Posts for Dimon12321


Dimon12321
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netwizard wrote:
Ой, извините. Я здесь новичок и не думал, что здесь так быстро отвечают. Думал недели пройдут, прежде чем ответят. Мне удалить свой вопрос?
Давайте не будем засорять публичные темы ненужными выяснениями! Чувак, мы извиняемся за непомощь. Я сам много раз не получал поддержку со стороны других и на моем счету уже есть несколько бесполезно созданных тем. Дело в том, что сие комъюнити пока что не славится высоким онлайном и многочисленными умельцами, готовыми решить любую проблему. В данный момент помощь более вероятна, если собираешься ТАСить какую-то известную или интересную игру. Во всяком случае, наблюдается такая тенденция (думаю, знаешь сам). Не видишь? Помощь в данном случае не приходит, сколько бы раз ты не спрашивал об этом. Поэтому постарайся пока обойтись собственными силами. Может этот совет и не уместный, но лично я этому следую.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I apologize to the administration for talking on not English language, on not desired theme. We will move our conversation to the other thread.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Ну и цель! Тебя интересует, как объекты прорисовываются или как они появляются на участке экрана, который еще не виден для игрока? Что-то я не вижу полезности во всем этом.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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______________________Damage List________________________ (Work-in-Progress) This is a damage list that shows how actions of different characters influence health of different characters. Tests done in FCEUX 2.2.2, in "VS PLAYER" mode. RAM address used: 0591. This address shows the health of the 2nd player. 176 is a full lifebar, 0 is an empty lifebar (character dies when the value goes below 0). Action - damage to Leo, Raph, Mike, Don, Casey, Hot, Shred Leonardo: Punch - 16, 16, 20, 15, 22, 11, 14 Punch (close) - 8, 8, 10, 7, 11, 5, 7 Ducking Punch - 6, 6, 8, 6, 9, 4, 5 Tackle (ducking kick) - 6, 6, 8, 6, 9, 4, 5 Kick - 20, 20, 24, 18, 27, 14, 17 Kick (close) - 11, 11, 14, 10, 16, 8, 10 Throw - 37, 37, 44, 33, 50, 26, 32 Roundhouse kick (special - down, back+A) - 28, 20, 24, 18, 27, 14, 17 Shoulder hit (forward, forward+B) - 16, 16, 20, 15, 22, 11, 14 Foot hit (forward, forward+A) - 20, 20, 24, 18, 27, 14, 17 Air kick - 20, 20, 24, 18, 27, 14, 17 Air punch - 16, 16, 20, 15, 22, 11, 14 Fireball hit - 40, 40, 48, 36, 54, 28, 34 Raphael: Punch - 17, 17, 21, 16, 24, 12, 15 Punch (close) - 9, 9, 11, 8, 12, 6, 8 Ducking Punch - 7, 7, 9, 6, 10, 5, 6 Ducking Kick - 10, 10, 13, 9, 14, 7, 9 Kick - 24, 24, 29, 22, 33, 17, 21 Kick (close) - 12, 12, 15, 11, 17, 8, 10 "Devouring" (throw substitute)* - 26-56, 26-56, 36-78, 26-56, 41-89, 20-44, 25-55 Drill attack (special - back, forward+B) - 30, 30, 36, 27, 41, 21, 26 Shoulder hit (forward, forward+B) - 17, 17, 21, 16, 24, 12, 15 Foot hit (forward,forward+A) - 21, 21, 25, 19, 28, 14, 18 Air kick - 21, 21, 25, 19, 28, 14, 18 Air punch - 17, 17, 21, 16, 24, 12, 15 Fireball hit - 40, 40, 48, 36, 54, 28, 34 * - attacked player can minimise damage by quickly pressing A and B during the "devouring". Max damage is when he doesn't press buttons at all. Min damage is when he presses buttons at maximum speed. Michaelangelo: Punch - 16, 16, 20, 15, 22, 11, 14 Punch (close) - 8, 8, 10, 7, 11, 5, 7 Ducking Punch - 6, 6, 8, 6, 9, 4, 5 Ducking Kick - 10, 10, 12, 9, 13, 7, 8 Kick - 20, 20, 24, 18, 27, 14, 17 Kick (close) - 11, 11, 14, 10, 16, 8, 10 Throw - 37, 37, 44, 33, 50, 26, 32 Low rocket (special - hold down+back for 31 frames or more, forward+A) - 40, 40, 48, 36, 54, 28, 34 High rocket (special - hold down+back for 31 frames or more, forward+B) - 40, 40, 48, 36, 54, 28, 34 Shoulder hit (forward, forward+B) - 16, 16, 20, 15, 22, 11, 14 Foot hit (forward, forward+A) - 20, 20, 24, 18, 27, 14, 17 Air kick - 20, 20, 24, 18, 27, 14, 17 Air punch - 16, 16, 20, 15, 22, 11, 14 Fireball hit - 40, 40, 48, 36, 54, 28, 34 Donatello: Punch - 15, 15, 18, 13, 20, 10, 13 Punch (close) - 6, 6, 8, 6, 9, 4, 5 Ducking Punch - 5, 5, 6, 4, 6, 3, 4 Ducking Kick - 8, 8, 10, 7, 11, 5, 7 Roundhouse Kick - 21, 21, 26, 19, 29, 15, 18 Kick (close) - 10, 10, 12, 9, 13, 7, 8 Throw - 37, 37, 44, 33, 50, 26, 32 Chain (special, down,up+A) - 26, 26, 32, 24, 36, 18, 23 Shoulder hit (forward, forward+B) - 15, 15, 18, 13, 20, 10, 13 Foot hit (forward, forward+A) - 18, 18, 22, 16, 25, 13, 16 Air kick - 18, 18, 22, 16, 25, 13, 16 Air punch - 15, 15, 18, 13, 20, 10, 13 Fireball hit - 40, 40, 48, 36, 54, 28, 34 Casey's, Hothead's and Shredder's damages will be added soon (maybe). Also, there are no damages from actions that work only when the enemy is in the air: Uppercut and High Kick. Maybe add them later. Thanks for watching!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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jlun2 wrote:
This has nothing to do with the TAS, but does anyone know the drop rate for the 19,000 pesetas? Gamefaq claims max cash is 99,999,999, so I was wondering how feasible it is to get every drop as 19,000 pesetas.
