Posts for DaTeL237


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the idea behind AVI recording (to my knowledge) is that of 'converting' a recorded input file to a AVI file... so what you can do, is play and record the input. Then when you are finished, replay the recorded input and record it as an AVI. this way you can play realtime and record to AVI (yet with a delay)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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eternaljwh wrote:
So you go up-right through wall with aid of the balloon...and get back on track offscreen using the bottles? I'm curious because I can't see the track you reach which means I can't see a turn from horizontal to vertical if you hit one out there.
yes I got through the wall using the balloon. Then offscreen, there's a long stretch of horizontal track (see image below). By using the bottle while merlin is 'on' that track, he will actually get back on (and would crash into he gaps if I didn't tilt the cart, but you cant see this happening)... at this point, the camera is still fixed to the position where the balloon was used. The camera will return to normal (first having to travel a lot) when Merlin takes the northeast (or any) corner. Now, everything is back to normal and the freeze-cancel is no longer available.
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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eternaljwh wrote:
well, I watched this[encoded] many times and I thought I rated it, but no. 8,9 good music, good graphics, meh bosses, meh bosslaugh. I'd like a good explanation of just what the frell happens when you go off the tracks with the minecart though- you mention that cutscene canceling allows you to, but...
ok, thanks for feedback. At the mine carts, Merlin normally gets into a special state where control is not fully up to the player. By using the freeze-cancelling, this state is deactivated. In this particular case, movement control is not regained, but the option to toggle and use items is. I believe this messes up some part of the RAM... anyway, every item has now some awkward effect, most of them related to the intended mine cart behavior. The bottles seem to put Merlin back on straight track, facing left (not that there has to actually be track underneath him, else he crashes and dies)... this means that we can make him move right while facing left (which happens off-screen) The balloon appears to trigger a corner that turns from-facing-right-to-facing-up, however this only goes for the visual part... internally, Merlin moves on as he was, without checking any of the triggers (corners, bounce balls)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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bkDJ wrote:
Another video option. (Pretty much the same as shinydoofy's. I was doing some unrelated testing and ended up with a passable result so sharing just because.) Never heard of this game before but I was entertained for 40 minutes so good job :)
Thanks for another encode, good quality imo. slight problem with it was that i couldn't "skip to X" in the second half of it, but that might have been my player/PCs problem
adelikat wrote:
I found this movie rather dull. Not my cup of tea I guess. Seems like it has some nice strats/glitches/TASworthy stuff though. I rated it 4.1/7.5
thanks for feedback, I expected much lower average rating for entertainment :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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alucard wrote:
Question, though. Is walking upwards the same speed as walking up+right;up+left? I noticed you did it once(somewhere in the mines), but never again. I would have preferred to see that once in a while rather than Merlin just walking straight up(or down).
yes diagonal movement has the same unidirectional speed as going in one direction
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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mmbossman wrote:
This game could have been quite boring, but the glitches add quite a bit of entertainment value to the run. The purple blob turning into a woman who morphs into a man without legs had me laughing. The health management was excellent, especially while underwater. I did have a question though: At around frame 44,000, you cross a bridge without walking along the railing like you did earlier in the movie, making me think that you accidentally moved downward too far before turning right to cross the bridge. I'm assuming there is a reason for this, but it stuck out to me as somewhat odd. I had a desync at around frame 55,000, switched over to SNES9x 1.51 v5, and it got up to frame 58,000 before desynching again. I liked what I saw for the first 40% of the movie, so I'll try to work with my setup for a bit and see if I can't get these sync issues worked out.
Good to hear more feedback :) The first time crossing that bridge, Merlin is 'glitched' into a state where his position (as used by the game's collision detection) is not the same as his displayed position..... so technically I never walked on the railing, but it appears that way all other instances of crossing the bridge, the glitch is no longer active (it is fixed upon death.. inside the hedge maze) wish I could do something about the desynchs... all PCs I tried ran it just fine :X edit: just tried it on a fresh WinXP with newly DLed TAS, emu (1.51+5) and the ROM... worked all the way (didnt't use savestates ofc.. since the PC didnt have them)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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If you could choose a person to meet in real life, who would it be and why? a) someone tat is currently alive b) anybody that ever existed edit: c) anybody that ever existed, but not from a holy book
