Posts for DDRKhat


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Post subject: Re: Yu-Gi-Oh 5Ds World Championship 2010 (J)
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Scepheo wrote:
If you're gonna go trough the trouble to actually TAS this game, it might be a better idea to go the whole way and use both luck manipulation and some crazy combos to beat your opponents in 2-3 turns. This will of course require deck changes (and you'd need to find such combos), but it could very well be worth it in the long run. I haven't finished the game yet, and it's unlikely I will as my DS is broken, but I've been playing Yu-Gi-Oh! since the cards were released here (Europe) so I do know quite a bit about the game. Basically, if I can, I'd gladly be of assistance.
Do you have any knowledge into RAM address watching or know anyone that does?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
MezzoDragon wrote:
Sorry for being rude.
I didn't feel offended in anyway, your post didn't seem offensive at all?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Oh wow, this generated much more interested than I thought. @Atma I would go for that too but unfortunately I'm NO good at this "Ram Address" watching... I used to use a DEV version of Desume (TAS) and whenever going into a duel, this printed into the console;
Console Output wrote:
Read below 0x8000 (0x1000) from: ARM9 022BC6C4 Read below 0x8000 (0x1200) from: ARM9 022BC6C4 Read below 0x8000 (0x1400) from: ARM9 022BC6C4
Which leads me to believe that somehow the information for the decks is above/below that location. However upon doing a ram search the DATA was exactly the same regardless of choosing first/second (which I could physically SEE produced different results) So I suppose I'm asking more for help with learning how/watch to watch in the RAM rather than someone to just provide a code to modify the game really... @Mezzo I will at LEAST be posting it on YouTube, but I doubted it would be seen as "interesting enough" to get published here so I decided I would only post it on my YouTube account. @Scepheo I have been doing luck manipulation, It's interesting that deciding to go first or second literally changes the entire play order of the players decks. I have also with a bit of luck manipulation managed to purchase packs so i will only need that one set, I go for the "Synchro AWakening" Pack and manage to score not only a Brionac, Dragon of the Ice Boundary (HATE IT HATE IT HATE IT! but for the TAS it'd just be too powerful NOT to use..) but a Cyber Dragon also. So the moment the deck becomes editable those will obviously go straight in...
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Post subject: Yu-Gi-Oh 5Ds World Championship 2010 (J)
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
BEFORE YOU READ TOO FAR. I am aware that loads of you will inform me that this will NOT be a good game to TAS, and I'm aware of that and doubt I will be submitting the completed run to here. The reason I'm making this topic is because I need help from experienced hackers, the kind of educated people like nitsuja and such that may be able to provide Action Replay codes for me. Now I know your gonna scream, "You can't use cheats for recordings" but hear me out. The only cheat I will really need is the ability to see my opponents hand few people know it and refuse to pass it about because apparently it works on WiFi (Internet battles), I don't care for playing online personally because theres enough cheating on there that I stay well away from it. So what's the point if this is a run that'll never be submitted or anything? Well, I played through the game on my official cartridge on my own DS and I got all the way through the game only modifying the main deck like twice, and they weren't even very powerful edits. However people have been majorly struggling and so I primarily want to make the TAS as a form of video walkthrough that goes through the game with speed. "Why not just do it normally?" Well, because I personally am not too fond of Video Walkthroughs that make mistakes/backtrack/take large amounts of time to make decisions. Plus, I am constantly busy having to tackle a young child and such and so I cannot dedicate such a long period of time, nor do I really want to sit there with several thousand recordings and splice them together. So, any assistance towards this would be greatly appreciated.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
So, any news about TASing working yet? I've seen commits but with current bandwidth I can't just grab to find out, It'd be appreciated if someone with a solid webernection could say yes/no.
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Post subject: Re: Requesting a challenge!
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
pojr wrote:
I think I may want to rise to this challenge of an all emeralds run. Do you all mind if I give it a try? I think a TAS run of this would look nice and efficient. I do have a lot of knowledge of Sonic.
As stated earlier, if desired. Input can be copy/pasted from my posted demo run for the Special Stages themselves (to save the agony of having to do it).
