Posts for FractalFusion


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Brandon wrote:
Could you perhaps generalize this to any SNES game? There's a lot of hidden lag in Arcade's Revenge, and I'd like to minimize it as much as possible.
Sorry for the late response. Unfortunately, I don't know how the lag indicator in Snes9x works. What I have heard so far is that it is unreliable. I only made the lag indicator for MMX as an approximation based on certain addresses. I have discovered that it still doesn't address all the lag in this game, and it doesn't distinguish between fake lag (display lag only - everything else operates as normal) and real lag.
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kaizoman666 wrote:
Pretty cool run. Just a question, how hard is it to actually manipulate this?
Well, I didn't really do any luck manipulation. Just trying to improve the layout that mmbossman used. It took me a while and a lot of thinking, but nothing too much.
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Welcome back, neo_omegon.
neo_omegon wrote:
Lastly, for encoder, please encode this on latest emulator. The sound effects on older emulator are quite different from them on console.
The emulator used is Snes9x rr 1.51 v6; is that what you mean by "latest emulator"? praetarius3, could you estimate how many rerecords the script did, and how many you did by hand? I'd like to think you spent a lot of work on it (which I am absolutely sure you did), especially since this game appears so hard to TAS. To encoders: I've looked through the thread, and I still don't see a downloadable encode that meets site standards. I thought creaothceann made one, but he says that his encode is 30fps, and didn't upload a 60fps version, if he had any. OmnipotentEntity uploaded only a youtube version.
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Eye Of The Beholder wrote:
Btw, could any manager of this site change my user name to just Reeve?
Please report to an admin by PM.
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I like how Kuwaga's subliminal message on the "wrong" post background color is inverted. But now that I think of it, I'm not really sure which background color was intended. On the other hand, my blankness avatar is foolproof. But don't go looking for subliminal messages in my avatar. There is none. I promise. >_>
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I thought ponies could run faster than that. Anyway, there's hardly anything TAS-worthy that stands out. The most notable ones are the minigames, which for the most part aren't that much anyway. Add to that the slowness of the ponies, going back and forth so much, and a highly uncompelling (or rather, compelling in a bad way) viewer experience, and I must vote no.
Mr. Kelly R. Flewin wrote:
Honestly though.. the only part that was almost even REMOTELY entertaining was the one part in Chapter 3 where for a few seconds it looked like she was sent to fetch a bomb! I was actually giddy thinking the game had such a hidden dark potential... then I realized it was a freaking PLUM! Killed my spirits right there.
That's what I thought too. :( Bleh, our videogame culture is far, far different from MLP culture. Blame it on that. I was wondering for a while what "Crystal's Pony Tale" (Genesis game) was like when Ferret Warlord brought it up, but now that I know what kind of weird interests he has, I think I'm better off not knowing. I could post 50 screenshots of this game like I do on some other submissions, but given that some people will vomit if I do that, I guess I won't.
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I watched it. While it was interesting in its own way, I think that if a 100% or X 8-Boss was made, it would obsolete this one very easily should it be published. I'm not voting.
