the page was edited in a way which all that "cut off" content is now in the "Older Versions" tab in that table. Which is just a %%TAB_END%% is missing.
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Same desync for me with VirtualBox: Interestingly I seem to have a different desync if I go in the game's config and uncheck the DirectInput option (makes it desync at second boss rather than first boss). Is there anything particularly special that needs to be done to the game's config? What's the VirtualBox config used too?
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BlackWinnerYoshi wrote:
Improved by 149 frames by resyncing to AGB mode for potential console verification: https://tasvideos.org/UserFiles/Info/638353386089182857
To be clear, this does not count as a gameplay improvement, as this movie is strictly just removing blank input frames to accommodate a shorter BIOS time. LogansGamingRoom, did BlackWinnerYoshi do anything for the current movie? If not, then you do not need to add him to co-authors (as the movie linked by BlackWinnerYoshi is not work that necessitates a co-authorship), and you can choose whether or not you actually want to use this movie instead (as this is more a stylistic choice if anything, given the actual input outside of the removed blank input frames is identical).
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You could potentially hack around this by using emu.setregister to set the rombank temporarily so you can just use System Bus.
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GB disassembler takes in a 16 bit address internally as disassembly is expected to use System Bus for addressing (and using other domains typically makes no sense wrt addressing). I'm not quite sure if this is possible to fix per se, as disassembly would be expected to roll over at 0xFFFF -> 0x0000 for System Bus and addressing otherwise within the disassembly would be completely wrong unless System Bus is used (maybe disassembler allowing for multiple domains could be considered a misfeature here?).
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The discovery was from luckytyphlosion just a couple of days ago. Although in reality, luckytyphlosion more just discovered a way to trigger the same mail glitch that the other gen 3 games had, by abusing Recycle. It can do ACE in FRLG as mail slot 255 ends up being within Pokemon box data (compared to R/S which is just in the middle of map tile data, and so far that corruption is mostly useless). Move ACE was originally intended to be used (as that's been known about since forever), although luckytyphlosion also discovered later on that you can perform ACE by swapping Pokemon in the PC box menu (tl;dr glitch species name has funny buffer overflow that corrupts a function pointer that's called when swapping Pokemon).
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Docs on Java.Random seem to just indicate it's just some PRNG. I could imagine that it itself is deterministic. However, if the game were to use it with multiple threads (which probably isn't deterministic) or if the initial seeding itself was done in some non-deterministic manner (e.g. it was just say done by querying system time, or whatever other way to get an initial seed). Assuming it's not some threading screwing up results, it's probable you could easily patch away anything non-deterministic with RNG.