Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
It was a test run. Always was. I don't think tilus ever intended to submit it, even though I'd probably vote yes for it. Though I wish I could read stuff (no speaky japanese), tilus has shown a candidate route, how much manipulation can benefit, and you can get approximations to what supplies you'll need. If anyone was curious, the tilus' game's internal clock read 4:32 between crashing into Lavos and Lavos Core 1.
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It would destroy every post you've ever made. Whole discussions would collapse. We don't want that. So in general, such requests are denied.
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Try tinkering with your sound rate. You'll probably hear different things depending on your sample setting (32000 should be closest to "correct", followed by 48000 and then 44100).
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Sabikage wrote:
Second, the console speedrun on SDA is fully two minutes faster - if you can't do it as fast as someone playing it without the benefit of savestates and frame advance, you probably put very little effort into the run.
I'm calling bullshit on that. Lavos didn't actually die until time index 9:25 in the SDA run, whereas Saturn does it at 8:03. What corresponds to "Movie End" for Saturn's run is at 15:47 in the SDA run. About 30 seconds are wasted at the start of the movie. That means that Saturn beat lavos about 50 seconds faster, and simply totaled the ending. Each group has a different means of measuring the flow of time. We go by input length. They don't.
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Ummm.... Yay Chrono Trigger and all, but it's technically from SRAM. If Bisqwit approves of it, I'll vote. But personally I'm frowning on it.
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This is called the expoential model. It has the slight problem that we're expecting the heat death of the universe befire that. Even with weeding. So we need something else. Either train a program to play the game, feeling its way through the game and recognizing patterns that don't work, etc. Or we do it in small chunks where the feasibility of each one is much better. The former would take a very long time just to write and train properly. The latter requries a preplanned route. You can't win, but just for the fun of it, let's do it anyways.
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Hell no. It got caught on all kinds of obstacles. But it does know how to walljump (more specifically, it gets lucky quite often). It's like watching an inhuman baby playing. Zelda is a different genre. There are easier and more localized goals to aim for. Maybe it won't be so bad.
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You obviously didn't see bisqbot play SMB1 then. Watching it save its ass on 1-3 at the flagpole approach gave me a chuckle. Who knows what an incompetent player with a goal is capable of.
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You're not going to use every button all at once; there are some basic restrictions. If you call up the menu, you do it to do something specific, plus you wait for the menu to come up. You're not going to press Left/Right or Up/Down at the same time (there are no bugs relating to this, are there?). You're kinda stuck for a frame when attacking. There's nothing to do during a screen transition. So if you want to do this, figure out some heuristics and plan a route. Determine a means of calculating progress and we'll let `em have it. A screenful at a time? A room at a time? Pre-planned route or let the bot roam dungeons freely?
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The idea is to program some basic knowledge of the game into it. Don't walk against walls. Don't visit rooms you've already visited unless you first accomplish some goal. Don't die. If you attack and miss, reject it. If you attack, don't attack again for a mimimum delay. Tend to move in straight lines for at many frames at a time and never immediately go backwards. Yes, it's exhaustive, but you should be able to weed out bad decisions pretty fast. Combine with a preplanned target route (by rooms) with time restrictions and you should be able to figure something out. To be more useful, you'd probably only ever press "go" inside a room full of baddies who need to have their butts kicked while Link still finds himself going out the door in record time.
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What's SMAS?
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There's a couple of problems here. First, that version is very old. It has a bug where rerecording will completely break down after about 2 hours of recording. It lacks a number of very useful features like frame display. Secondly, that's the windows version. Mac and Linux users can't use that. It's possible you're confusing playback desync with recording desync. Playback desync will happen with 99% probability if you're mixing up the dev and final versions. Pick one and use it. Recording desync is what we're conerned with.
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It would require some programing skills. The easy was is to keep save-states in memory over a running period and remember the buttons pressed. When a rewind is requested, load-state and then quickly frame-advance to the appropriate location. Not for the inexperienced... Most forums allow you to edit your posts. Just do that to fix typos.
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There's no built-in rewind feature. One could easily be written in, or you could use save-states to travel around (this works for normal playing, recording and playback (in read-only mode)).
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Using WIP timing? It seems that NOT using it does bad stuff.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
What do you mean by "the emulator won't let you record" ?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I know nothing about Zelda 1. I've seen two different TAS' and can extrapolate a good deal from it. You could sic the bot on big room battles or for really tricky luck manipulation. What paths to take between rooms would probably have to be figured out by a human and locked in ahead of time.
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Are you proposing that we build a distributed grid of TAS machines? I like that idea. In order for bisqbot to be able to play, it needs goals and ways of telling if it has reached (or is able to reach) them. For Rockman, Bisqwit figured out the weapon drop algorithm and programmed the bot to scan for it. For Mario, the bot can detect its horizontal progress. Etc. Game genie codes or disassenblies would be a good start.
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I don't know where you got 8:33, because I'm getting 9:15 give or take a second.
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I've added such a mod to my Linux version. I don't know if that does any good for you though. It won't affect any other versions, and needs a C compiler.
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nitsuja wrote:
What, you mean http://tasvideos.org/M64.html ? It's already on there...
Inconsistency: Offset 0x20: Bit 0, Bit 4 and Bit 8?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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I think there's a zone transition there. There's nothing actually behind the door but a small black room. You probably have to trigger the door itself to advance.
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This is mostly in reply to Neofix. Example of my dual encoder. More famous example of my dual encoder. It would probably take me all of 5 minutes if you wanted to have something run in interlaced or overlay mode. But it would be harder to distingush each one.
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It still requires some human intervention, but I've used my dual encoder for comparing some movies. It's not exactly technical but people seem happy with the results.
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Most impressive. The amortized shots against the boss look really good. Nothing obvious strikes me at 50% speed, and I don't intend to frame-step through looking for any minor pixel-imperfect moves. I say print it!
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