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Sorry for the late reply... again. Real life calls for my attention, often. I've verified the run syncs on Snes9x v1.51, and it is very well done. There were a couple spots I didn't like though. One is the dialog glitch at the Fire Mana Stone where Salamander shows up twice. It is slower than just talking to Bigieu there, and doesn't, in my opinion, add anything special, but I noticed that you put it as a speed/entertainment tradeoff. I can accept that, though I don't like it. The other spot is the end, where you release control long before the final boss is defeated (in fact, before the second last form is defeated) and let the AI do the work. I guess an upside is that it is radically different from the rest of the action, but it still seems like a cheap trick, especially since it relies on the AI as a crutch. As for the entertainment and stuff, I was more interested in the plot than the gameplay, unfortunately. A lot of gameplay consists too much of hitting them over and over until they die. But that's just me. It's technically well done, especially since it's a two-player RPG! I've been continuing the subtitles for a while. Currently the first draft is at the opening of the Mana Gate. As for the fan translation compared to the original, the style of writing is OK. There is one message that I feel was translated poorly though. When the Priest of Light talks about the history of the Mana Goddess and such, it says something like (not exact words) "due to some ancient magic that everyone wanted, war erupted, and the world was torn apart", Which seems to imply that the war itself tore the world apart. Look closely at the original, and it says that the God-Beasts tore the world apart (they were summoned during the war). After all, they were discussing why the God-Beasts waking up was a very bad thing. Since I was using the emulator, time for screenshots! FractalFusion: Hi! I am a TASer. I took a few screenshots of this movie and placed them here. Here goes! Feel free to comment on the list.[/NesVideoAgent reference] And by few, I mean 60. Interestingly, anything with dialog in it automatically uses 512x448 resolution. Anything without uses 256x224 resolution, which makes the graphics have less polish. I can't explain it, but if that's how the game works, then so be it. Notice that I took a lot of Zable Fahr and Archdemon screenshots. There's a truckload of awesome scenery in this game. Oh, and the screenshot where they have fighting stance against the Beast King is in Kevin's ending. Even after the game is over, they still want to fight.
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agwawaf, what method did you use to control all three inputs at the same time? I'm interested in knowing.
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Sorry for taking so long. I've been really busy the last week and a half. Also, I've decided that, rather than translate stuff and try to fit it (or even to try to excise and fit it) to the text that's scrolling so fast that no form of text was meant to be fit to it, I'll just do a running commentary for the most part. It's more fun and less mundane that way. Mind you, I still try to explain what they're saying (but not in great detail or anything). I noticed that player characters often walk around in combat stance when enemies are nearby. I'm guessing this is part of the battle system and is unavoidable. I'll be using AerythiaSkysong's walkthrough to help me with some stuff. Fortunately it uses the same three characters, just with the roles of Hawk and Lise switched: http://www.youtube.com/watch?v=4C-VzdoAr60 And just for fun: (sniffle...)
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Cigawoot wrote:
... reeks of being so difficult you pretty much have to have to use savestates to complete it ...
Sometimes not even that. Well you could, if you had the persistence of a guy like this. At the most extreme, there are hacks (such as Item Abuse hack) that, for all intents and purposes, can only be TASed.
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CoolKirby wrote:
MUGG wrote:
http://bb2.atbb.jp/tas/ inactive Japanese forum
Hmm, the titles of the forums sound really similar to some of the ones here. Coincidence?
gocha knew about TASVideos and made it look similar, so it's not surprising. However, he seems to have disappeared (as well as on TASVideos).
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Screenshots. Because that's what I do. I find the references to Fire Emblem: The Sword of Seals interesting.