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Thanks, I'm currently in the autoscrolling section of the 3rd (fantasy) word where the warners ride Falkor (the flying dragon) and it shouldn't take much longer than a month to finish this TAS :) I'm not going to post any more WIPs anymore though :P edit: at the 4th stage, working on the handy boss... but currently the run is on hold edit2: now at the boss-stage, again at the handy boss... annoying to have 4 bosses in a row with a lot of standing around waiting for the time to attack :( also first time every I TAS with a keyboard (rather than with a ps2 controller)... which i have some troubles to adjust to :/ edit3: now halfway the final boss (Pinky and The Brain) having thrown 5 bolts out of 8... needs some manipulation to get a shorter attack sequence
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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qFox wrote:
I see that problem, however you can train it and initialize the node values and edge weigths by the script's init function.
ok yes it's theoretically possible... but my (limited) experience with NNs says that (A) you'd need a lot of computational power, far more than any reasonable limit in this contest and (B) you'd always have to check manually whether the training yielded a feasible result? don't get me wrong btw... I'd also be very pleased to see one work :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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DarkKobold wrote:
DaTeL237 wrote:
(...)
So wait... no neural network bots?
if you think a neural network will work then sure, but I'd say the training phase will have to be done in your time (not during a 'match') ... after that a NN will run realtime without trouble
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I'm still all for the bomberman idea, but i think for a single-player-scoring game, Ms. PacMan would be good based on an article i linked earlier (in another topic): http://www.robotworldnews.com/100389.html
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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e aim to have each bot have at least two shots and to have each bot play each other bot, but this may vary depending on the game length and the number of submissions.
While this statement does not exclude it, (imo it does suggest it) i think versus-bots should play in a point-based championship (not a knock-out system). Because it very well might be the case that someone builds a bot thats very poor at battling player X but very good overall (I've seen this happen in a tourny i joined)
A bot will get multiple passes unless the submitter states it's a deterministic bot (meaning the bot will produce the exact same results every time you run it). The best results stay. Number of passes and time given determine on length of game.
Fair enough, but the number of reruns should be made available before the people start scripting e.g. One can't rely on a 'try a few random goes' approach with two runs
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Bezman wrote:
DaTeL237 wrote:
oh one question btw... do ppl think i should try to collect as many continues as possible with the slot-machine (i.e. same result every time, might look boring after a while?) or vary the results a bit?
Variance is interesting. Or maybe get a stupid number of coins? Doubling seems like it'd get hilariously ridiculous fairly fast. And since it's doubling, we'd see an acceleration of numbers, which I find cool to watch.
unfortunately, every time the coincounter exceeds 99, 100 coins are converted to 1 continue... so i can't do insane amounts anyhow, some variance it is! and Stage 1 is complete! :) wip-smv can be found: http://dehacked.2y.net/microstorage.php/info/814022899/AnimaniacsTAS_DaTeL237_WIP.smv
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Derakon wrote:
Alden: even simpler: have the function just return the player's input, and then the "overseer" function applies that input to the game. That makes it easier to enforce a "read-only" rule for the functions -- they shouldn't be allowed to update the game state, only read from it.
I agree that the player's functions should only return input and the arbiter-script should apply it. How's about limits computational power? just stay within reasonable domains? (e.g. everybody's script should be able to run for four players simultaneously in real time) any rules as to what memory can be read? can pixel-colors be read? or should the arbiter-script be the only one reading memory and putting it in some global fields? deadlines imo are to be determined by the person that will organize it all, i'm not sure but I'd say a month is reasonable? could be horribly wrong in both directions though :D edit: oh, it's very important that everybody is using the same emu (and plugins?).. so the organizer/judges should make the settings very very clear maybe some bomberman specific rules would involve the requirement of non-passiveness (cant have 2 players waiting for eachother to take initiative forever).... although i guess the ingame timer is a form of this edit2: maybe obvious... but imo every contestant's script should be made public after the tournament (and should not be forced to do so before the deadline)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Thanks for voting in the new system everybody that did, it seems that this submission just missed the start of it and unfortunately missed out on some votes :P