While playing RE4 and RE4 UHD, I've tried lots of trainers. Trainer is a program which changes values of useful RAM addresses by pressing hot keys (it's some kind of cheating, like changing values in Cheat Engine or Artmoney). They contain lots of addresses, some of them are displayed on the screen (like framerate), but nothing of them has ability to make specific drops from kills or make every enemy to drop a random item or sth else. I'm afraid, but finding addresses that are responsible for dropping is so difficult for an ordinary user of CE or trainer maker. Even if we find any address, mentioned upper, we will spend hours manipulating this to happen. I think SoulCal had spent lots of time on things like that, but still got worse PTAS drops. Also lots of OoBs have been found so far and now you need to kill less enemies, so it's gonna be more difficult to get this result when handgranades aren't really needed. It's enough now. "I should stop philosophing, but I Kant." @feos
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Arc wrote:
Hi. I think that the front page should look something like this:
For smartphones and tablets, maybe?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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"Skip BIOS" adjustment is unnecessary?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I'm wondering whether someone is going to use your maps in non-TAS activities. Otherwise, they are pretty well made!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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That was wonderful! I didn't expect you'll kill Hitler so fast :-) Definitely yes vote!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Nice TAS! I was following your WIPs and even tried to make an encode for you =) Yes vote!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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So, what's the plan of making playaround? It'd be great to collect all known tricks and glitches in a single video with comments of how to do that. The second player can interrupt the story mode walkthough in any time by pressing start, but if we select "End" after the fight between P1 and P2, P1 always continues the story despite the fact that P2 can win the fight. Anyway, I think the playaround should be similar to Mortal Kombat playarounds (2-3 fights in story mode, 1-2 fights between players) depending on how many tricks are discovered and how entertaining it will be.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Noone seems to surf the forum to find the answer... Hourglass is not a stable emulator for TASing. It works relatively good only with Windows XP, but still doesn't solve all the problems. Some games work good, some with crashes. You're ought to contact with people who have already TASed this game to figure out what settings they use/used for TASing.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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DrBaldhead wrote:
You propably wouldn't notice that:
  • When you leave the title screen untouched, the demo fight that starts is not just a battle between two AIs. Actually, the CPU player assumes the identity of Player 1 and starts playing story mode with a random character starting from a random enemy. If you freeze the demo (16bit and not only for demo) timer at $009С it might even complete the game by itself. If not the bonus game, where it just doesn't know what to do and hands the control to the player. When the bonus game ends, AI seizes the control again. Pressing start at any moment would still bring you back to the title menu.
It would be a good idea for the vault tier if we could increase the skill of Player 1 CPU and find a legal way to freeze the timer.
DrBaldhead wrote:
[*]During the bonus game, HP of each wall is determined depending on the player character.
I didn't notice that =) I know that each supermove inflicts different amount of damage, so it requires different time for each turtle to destoy all the walls.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Wow! Finally!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Lars_Hendrick wrote:
I'm going to assume you used the GC controller or Classic Controller, correct? I've been debating making one of these for fun but there's no way in hell I'm going to deal with the Wiimote and Nunchuk.
I can scare you, but I used exactly Wiimote and Nunchuk!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Lars_Hendrick wrote:
Late reply but that Village playaround was great.
Thanks!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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phoenix1291 wrote:
Since this change of codec, for me, the sound is out of sync with the video (Wii and Game Cube). Whereas before it was not. Do others have this problem again? Edit: Cut the extra part of the sound file at the beginning of it seems to work
Some games sync, some don't. Sometimes I need to cut audio.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I used to have problems with multireading when I still had WinXP. Did you try to surf the settings?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I've already tested that build in 7 games (3 for Wii and 4 for GC) and got NO random unpauses! Now it works just fine. Or it's just me?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I use Sony Vegas Pro 13, and some video converters which can change the audio in the encode. Now, as for 4.0 9283, they all just refuse to identify the format! For 4.0 8715, converters can identify the encode, but SVP13 shows smashed video. How to fix it?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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MUGG wrote:
Ok I started running story mode in MP5 but I noticed frame advance will act weird sometimes. Sometimes it unpauses the game which causes the emulation to go on without music. It's supposed to advance 1 frame and no more. This issue happens only sometimes for me. using 4.0-9215
I'm following the thread on github where the programmers discuss the solution of Frame Advance issue, but looks like it's not in priority for now! Also looking forward to seeing that fix.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Here is a short TAS demo: Link to video Asking you again. What is the best goal in your opinion? No other help is needed! 1. 100% with extra mutants ON; 2. 100% with extra mutants OFF; 3. Any% with extra mutants ON; 4. Any% with extra mutants OFF; 5. All goals above are welcomed. Thanks!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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JMC47 wrote:
Frame Advance Fix in progress. https://github.com/dolphin-emu/dolphin/pull/3794
That's a great piece of news! Thank you!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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JosJuice wrote:
"Started the recording after Wii had checked the memory system"? Is that supposed to mean that you started recording from a savestate instead of from power-on?
That's right! It is a fun-made TAS anyway. There I play on my own rules.
TASing is like making a film: only the best takes are shown in the final movie.