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Just as an update, we are about 75 frames ahead of dezbeast's run up to Chill Penguin's door. And now for some disassembly results. Here's the RNG cycling subroutine (849086 - 84909F):
$84/9086 08          PHP                     
$84/9087 C2 20       REP #$20               
$84/9089 AD A6 0B    LDA $0BA6  [$86:0BA6]   A:0000 X:0004 Y:009C P:envmXdiZc
$84/908C 0A          ASL A                   A:9D2A X:0004 Y:009C P:eNvmXdizc
$84/908D 18          CLC                     A:3A54 X:0004 Y:009C P:envmXdizC
$84/908E 6D A6 0B    ADC $0BA6  [$86:0BA6]   A:3A54 X:0004 Y:009C P:envmXdizc
$84/9091 EB          XBA                     A:D77E X:0004 Y:009C P:eNvmXdizc
$84/9092 E2 20       SEP #$20                A:7ED7 X:0004 Y:009C P:eNvmXdizc
$84/9094 8D A7 0B    STA $0BA7  [$86:0BA7]   A:7ED7 X:0004 Y:009C P:eNvMXdizc
$84/9097 18          CLC                     A:7ED7 X:0004 Y:009C P:eNvMXdizc
$84/9098 6D A6 0B    ADC $0BA6  [$86:0BA6]   A:7ED7 X:0004 Y:009C P:eNvMXdizc
$84/909B 8D A6 0B    STA $0BA6  [$86:0BA6]   A:7E01 X:0004 Y:009C P:envMXdizC
$84/909E 28          PLP                     A:7E01 X:0004 Y:009C P:envMXdizC
$84/909F 6B          RTL                     A:7E01 X:0004 Y:009C P:envMXdiZc
The majority of the time it is called, it cuts back to 809A9A with instruction JSR $D1ED. However, the times which it doesn't are interesting. ** Item drops I'll spare you the assembly language and just cut to the results. The item drop subroutine (at least part of it; there's some stuff that depends on enemy) is at 84AE8D-84AE99. It uses the following lookup table, starting at 86BB9F:
no le LE we WE XL
CF 10 10 08 08 01 00 00 (unknown)
9E 20 20 10 10 02 00 00 (normal)
C0 00 00 20 20 00 00 00 (unknown)
80 40 40 00 00 00 00 00 (spike drop enemies in intro stage)
C0 00 20 00 20 00 00 00 (unknown)
00 3C 3C 3C 3C 10 00 00 (minibosses)
80 00 00 00 00 80 00 00 (bubble bat in armadillo stage)
For the normal (i.e. most enemies) one, the first 0x9E numbers (0x00-0x9D) drop nothing, then the next 0x20 numbers (0x9E-0xBD) drop small life energy, and so on (0xBE-0xDD for big life energy, 0xDE-0xED for small weapon energy, 0xEE-0xFD for big weapon energy, and 0xFE-0xFF for extra life). Note that some enemies don't even have drops, and so do not access this table. ** Chill Penguin's behavior Chill Penguin's actions are given by the subroutine at 81C019-81C033. The action is determined by the previous action, and the last digit of the RNG value. It uses a table (starting at 86C45B):
   0 1 2 3 4 5 6 7 8 9 A B C D E F
0: 0 2 2 4 4 4 4 4 4 4 6 6 8 8 8 8
2: 0 0 2 4 4 6 6 6 6 6 6 6 8 8 8 8
4: 0 0 0 0 2 4 6 6 8 8 8 8 8 8 8 8
6: 0 0 0 0 0 0 0 2 2 2 2 4 4 6 8 8
8: 0 0 0 0 2 2 2 2 2 2 2 4 4 6 6 8
where 0 is ice block, 2 is jump - ice wind, 4 is slide, 6 is jump - direct, and 8 is ice penguin. If there are ice penguins already (even if made offscreen; see both published runs), instead Chill Penguin will do ice block. This is useful to increase the probability of using ice block. ** Bospider Whether Bospider throws out spiders first is determined by the subroutine starting at 82DE46. If the RNG value mod 4 is 0, then he throws spiders and changes lines; otherwise he doesn't. The wires are more interesting. Here's how they are determined (subroutine 82DD56-82DDA2): * There are eight wires. * Wires are determined from the bottom up. * A left wire is represented by 0, middle wire by 1, and right wire by 2. * The bottom wire is determined by taking RNG value mod 4. If it is 3, it becomes 0. * Each new wire is determined by the RNG value mod 2, and the previous wire. It basically works like this: take the value of the previous wire, and add 1 (mod 3) if RNG value is even, and 2 (mod 3) if RNG value is odd, and the new value is the new wire. Note that the new wire cannot be the same as the previous. The RNG values cycle on each determination. For the beginning of Bospider's battle, Bospider moves slowly until first crossing a wire. I looked at the following possible layouts (note: the layouts pictured are just one of two layouts that result in the same thing): Just a straight drop. The fastest one, probability 3/512 of occurring. One crossing. Tied for second fastest, probability 4/512. 4 frames slower than the first one. Two crossings. Tied for second fastest, probability 3/512. 4 frames slower than the first one. There is some other stuff I tried (like Boomer Kuwanger) but Kuwanger's AI is hard to decipher and seems non-logical. By the way, Geiger's snes9x debugger is what I used for all of this.