ShinyDoofy wrote:
(...)Here you go Feel free to ignore the logo, I had a brain fart of some kind.
Heh thanks for the encode, I didnt have a way to scroll through the movie before :)
undeRCoveR wrote:
Seems Young Merlin has more magic powers than he once thought ;) I enjoyed it and it did not even seem like 40 minutes had gone by. Yes from me.
Yay thanks for comment
Mlandry wrote:
(...) Thank you, this desynched for me twice (first time was the 1st time in the water level and 2nd time was the 3rd time you went to the water level). Anyways, from what I've seen up to date, this is very well played. This game still gives me the creeps for some reason... when I was a kid I was terrified of this game :P
Heh thanks for feedback, I agree that the game contains some creepy elements (hostile vegetation, evil pigs.... err!)
Xepher wrote:
One of my favorite games from the SNES days. I loved the glitching in the beginning. Very entertaining all the way through. Deffinate Yes vote
:) thanks!
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Bisqwit wrote:
LagDotCom wrote:
(...) I'll elaborate: a Bomberman bot needs to exercise many algorithmic challenges, most notably involving path finding.
I think simpler rule-based bots could have decent emergent intelligence... (e.g. "if bomb in same lane, get out of lane", "if enemy nearby, drop bomb", etc (OK it'll require some more decent design decisions ofc :P)) edit: I'm not sure but intuitively I'd say the path finding shouldn't be that complicated, considering the bomberman world are 'only' 4-connected squares)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I love the bomberman tourny idea! there's going to be some rules needed though I'd like to add to the 'what is and what isnt allowed' discussion the option to simulate a (part of) a game without using actual savestates... in theory one could simulate an entire game and thus find an optimal strategy (my) conclusion: we need either a very very tight ruleset.... or simply some judges and a few guidelines (for both the judges and the players/scripters) in the end, I guess it'll all come down to someone putting some effort to getting this thing on the road (and note, it wont be me :P sorry)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Swordless Link wrote:
Lullaby skip done (+vid)
heh .. *wow*, captures perfectly the reasons why i like TASes (and TASing) great work :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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edit3 (deleted previous post): heres the newest WIP, reaches end of room1 of SciFi stage http://dehacked.2y.net/microstorage.php/info/959126442/AnimaniacsTASWIP.smv oh one question btw... do ppl think i should try to collect as many continues as possible with the slot-machine (i.e. same result every time, might look boring after a while?) or vary the results a bit? edit4: oh and here's the script i'm running.... dont try to read that code because it's well messy, its just for me to have a backup http://lua.pastey.net/97062-37ku
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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LagDotCom wrote:
I had a desync while watching this normally, sometime in the second trip into Rainbow Land. What I saw before then was pretty crazy, and had me laughing quite a lot. I'll hold off on voting for now.
That good to hear :) I was afraid the entertaiment value was going to drop below reasonable levels due to the game's pace
MattyXB wrote:
Yes vote. Fast and nice Glitches.
Thank you
Squ4ll- wrote:
Played this game a lot when i was younger, never knew it was this bugged. Yes vote from me.
Hehe its nice to see what TAS precision can do to games. Thanks for feedback
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Nitrodon wrote:
(...)Looks like you deleted something and ended up deleting too much. If this part of the post was pasted directly from your script without modification, I think that's your problem right there.
:lol: haha hum no, thats not what was in the running script... but i found the cause :) I was testing for the wrong parity... "if (RN % 2 == 0) then" should have been "if (RN % 2 == 1) then" love how people blindly seem to neglect seeing their own obvious mistakes :D anyway i fixed the LUA code in the post above and from the tests i've done it'll perfectly predict the results when the slots state (7E1D32) contains value 2 :D w00t great work nitro! if i can free up some time, then I'll write a script tonight that tells me when to press L for result X (in case a spin is queued) or tells me how much to delay picking up a coin (in case no spin was queued)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Did a little digging and will do an initial WIP to get the hang and see how this game works... some useful memory addresses
7F0016,2s,coin total
7F0018,2s,coins displayed
7E0070,2s,zone loading
7E0090,2s,zone index
7E0402,2s,player state
7E0408,2s,X
7E040C,2s,Y
7E0410,2s,Z
7E0413,1s,X velocity
7E0415,1s,Y velocity
7E0417,1s,Z velocity
7E041B,1s,X speed
7E046E,1s,dash left
7E04Ca,1s,dash stance left
7F0030,2s,Yacko dead
7F0032,2s,Wacko dead
7F0034,2s,Dot dead

