Posts for FractalFusion


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Maybe it's just me, but I don't see a difference between the two screenshots other than that the top one has interface stuff on it. Besides, I don't think an off-by-one video dump is anything to worry about, if I understand correctly what you mean by off-by-one (I assume that means all the frames are consistently off by one).
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I was unable to acquire FCEUX 2.1.6 for testing, but did you get disksys.rom (8KB) and put it in the FCEUX folder?
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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asutoroさんのTASはよく作りました。 もう頑張ってね。 カスタムロボシリーズのゲームは、 ニコニコのTAS動画ランキングにたくさんに現れたので、 人気があるゲームでしょう。 ところで、 そのSMW改造が好きでおかしいですね。
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Hi nicklegends. Yes, one must choose "Record from reset" as well as check the "Clear SRAM" box if it is able to be modified. I'm sorry that the wording in the Rules page is misleading. The language used in that sentence references FCEU usage and is antiquated. We had not realized that it would have been a problem. I will change it now.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I think this run is better than the X 100% (or "X max collection"), so this should be published and the X 100% run not published. The other categories are fine and there isn't a need to obsolete them. The categories would be: - any% - X any% - all stages - max collection
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I give up. This run looks almost like the perfect run of Keen 5 I imagined.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I watched the X 100% run as well as this run back to back. I'd say this run is better. After all, it is 4.5 minutes faster, and obtains one more item as well (Black Zero). I like the use of many parts and armors. Unfortunate though that Duff McWhalen's stage has to be done twice. I vote yes. Oh, and everyone knows there's an encode in the submission text now, right?
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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http://www.nicozon.net/watch/sm17067681 In the future, if any of you see a nicovideo.jp link and no others, copy it into the address bar and replace nicovideo.jp with nicozon.net. It only takes a few seconds, and you never need to ask again.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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行間について、ウェブブラウザによる問題です。 あるウェブブラウザに行間が十分で、別のウェブブラウザ行間がかなり小さいです。 私はあれが分かりません。 行間の事でも、 shikipaRiKoやISMのSMWのテクニック解説をGame Resourcesに入れるのは大丈夫です。 でも、たくさんの Game Resourcesページは画像や動画リンクがなく、動画を用いたらより分かりやすくなります。
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Although this run has improved over the previous edition, I still feel it is quite lacking. * The best ending run uses the route for a reason. This one just copies the route without good reason. * A significant number of boss fights are suboptimal. Fights such as the C4 Sword (Centipede's midboss), Magna Centipede (both fights), Serges Machine, and Sigma are notably suboptimal. * In Wheel Gator's stage, the fast Ride Armor trick was not used. * In Morph Moth's stage, the second midboss jumped before falling apart; this wastes time. * There are a significant number of missed shots. Most in the Magna Centipede stage. * Near the beginning of X-Hunter 1, the run uses Crystal on an enemy but doesn't take advantage of it to skip a wall-jump. McBobX, you need to watch the published runs carefully and in emulator (using input display), using prior knowledge to present a good TAS. If using the knowledge we have is too difficult, perhaps you should try another game. If you have any further questions about how to make a good TAS of Mega Man X2, you may reply here.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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These addresses are from http://datacrystal.romhacking.net/wiki/Mega_Man_X:RAM_map :
7E:0500 - 7E:052F?   Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM.
7E:0BAA              X's current state (6 = rising, 8 = falling, 14 = dashing, etc...)
7E:0BAA              X's current sub-state
7E:0BAC - 7E:0BAE    X's X-position (24-bit)
7E:0BAF - 7E:0BB1    X's Y-position (24-bit)
7E:0BBB - 7E:0BBC    General purpose animation timer for X?
7E:0BBF              X's current pose
7E:0BC2 - 7E:0BC3    X's horizontal velocity
7E:0BC4 - 7E:0BC5    X's vertical velocity
7E:0BC6              X's acceleration (gravity)
7E:0BCF              X's health
7E:0BE0 - 7E:0BE2    Mirror of controller input (bits for unused buttons seem to be ANDed out)
7E:0BDD              Number of shots currently on screen
7E:0BFA              Dash timer
7E:0BFF              Charge timer
7E:0C03              Charge level (01 = fully charged /w/ arm part, 02 = normal full charge,
                     03 = partial charge | Not sure what it's used for)
7E:0C06              Bitflags: Standing = 04, hanging on left wall = 02, right wall = 01
7E:0C30 - 7E:0C8F    Stuff for armor parts (position, type, and so forth)
7E:0E18              Ride armor exist flag (00 = delete ride armor, all else = ride armor exists)
7E:0E1A              Ride armor's current state
7E:0E1C - 7E:0E1E    Ride armor's X-position (24-bit)
7E:0E1F - 7E:0E22    Ride armor's Y-position (24-bit)
7E:0E32 - 7E:0E33    Ride armor's horizontal velocity
7E:0E34 - 7E:0E35    Ride armor's vertical velocity
7E:0E36              Ride armor's acceleration (gravity)
7E:0E4D              Ride armor's heading 40 = facing right, 00 = facing left
7E:1F99              Bitflag array of armor pieces collected
7E:1F9A              X's maximum health
7E:1F9C              Bitflag array of heart tanks collected
7E:1FB4              Current number of lives remaining
These addresses are from the script I use (some are the same as above):
7E0BFA      Dash (1 byte)
7E0BC2      X's X Speed (2 bytes)
7E0BC4      X's Y Speed (2 bytes)
7E0BAD      X's X Position in pixels (2 bytes)
7E0BB0      X's Y Position in pixels (2 bytes)
7E0BAC      X's X Sub-Position (1 byte)
7E0BAF      X's Y Sub-Position (1 byte)
7E0BCF      X's Current HP (1 byte)