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
bzb95 wrote:
ok. the thing with the input is it will play back synced for the most part but only if you don't use savestates. The problem is when you load a save they haven't told dolphin to delete the input between where you are and the save which causes major desync.(also that is only what i think it is...i'm not posisitive)
I tried a demo recording of every game I own and each one de-syncs straight away. Even without the use of save states.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Are you guys seriously getting your inputs to sync? I've been trying and not been having any luck..
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Unfortunately I cannot continue this TAS, the real world needs me more. I will be posting my current input when I get access to my computer again so that someone may continue progress. Although chances are the input will not sync anymore due to newer versions of the DS recording emulator (I believe I recorded in 9.2+ at the time?) Will provide these details (Rom used, etc) when I get around to providing the input.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I'm afraid I'm going to have the pass on the All Emeralds run to someone else, the real world needs me more. Feel free to use my input during the Special Stages from my previously submitted input. Remember to use Tails off-screen to help collect rings that may ordinarily be off route. Best of luck to whomever takes up this endevour.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Thats something im not sure of, just realized I didn't try different emus. (Although my current recording would get killed if I went from rev3179 , from previous experiences of this emulator and it's timings) edit: 0.9.2-rrv1 (win32 executable) no targets 0.9.2+ (r2693) no targets 0.9.4+ (r2964) no targets 0.9.5 (r3179) no targets
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
it is possible to compile gens for 64x ?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Ring counter still does not increase.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I'm having visual issues with "Point Blank" DS regardless of region. I'm not aware if there are other issues but there is a bug with one of the mini games, not rendering the target. Here is input to get you to the minigame in question. It happens regardless of difficulty.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
marzojr wrote:
It is done: the new version is here.
Thanks. Minor bug: Lua Ring counter for Sonic Boom does not work.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
bzb95 wrote:
yeah i have 3 hard drives from some of my old computer maybe i'll download a 64 bit linux on one of them. Also my dads friend has a win7 64bit cd that i might borrow. I'm not going to buy it right now because windows 7 is currently like 1/3 to 1/4 the price i paid for my whole computer. EDIT:i think ddrkhat thought you were me.(not sure)
Yeah. bit of confusion there. my bad.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Any chance you can add support for "Sonic Boom" ? It's a total modification hack based on Sonic 2, I took a shot at it myself and it works except that they seem to have changed the memory address for the HUD and so kill_orig_hud doesn't function properly.
	s2BOOM	= 0xda18,
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Satoryu wrote:
You don't check SDA much, do you?
Thanks. That derogatory text is helpful. and btw, yes I did check SDA however, from what I gathered on their forums there wasn't a fully submitted runs do I never checked their archieves.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
I figure perhaps they could be made smaller for post view and displayed beside "Profile" "PM" "IP"
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Mega Man 9 [0:26:30] Is this the fastest video so far?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
You forgot to copy the local y and x variables in the script.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Thanks for taking these silly requests of mine.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
marzojr wrote:
You are still allowing jump prediction to go on (lines 1631-1633), which emulate a couple of frames into the future; without the HUD to display it, this is just wasted emulation. Slightly better would be to exit prematurely from the create_hud function right at the top. Moreover, as-is the variable is misnamed: it disabled the Lua HUD if it is false, so a better name would be "enable_lua_hud" instead. Either that or switch the comparison in line 1642 from == to ~=. I assume that this is for making movie files without the original or Lua HUDs, right? Edit: a thought I just had: maybe the little [+] boxes should appear only on mouse over?
That is the intention of the script yes. I suppose I should have simply posted saying "I would like it if there was a toggle for the LUA HUD also". How is it I trigger "Jump Prediction" ? Whilst I'm making little requests. Don't suppose you could add nitsuja's FastForward During "IsBoring()" script with variable toggle but eliminate the part that fast-forwards while the player is off-screen? (I personally find it difficult to keep track of whats going on when it zips at those parts)
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Experienced Forum User, Published Author, Player (36)
Joined: 9/9/2006
Posts: 388
Kitsune wrote:
I wish I COULD use 64x, but my computer can't run it, so... I'm still waiting on a new usable version of Dolphin, though.
What do you mean your computer can't run it? you EXCEED the requirements easily. a quadcore 3.4 Ghz? Very much exceed 4GB DDR2 ? The moment your over 1GB your exceeding. Unless your telling me you have this POWERFUL setup with a onboard graphics card, I don't see how your system cannot run 64x Also waiting for a new version of Dolphin with reliable input playback.
A whisper in the wind~~
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