7E1D02,1s,slot 1 result
7E1D12,1s,slot 2 result
7E1D22,1s,slot 3 result
7E1D08,1s,slot 1 time left
7E1D18,1s,slot 2 time left
7E1D28,1s,slot 3 time left
7E1D32,1s,slots state
7E1D38,2u,slots seed
7E003A,2u,frame counter
7F001A,1s,spins left
slots 1,2 and 3 can have the following valid values, all others mean nothing (using a cheat to set it to anything else will only make it spin some more):
0 = Yacko
2 = Wacko
4 = Dot
6 = Ralph
8 = Pinky
10 = Brain
12 = Brown Squirrel
14 = Chicken
16 = Nurse
18 = CEO
20 = Grey Squirrel
So the following values are result combinations:
00 02 04 = Regain every Warner sibling captured.
06 06 06 = Lose all of your coins.
08 08 08 = Lose 10 coins.
10 10 10 = Lose half of your coins.
12 12 12 = Receive 20 coins.
14 14 14 = Double the amount of coins you have.
16 16 16 = Be invincible for a brief time.
18 18 18 = Receive a Continue.
20 20 20 = Receive 50 coins.
note how 666 is the worst combo :P Using a GameShark cheat to set these three slots to something useful will indeed make the game think that that combo was rolled (so it's not just a resulting value) slots state assumes the values 0, 2, 4, 6, 8, 10, 12 with what i believe to have the following meanings
0 = nothing is happening
2 = slots are started, this is where/when the result is determined
4 = spinning
6 = slots are stopped
8 = slots standing still
10 = results being processed (locking this to 10 will re-apply the result over and over)
12 = result screen
7E1D38,2u and 7E003A,2u together form the seed for the slot machine, locking them both will endlessly produce the same spin 7E003A,2u is simply a frame counter (loops on overflow) that continues during an in-game pause. 7E1D38,2u is determined by the value of the frame counter and is only set when a new spin is started (slots state==2) now i need to figure out how these 2 values determine the results other useful data is welcome as well ofcourse edit: Much against my personal preference, I might do this run in Snes9x v1.43 simply because I think I can write some LUA scripts that will help a great deal in manipulating the slot machine So far I found two ways to manipulate the slot-machine both based on the same principle 1) One can choose to stop the currently spinning round prematurely, thus the frame on which the next one will start is different, thus the frameCounter will be different, thus the result will be (or, can be) different. Unfortunately, one is not completely free to choose on which frame the next one start, quick tests indicate that one can only choose between 4 options (more research needed) 2) In pause mode one can wait for a more favorable slot-result (since the frameCounter changes). Pausing costs at least 2 frames (more if you need to wait longer for the wanted result) edit2: Ok I was wrong, if you have 1 (or more) spin queued for after your current spin... its very easy to manipulate what will come up next (not sure yet how easy it will be to make sure its something we want) the 'time left' values for slots 1, 2 and 3 start at 32, 64 and 76 respectively. By pressing L, the value on the lowest non-zero counter is subtracted from all three values. The result is evaluated a fixed amount of frames after all timers hit 0 edit3: with kind regards to nitrodon whos figured out the disassembled ROM:D great work
<Nitrodon> ok... here's the routine
<Nitrodon> 50% of the time, simply randomize all 3 reels
<Nitrodon> the other 50% of the time:
<Nitrodon> randomly choose a good result
<Nitrodon> if the timer meets some conditions (strictest for 6 6 6, always for 0 2 4), keep that result
<Nitrodon> otherwise, re-randomize all 3 reels if the timer meets a different condition
<Nitrodon> otherwise, re-randomize all 3 reels 75% of the time
<Nitrodon> otherwise rig the slots against you
<Nitrodon> and then, when it checks to see if you got something, it rigs the slots against you if that result is impossible
<Nitrodon> 10 10 10, 16 16 16, and 18 18 18 are less likely to be rigged in your favor than 8 8 8, 12 12 12, 14 14 14
<Nitrodon> 20 20 20 is also in the "more likely" category
Nitro managed to fully explain the RNG... my hero :D now its available a LUA version :) next step is writing it to tell me when to press 'L' (or how long to pause).. as soon as i have some spare time :(
FRAMECOUNT_ADDRESS = 0x7E003A
RNG_ADDRESS = 0x7E1D38
local frameCounter,RN