7E0BDB      Current Weapon (1 byte)
7E1F85+2*(n-1)
            Weapon n Ammo (2 bytes)


7E00B4      Camera X Position (2 bytes)
7E00B6      Camera Y Position (2 bytes)

(n ranges from 1 to 12)
7E0E8A+0x40*(n-1)
            Enemy n X Position (2 bytes)
7E0E8C+0x40*(n-1)
            Enemy n Y Position (2 bytes)
7E0E8F+0x40*(n-1)
            Enemy n HP (1 byte)

7E0BFF      Charge Timer (1 byte)
7E0C03      Charge Level (1 byte)
7E0BA6      RNG Value (2 bytes)
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Good job turska. The best one to me is the Isle of Fire. It's hard enough not to die there, and the route you used seems so impossible unassisted. That said, I'm surprised you managed to deal with JPC-rr enough to pull off 50K rerecords. It's not easy to use at all.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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RaijinXBlade wrote:
Also, it's best to run the Japanese version because you can skip a large crystal block in Snail's stage that for some reason you can not do in the US version.
I'm pretty sure the glitch can be done on any version. However, it seems to require the X-Buster upgrade, so it can't be done in a no-upgrades run.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I found it difficult to watch whenever the character does a jump. It's like the game just decided to lag seriously all of a sudden. I hoped that watching in emulator would make it look better, but it didn't. XTREMAL93: I think there are better games to try. Something that looks impressive, perhaps.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Here is a combination script I made for 3rd generation Pokemon games: http://www.mediafire.com/download.php?wdcglc1sddk36qq It has the following functionality: * You can specify the game. Games supported are Ruby/Sapphire U, Emerald U, Fire Red U, Ruby/Sapphire J, Emerald J (partially), Fire Red J. * There are 3 main modes, player Pokemon stats, enemy Pokemon stats, and RNG stuff. The first key, "9", switches between these modes. * Player Pokemon stats and enemy Pokemon stats lists things like stats, IVs, EVs, and how nature affects the stats (either "+" or "-"). The keys "7" and "8" switch between Pokemon in the party. Due to a bug, Pokemon numbers 7 and 8 are available even though they are meaningless. Only Pokemon numbers 1-6 are intended. * RNG stuff consists of some RNG data in my earlier script, as well as a graphical RNG table. This part of the script looks at future RNG values and colors in the squares corresponding to desired values (such as for critical hits). The arrow points to the square in the upper left corner corresponding to the current RNG value. * Currently supported are tables for critical hit, 95% miss, 90% miss, and Quick Claw, with each one having both a multiple-of-2 background shading, and a multiple-of-3 background shading (this is because in Pokemon Fire Red, some areas scroll 2 RNG values per frame in battle, and some other areas scroll 3 RNG values per frame in battle. * One can switch between tables using the keys "7" and "8". Note that critical hit tables have different coloring of critical hits corresponding to the amount of damage inflicted. That functionality only has meaning for multiple-of-3 mode. I've mostly been using this for a Fire Red hack. But it works for other games too. It could still be improved, though.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Mega Man 2 hack lovers will love these rejected submissions. #2601: woabclf's NES Rockman L in 26:25.12 #2603: woabclf's NES Rockman 2 Dash in 26:55.00 #2634: woabclf's NES Rockman 2 Minimum in 28:03.57 #2805: woabclf's NES Rockman: Deus Ex Machina "Normal" in 27:02.51 That being said, there are a whole bunch of other stuff that I'm sure a significant number of people like, but have been rejected for game choice. I'll make a list later.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Just a friendly report. In VBA v23 and later, gui functions (gui.text and gui.box are the ones I tested) do not support integer literals over 0x7FFFFFFF as colors. It treats them as color 0 instead. Workarounds are string literals ("#RRGGBBAA"), names (e.g. "red"), and tables (e.g. {r=255, g=0, b=0, a=255}).
