Posts for Fred


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mainmemory.readbyterange nluatable mainmemory.readbyterange(int addr, int length) Reads the address range that starts from address, and is length long. Returns the result into a table of key value pairs (where the address is the key).
Was trying to load and print an array using bizhawk's readbyterange. Was unable to do so until i tried printing the keys. The documentation appears to be incorrect. rng_state = mainmemory.readbyterange(0x02D1, 16) The keys here are 0-15 and not 0x02D1-0x02E0, as the documentation seems to indicate.
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Yes, that works!! Thank you! Didn't know you were supposed to do it like that haha.
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So how do I import a pre-existing sram file then? Opening TAStudio overwrites my sram file...
Post subject: Use existing sram with TAStudio?
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Is it possible to make TAStudio use existing SRAM when opening it? Wanted to play around with a snes game from save data, but I can't figure out how to do this. I see File -> New From -> Current Sram, but simply opening TAStudio will overwrite the previous sram so maybe that's for something else. Is there another way?
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(late reply, ddin't get a watch mail :( ) The extra stages are only available in the arrange mode. The normal game mode is a port of the SNES game.
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Yes, Ghouls 'n Ghosts especially features many boosts! The problem with damage boosting here is that we'd need to recover to at least green armor during the same stage, otherwise we don't get to pick the arrange stages.
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Temporary recording: Link to video
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The year was 200X...
I want to see someone beat this game, much like someone beat Chou Makai Mura.
Fast forward to today, 20XX! SGnG R now has a TAS! Link to video (just a quick preview recording) Really happy with how this one turned out. Progress went ahead at a rapid pace and before I knew it, I had landed 255 damage to samael in one platform cycle. Pretty much done here, all that's left is to submit it to the site. There might still be frames to save or getting different RNG from stage 1 that makes a difference in stage 7, but it's very optimized at this point. May lord Malcome's blessings be with you all.
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Didn't try any releases in "Older Releases", but 2.2 and up have misaligned regs, 1.13.2 has aligned regs however.
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Figured i'd say the mega drive trace log is hard to read at the moment, but I think it should be easy to fix. The registers aren't aligned:
Current:
019018:  0C40  cmpi.w  #$640, D0 D0:000002D0 D1:00000018 D2:000000FF D3:000000AA D4:01680039 D5:0000C30D D6:00700020 D7:00000001 A0:00FFB200 A1:00FF8000 A2:00FFCD7C A3:00060DDF A4:00010B0A A5:00FF8000 A6:00FFB200 A7:00FFFDEC SR:2309 USP:00000000 xNzvC
01901C:  6202  bhi     $19020 D0:000002D0 D1:00000018 D2:000000FF D3:000000AA D4:01680039 D5:0000C30D D6:00700020 D7:00000001 A0:00FFB200 A1:00FF8000 A2:00FFCD7C A3:00060DDF A4:00010B0A A5:00FF8000 A6:00FFB200 A7:00FFFDEC SR:2309 USP:00000000 xNzvC
01901E:  4E75  rts      D0:000002D0 D1:00000018 D2:000000FF D3:000000AA D4:01680039 D5:0000C30D D6:00700020 D7:00000001 A0:00FFB200 A1:00FF8000 A2:00FFCD7C A3:00060DDF A4:00010B0A A5:00FF8000 A6:00FFB200 A7:00FFFDF0 SR:2309 USP:00000000 xNzvC


Improved:
019018:  0C40  cmpi.w  #$640, D0 D0:000002D0 D1:00000018 D2:000000FF D3:000000AA D4:01680039 D5:0000C30D D6:00700020 D7:00000001 A0:00FFB200 A1:00FF8000 A2:00FFCD7C A3:00060DDF A4:00010B0A A5:00FF8000 A6:00FFB200 A7:00FFFDEC SR:2309 USP:00000000 xNzvC
01901C:  6202  bhi     $19020    D0:000002D0 D1:00000018 D2:000000FF D3:000000AA D4:01680039 D5:0000C30D D6:00700020 D7:00000001 A0:00FFB200 A1:00FF8000 A2:00FFCD7C A3:00060DDF A4:00010B0A A5:00FF8000 A6:00FFB200 A7:00FFFDEC SR:2309 USP:00000000 xNzvC
01901E:  4E75  rts               D0:000002D0 D1:00000018 D2:000000FF D3:000000AA D4:01680039 D5:0000C30D D6:00700020 D7:00000001 A0:00FFB200 A1:00FF8000 A2:00FFCD7C A3:00060DDF A4:00010B0A A5:00FF8000 A6:00FFB200 A7:00FFFDF0 SR:2309 USP:00000000 xNzvC
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do you know if these kinds of strange audio or sprite glitches as you described them earlier have ever occured in a case in which the green armor (or I guess any armor that interrupts the gameplay with such collection animation) was not collected
Yes. There's this clip of the ending music playing in stage 2, and i've also seen the music just stopping right when Malcome was damage boosting on the mimic chest in stage 2. And yeah, I don't think this is a credits warp. I think it's simply crashing and playing some other music, and it just happened to be the credits music. Still funny and interesting.
