Posts for FractalFusion


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I understand your opinions. Unfortunately, according to the admins, it is almost impossible to change the names of input files on this site without breaking it. That's why no work has been done for the movie file renaming project. (Technically there are two names, one for the ZIP and one for the input file within.) As for this archive, I don't have the know-how to hook a file (one which is on another site) to the publication process, and due to incompatible naming standards and other stuff, it may not be a good idea. So there really isn't a choice. Keep in mind that although I am doing this manually, and it may seem a lot, I'm spending a fraction of the equivalent effort that I would in making a TAS.
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It isn't a level select code. It's a glitch that works only on PS and Saturn versions (well it says PS2, so it might work there too). It does not work on the SNES version. That's why it isn't more well-known. It's definitely known to us guys anyway. The glitch appears to take advantage of how the menu works. You can only go to Doppler stages, and you have to use it each time.
Post subject: Re: Changes to "concept demo" category
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Warp wrote:
If a game has a well-defined ending but the TAS doesn't go there, it's IMO very unambiguously a concept demo and should be considered as such. If a game has no well-defined ending (eg. levels just repeat over and over ad infinitum) but the author has chosen an "ending point" by some rational and well-defined criteria (which is also accepted by the community), then it could be considered a "legit" TAS.
I'm currently looking at the movies that could fall under this category. (Note: My opinion) - F-Zero: Single track, alternate mode, status screen ending. This one is understood to be a concept demo. - Minesweeper: Single level, main mode, simple ending. This one is not as easy because although it jumps to the last level, it is easily part of the main mode. - Brain Age: One specific mode, status screen ending, playaround. This might be a candidate. - Rubik's World: One specific mode, not even a real ending. This is a very likely candidate. - Tetris Mode B: Alternate mode, simple ending. There is a main mode, which has the "best ending" at the max score. - Tetris max score: Main mode, best ending. - Tetris playaround: Main mode, not so best ending. Maybe a candidate. - Tetris DX: Specific mode, simple ending. Hard to tell. - Tetris Blast: Probably main mode, full ending. Having a full ending pretty much excludes it from consideration. - Tetris Attack: Probably main mode, full ending. Same as above. - Tetrisphere: Alternate mode, status screen ending. Maybe a candidate. - Quarth: Main mode, single level. Probably not. - Wetrix: Alternate mode, status screen ending. Maybe. - Tetris DS: Specific mode, full ending. No. - Dr. Mario: Main mode. Probably not. There are other games I should look at but it takes some more movie watching. The thing about "well-defined ending" is that it's something that has to be agreed upon. While it may be obvious for most games, for games that are basically game mode compilations, a well-defined ending may be difficult or impossible. In that case, perhaps no well-defined ending exists. Of course, the author can just set own ending. However, is that ending really defendable? The author could set the ending to the end of any desired game mode, or after a single track, or after a few levels.
Post subject: TASVideos movie input file repository
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http://code.google.com/p/tasvideos-moviefiles/ If you like a place to download all the published nonobsoleted movie input files on this site (up to #1672), you can grab it at the link above. The movies have also been renamed: game name first, system second, publication number second last, author(s) last, with optional tags for branches and versions. The input file renaming thread which I got this idea is at: http://tasvideos.org/forum/viewtopic.php?t=8878 I plan to use the google code project for other organization purposes as well (movie review, sync checking) but such use will occur slowly due to how difficult it is to do.
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This game is glitched... Anyway, it's too bad that most of the movie was the glitch over and over, because I liked it.
Post subject: Changes to "concept demo" category
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As you might have noticed (or not), I added and removed some movies from the impure category ( http://tasvideos.org/Movies-Hacks.html ). This category was also called the "concept demo category"; however the name is not actually binding, as it is actually called "movies of hacked games and other demonstrations". For now, I have made the following changes: - I removed the F-Zero movie. Inclusion of the F-Zero movie was presumably due to being a very specific demonstration (racing game, one level only, no game end). However, there are other movies, such as Zanac (one level only, although game end), Minesweeper (one level only, trivial game end), and movies that play one mode (too many to name, specific mode, no real ending). Their inclusion is also arguable, but there are a lot of them. Thus currently, "very specific demonstration" is not a criterion. - I inserted all movies listed under http://tasvideos.org/Movies-C4015Y.html (movies that start from savestate or SRAM), regardless of whether it is savestate or SRAM, or verified or not. This includes Super Mario Kart and Mario Land hard mode. Before then, the inclusion of such movies was mostly inconsistent. Currently, "starts from savestate or SRAM" is a criterion. Note that currently Mega Man Xtreme and Super Mario Kart are the only unverified ones. No other changes were made. All movies of hacks remain. All multigame movies remain. The Star Fox 2 movie, which I had originally considered included because it was unreleased, was actually included because it is considered a hack. Thus the non-inclusion of EarthBound Zero (U version), which is also unreleased, is reconciled. Of course, one can question whether it should be included anyway. Current criteria: - is a hack - is a multigame movie - starts from savestate or SRAM This is by no means a final set of criteria (unless no one cares), so you may discuss.