--[[
code for bit_and(m,n) goes here
]]--

function randomize()
	originalHigh = (RN >= 32768)
	RN = RN * 3
	if (originalHigh) then RN = RN + 1 end
	RN = RN * 257
	RN=RN % 65536
	RN = RN + 129
	if (RN >= 65536) then RN = RN - 65535 end
	RN = RN + frameCounter
	RN = RN % 65536
end

function assignReel()
	randomize()
	
	RNmod16 = RN % 16
	if (RNmod16 <= 10) then 
		return RNmod16 * 2
	end
	
	RN256mod16 = math.floor(RN/256) % 16
	if (RN256mod16 <= 10) then
		return RN256mod16 * 2
	end
	
	timerMod8 = frameCounter % 8
	if (timerMod8 == 7) then timerMod8 = 3 end
	return (RN256mod16 - 5 - timerMod8) * 2
end

riggedReels = {{0,2,4},{6,6,6},{8,8,8},{10,10,10},{12,12,12},{14,14,14},{16,16,16},{18,18,18},{20,20,20}}
riggedReelConditions = {0x00, 0xFF, 0x10, 0x30, 0x10, 0x10, 0x30, 0x30, 0x10}

function spin()
	randomize()
	if (RN % 2 == 1) then
		return assignReel(), assignReel(), assignReel()
	else
		randomize()
		cappedRN = RN % 256
		
		rigIndex = 0
		if (cappedRN <= 31) then rigIndex = 1
		elseif (cappedRN <= 39) then rigIndex = 2
		elseif (cappedRN <= 71) then rigIndex = 3
		elseif (cappedRN <= 103) then rigIndex = 4
		elseif (cappedRN <= 135) then rigIndex = 5
		elseif (cappedRN <= 167) then rigIndex = 6
		elseif (cappedRN <= 199) then rigIndex = 7
		elseif (cappedRN <223>0) then
			return assignReel(), assignReel(), assignReel()
		end
		
		reels = riggedReels[rigIndex]
		return reels[1], reels[2], (reels[3]+2)%22
	end
end

while true do
	frameCounter = memory.readword(FRAMECOUNT_ADDRESS) + 1
	RN = memory.readword(RNG_ADDRESS)
	initialRN = RN
	r1, r2, r3 = spin()
	snes9x.message(frameCounter..","..initialRN.." exp:"..RN..", with "..r1..","..r2..","..r3)
	snes9x.frameadvance()
end
the code gets messed up by some process in the TASvids code :P here's the full stuff: http://lua.pastey.net/96769-38zw
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Joe wrote:
Some annoying backtracking, but this uses a decent amount of glitches (especially at the beginning) and shows very precise movements and strategy. I vote yes.
Thanks, yeah the run contains a lot of backtracking... try playing the game real time and suffer even more :)
Morrison wrote:
I think this TAS is enjoyable. The run, the game and the antics are pretty charming. The music is enjoyable, even if the sound effects are a bit jarring. Overall, this project turned out a lot better than I had envisioned. The pace could be slow at times, but I think the glitches more than make up for the slow parts. Nice job.
Heh thanks.
Aqfaq wrote:
Amazingly well planned and executed run. Congratulations for finishing it, DaTeL237! Your TAS magic is far beyond the ordinary magic presented in the game. Note: I made a savestate during playback and the movie desynched soon after loading the state. Nevertheless, I strongly recommend making a savestate at frame 126 000 and replaying the mine cart glitch a few times. It is one of the craziest things I've seen happening in a TAS. Technically, it seems like a simple TAS trick, but visually it is a brilliant magic performance.
Woot thanks. I had desynch issues when i used v1.51 as well, but after switching to v1.51+5 I never had a single problem anymore The minecart can be glitched in many ways... if only it were useful purposes :D I might do some short demos on glitches that weren't displayed
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Raiscan wrote:
Gunty wrote:
(...)
I like the Luigi one. Also, what's wrong with including obsoleted movies?
not sure how you extracted all the files Gunty, but several 'categories' are possible :P all non-obsoleted publications all publications all submissions all gfx-material (icons on the forum, etc) im sure others are possible as well (even some that would make sense in a reasonable way)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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