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I made two lua scripts for bizhawk some time ago, you might be interested in trying them if you're wondering about enemy limits. Print object counters Print enemy list They could probably be combined and/or improved but there they are, haha.
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We have a new WR time for the game: 21 seconds by Malcome! Link to video Jokes aside, I'm guessing this is "only" a crash & music switch rather than the game failing to play the credits proper. I'm thinking it's caused by the coffin and fire pillar overlapping... but not sure. There's definitely been cases before where the games tries to spawn an enemy and loads faulty data - for example, here's a misplaced wolf. https://www.twitch.tv/videos/164646884?t=04s
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Here's something matamadae showed me the other day: https://clips.twitch.tv/JollyHedonisticCrowArgieB8 You can get crossbow speed in stage 1 by casting the magic while exiting a cage. With this, you can somehow bypass cockatrice's i-frames with the dagger. I was able to get crossbow speed myself, but I didn't get the glitchy boss part to work. Not sure if this is faster or not as you'd have to get gold armor and all that.
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For the flying armor despawns in stage 5, my guess is that the object limit is reached. I made a clip that has a lua script counter for how many slots are available (-1 = full) and the flying armors only appearing after it clears up some. It's not a complete despawn like PJ mentioned but it might be related, who knows (flying armor spawner never activating due to no available slots? no idea). Link to video
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Perhaps not useful for the TAS, but here's another strange situation I've only seen once: Nebiroth only walking to the right. Sure would be handy for runs if he'd do that more often! https://www.twitch.tv/videos/150857258?t=17m01s
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PJ wrote:
For example, I despawned the background music in stage 2 a few times (example: https://www.youtube.com/watch?v=dcFHu5u_sd4), but have been unable to consistently replicate it.
Interesting. I though the silenced music was tied to the mimic damage boost, as can be seen here - https://clips.twitch.tv/SillyAffluentHawkDxCat. Guess it wasn't, haha.
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I personally don't like that the TAS only plays one half of the game, but each to their own. I don't know how it goes for professional, but on normal the second loop becomes more difficult... though perhaps not so for a TAS I will admit. Still, if someone is only interested in one loop, they can choose to not watch the entire video.
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Huh. Haven't seen that yet! Would be unfortunate to land on the raft and then the boss isn't even there! Haven't had him despawn yet, though.
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If you manage to skip the first raft in stage 2, you can skip the auto scroller. I'm not confident this is possible yet, though... I'm quite a few pixels away from reaching it. I made a video which shows an idea I had for reaching the second raft (not 100% optimized), as well as editing values to make arthur reach the raft and show what would happen. You'd need armor with you for magic cast I-frames, so damage boosts are out of the question... Link to video
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This is the stupidest game I've ever played. No one could figure out how to steer in the surf stage! LOL Clear yes vote for some of that WOOD & WATER RAGE
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Wow. That map is really cool! Excited for a 100% run!
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What's with all the 'her'... HAHA (also, nice run!)
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The super cute...? Attacking with kittens? =)
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Xarthok wrote:
- Action Supercross
lol! That'd be interesting to see. Personally, I'd like to see keen 4 and 6 done, mostly 4. Jetpack might just be neat, too.