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MUGG wrote:
I did a small test movie of SMB 1-1. http://dehacked.2y.net/microstorage.php/info/1874157891/smb1-1minimalinput.fm2
Interesting. Minimal input frames seems a lot better than minimal presses.
Post subject: Re: Another fabulous FCEUX Lua bug
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Xkeeper wrote:
It works as intended in VBA and possibly other emulators
VBA23 changelog wrote:
gochaism - Lua: changed joypad.set, it no longer adds input if the field value means false.
It might be unintended.
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Mister Epic wrote:
sparky wrote:
How can I replace submission movie file ( http://tasvideos.org/submissions/2885.zip ) and new TAS movie file?
You have to ask a judge for that.
I already did it. Ilari notified me on IRC.
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I think Snes9x records button presses automatically if you have input display on. For other emulators, you will need to use Lua (gui.text) to draw the input on screen.
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p4wn3r wrote:
I never played this game and know nothing of Japanese, but from what I read, you need to have all legendary cards before entering the final stage. They can be gotten by challenging the Grand Masters once they're rescued, but he uses a faster alternate method to get them sooner.
I found a site (Japanese) that details what the black box does. http://juno777.hp.infoseek.co.jp/kako/gb2_black.htm Basically, you feed the black box with cards, and you get something back in the mail. The legendary card requirements are: base set raichu LV40 base set zapdos LV64 dark raichu LV31 | v legendary zapdos LV68 ---- base set ninetales LV32 dark ninetales LV28 fossil moltres LV35 | v legendary moltres LV40 ---- fossil articuno LV35 vending sheet poliwrath LV40 vending sheet kingler LV33 | v legendary articuno LV36 ---- dragonair LV33 fossil dragonite LV45 dark dragonite LV33 | v legendary dragonite LV41
p4wn3r wrote:
I could see that there's a trainer card able to deal damage to opponents too.
That card is apparently named "Digger". It either does 10 damage to you, or 10 to your opponent. Probably better to use Scoop Up on Zapdos and drop Zapdos again.
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There are some more links under pirohiko's comments. http://nicoplayer.blog60.fc2.com/?id=sm12370209&w=640&h=480 Edit: Sorry about that. Seems to be the old version.
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Hint: Find the ROM yourself. But for me at least,
Pokemon - Blue Version (UE) [S][!].gb
works.
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Currently near Snowpoint City and the 7th gym. Some more thoughts: - Due to this test run being mostly unplanned, I ran into some HM slave trouble, compounded by the fact that manipulating for a particular Pokemon is difficult due to the RNG step thing. - I got Fire Blast and Focus Blast from the Veilstone Department Store. - You cannot deathwarp via poison outside battle. The game will leave you at 1HP. I learned the hard way, after setting it up through the Fantina battle trying to deathwarp out of the Hearthome gym. - Otherwise, nothing else of interest, besides the constant usage of effective though unprofessional-appearing methods to stealth by trainers, and the fact that the dumbed-down AI makes it so much easier to survive. If this game used RSE's AI, I would be stuck at the first gym right now.
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You can find the latest version of each emulator at this page: http://tasvideos.org/EmulatorResources.html Unless otherwise noted, the official version (which we don't have here) does not work with these movies.
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Just to let everyone know, I am still judging this submission and haven't forgotten about it. I'm just listening to the discussion, which seems to be rather lively and has certainly delayed the final verdict. Essentially, this situation is different from just using a cheat code or such to jump to a debug menu. It is essentially a game-destroying glitch which happens to pass through a debug menu in the code. If it didn't, or if the authors didn't say anything about it, no one would be discussing anything about debug menu right now.