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DarkKobold wrote:
http://www.nicovideo.jp/watch/sm6316849 http://www.nicovideo.jp/watch/sm6305143 http://www.nicovideo.jp/watch/sm6306438 http://www.nicovideo.jp/watch/sm6307243 http://www.nicovideo.jp/watch/sm6344030 These aren't in the correct order. I can't translate worth a crap, sorry.
Oh, come on. It even says (1/5), (2/5), ..., on them.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Someone reported to me on IRC yesterday that the encode, which I suppose uses TASBlend, hurts his eyes (that's putting it nicely). I guess some people aren't used to the blur. I was hoping that person would have responded here when I asked him to though.
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I recently noticed on one play that by going left instead of right, and following the path, you get to fight all the bosses at once in Bubble Man's boss room, underwater with spikes on top.
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I'll be doing subtitles (explanatory/partial translation/whatever). We use SRT for subtitles, and I use Aegisub to set the subtitles. I'll be using the Youtube encode (which I downloaded), a GameFAQs walkthrough, and the submission text to help me. One of the biggest problems with official-version-to-translation-patch text matching is that there is no causality between the two, other than what a person understands for two statements to be equivalent (via translation, of course). You might as well get it from a Youtube walkthrough of the translation patch. Even then, there are some difficulties. Note that there are many storylines in this game. Oh, and font and size can't be changed in Lua. Unless you make a custom font yourself.
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Now that I think about it, I prefer this screenshot to the "1 error" or the garbled dialog before the credits: If no one has a problem with it, I'll replace it. (But not right away. I'll wait a couple days.)
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The A/V is out of sync in the youtube video that I am watching now. Edit: The downloadable encode does not have this problem, so I'm guessing it was uploaded directly to Youtube, which cannot cope with Dedup.
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Jungon wrote:
And then it came ... the big problem ... I can't hit all those diagonals at the same time AND the frame advance button and have the emulator accept it .. I need to reconfigure the keys all the time, it's really annoying @__@
If the emulator supports it, use auto-hold. It's so much easier to deal with.
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Thanks. Here's the latest script. The lag indicator is still not perfect, though, but it is better. http://tasvideos-moviefiles.googlecode.com/files/megamanx%2Bextralife.zip
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Welcome to the forum, Ianthraxx. Wow, your run is great! The built-in Snes9x lag indicator does not work well, unfortunately, but I have a Lua script that is better for indicating this, somewhat. Rolanmen1 and I are currently working on improving the Mega Man X 100%, and our run is a bit faster so far. But it's great that you started learning how to TAS with this game. I look forward to more in the future.
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Zeupar made the following changes: Pokémon: Blue Version Pokémon: Gold Version Pokémon: Red Version Pokémon: Ruby Version Pokémon: Sapphire Version Pokémon: Yellow Version Zelda II: The Adventure of Link I made the following changes: Pokémon: Trading Card Game Zelda II: The Adventure of Link (FDS) Even though that Zelda II is on FDS, it's the same as the NES version, right (except for language and stuff)? So US name it is. This unreasonably separates it from the other Zelda titles, but of course the box is "always correct", right? Seriously, I don't know. By the way, TVA now properly reports game name edits. But I think we should keep posting here as a courtesy. Edit: Ilari also edited some Pokemon movies (obsoleted). He also edited "The Castlevania Adventure" (separates it from all Castlevania stuff) and "The Final Fantasy Legend" (separates it from all Final Fantasy stuff). Edit 2: Zeupar changed "Pokemon Green" to "Pocket Monsters Green".