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Yesterday, HappyLee told me on IRC that the HD encode of this movie was uploaded on Youku some time ago (I don't remember when). There were multiple uploads, at least two which each had about 1.6 million views. Unfortunately, the HD encode does not have author information or subtitles of any kind. The result is undoubtedly ... I think you know. While we cannot prevent mass misinformation from spreading all over the ends of the earth, we can at least be careful and do our part. Misinformation knows no bounds, and even TASVideos rejects can go viral.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Works for me in pcsx-rr v0.1.3a. Which version are you using? Edit: Note that some addresses act as mirrors of others, and that changing them may have no effect on gameplay.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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mlw7, if you want to be taken seriously, you need to choose better games. This game is an abomination. Creepypasta simulators are not much better. You also need to put in more effort to make a TAS look good, and choosing a garbage game just for the sake of it is not a good way to go.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Welcome to the forums, NeoQwerty, and thanks for watching my Vega TAS! The filename of the patch file does not matter. As long as you can extract it, you can rename it afterwards and then patch the ROM. Pokemon Vega is a Fire Red hack, and you must patch "1360 - Pocket Monsters - Fire Red (J).gba". As far as I know, Pokemon Altair/Sirius is an Emerald hack. I suppose one would patch an Emerald J version. Edit: If you want to save using the battery, you must set the save type to Flash 128K, and it must be done before any playthrough is started. This is also necessary to access the post-E4 gameplay. As long as there is no error message beginning with "1M" at the beginning when you start a new game, then it's OK.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Jack Lv: Is this link good for you? http://www.nicozon.net/watch/sm1201389
Post subject: post it quick before the site is down again
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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We haven't had much progress. But Rolanmen1 has discovered an interesting glitch, which I hex edited into both our TAS, and (partially) dezbeast's published run. The Boomer Kuwanger stuff is from our TAS hex-edited; the Storm Eagle stuff from dezbeast's run hex-edited. Link to video After beating a boss, by pressing start right before X walks to the center and the victory fanfare plays, the screen fades out as if going to the menu, but it stays black. The music from then on is softer, as if a menu effect is in place. The softness does not stack, and the effect lasts until the next menu call. Because of this, most of the stages after Chill Penguin will have softer music, since the glitch can be done after every stage. If anyone has any opinion regarding the use of softer music (or about the use of fadeout at the end of each stage), please let us know.
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Thanks, Kaphotics. By the way, I'd like to point out that when making the Ruby TAS, I found that the Lv. 8 Taillow is considered by the game as one slot (the 85-89 slot in that area). If Pokemon Ruby uses random levels, then I didn't know about it. Also, I've never seen vblank activate in the middle of encounter generation in Ruby/Sapphire, but I have seen it occur in Emerald. The technical details are interesting.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Great job, Touch-me! I love the encode. I could only wish that I make encodes as good as yours.