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Try it out, thundrio, and see what happens. Post anything important here for later reference. I have to warn you that the RNG is going to be bad. This is rather presumptuous on my part, but I claim it is justified. I'll leave out the details, but check the Diamond/Pearl thread if you're interested. If you're going to do the Japanese version, I assume you have Pokemon experience of any kind. If you have questions, you can ask here, but remember that most of us have no experience with Black/White so we won't able to tell you where to go. If you've played Pokemon before, a lot of stuff should be rather logical at first. If your attack misses, it's pretty obvious. Critical hit should be obvious by testing but if you can't tell, きゅうしょに あたった is the Japanese. The attacks are in Japanese but you don't really need to know that. All you need to know is that the attack is there and you use it. Most of the basic ones early on are Normal-typed and things like Tackle (which in Japanese is たいあたり). But really, you can guess at what sort of effect an attack does by seeing what happens when you use it. If it is super-effective, it obviously does a lot of damage plus there is a "it's super effective!" (can't remember the Japanese). If you really need to know the exact name of a Pokemon or attack, use the hiragana chart to decode the Japanese: http://www.saiga-jp.com/img/character/japanese_language/hiragana_katakana_list.gif then search it, or post in this thread if you can't find out. But don't post here with "the pokemon with the two wierd u symbols in his name", because we probably aren't able to figure out what you mean. Also make use of Bulbapedia and serebii.net. And Youtube.
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I didn't even realize there was a tweaking glitch. I'll let someone else do that.
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I'm currently doing a test run, and I'm at Eterna City (about half an hour in). Started with Chimchar, didn't bother with stats or Hidden Power. Didn't fight any extra trainer battles so far. A few things I discovered while making this run: - Crits and misses (and other stuff) are determined before it says "X used attack" - Status (e.g. burn inflict) are determined at the very end of a move, after all other dialogs. - By pressing A a few frames after a dialog, you can shorten the delay. I didn't notice it at first until the first rival battle, but it makes it so much faster. - Gym Leaders and other notable trainers no longer play smart. You see, I had Chimchar at 9HP with Defense down 2 and I got Cranidos to use Leer. Three times. - It turns out unfortunately that random encounters are now determined by step. There is still hope, though! Unlike FRLG, some trainer areas have NPCs (usually trainers but not necessarily) that are randomly moving/looking around. Because of this, it is possible to wait until the next step is a random encounter, then let the NPC manipulate it away. However, the delay may take a while, on average about a second. - That being said, not all areas have such NPCs, and you will have to suffer the random encounter or use Repel. I am currently looking for a Poketch app that uses randomization in any way, shape, or form (hint, coin flip app). That, I presume, is the ticket to manipulate the field easily. - Speaking of Poketch, a lot of wonderful stuff (albeit not related to gameplay) can be done with it. Of course, this being a test run, I'm not creating art with it just yet.
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Critical five wrote:
In the Deleted Pages, [Deleted Pages / Game Resources / N64 / Kirby 6 4: The Crystal Shards] should be completely deleted, as it doesn't link to anything (because of the ":" for sure)
It was a broken link. I fixed it by moving the faulty page to a link which doesn't have the ":" .
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petrie911 wrote:
Lastly, while manipulating certain battles (eg, the first Starly battle), I was unable to find any seeds that result in crits. It's possible that I just happened to get a really bad string of RNs, but considering how many times I tried in that Starly battle, I wonder if it's hard-coded not to give them.
I think the game disables critical hits in unconventional battles, such as when you first use the starter, and when someone shows you how to catch a Pokemon. It happens in RSE. Misses are not disabled, however.
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I've done a little testing on Diamond and Platinum. The good news is that Nintendo forgot to change Diamond's RNG to "cycle only when necessary", so it should work similar to RSE's RNG. I suppose Pearl is the same way. The bad news is that Nintendo did remember for Platinum. So Platinum, like HGSS, almost certainly 5th gen, and 80% of all DS games, will be almost impossible to manipulate. Of course, that didn't stop people from doing Chrono Trigger TAS, so who knows? This problem will only get worse in the future. Why bother cycling the RNG when you can do it as little as possible? Probably in the past developers were so paranoid about RNGs being abused that they would actively go out of their way to create complicated RNG algorithms and cycle them every subroutine call, even on the NES. This mentality is pretty much dead nowadays. As for route and stuff, I haven't done enough testing to tell.
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I tried it before but the game seems to run slow. AVI dumps are slower as well, and so is your mkv. I remember that DeHackEd did a TAS for TGM2, but in MAME: http://tasvideos.org/forum/viewtopic.php?t=6569
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Here's a SD encode: http://www.archive.org/details/LegendOfZeldaALinkToThePastFourSwordsTasByJlun2In635.13 And an already compressed screenshot:
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Are you sure your system can handle 9 emulators at the same time? I bet there will be frequent desyncs. I have enough trouble with 2.