Posts for Hellfish

Post subject: Re: Symphony Of The Night
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Joined: 8/31/2006
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Satoryu wrote:
Hellfish wrote:
Firstly, Normal Mode vs Luck Mode. I think it should be Normal, since you need a 'Clear' Save for Luck mode, making it New Game+, IMO.
you don't need a clear save for Luck Mode. that can be done out of the box. the reason you didn't get 30MP was because the Drac fight took too long. the game's timer counts cutscenes. the vid looked good. i'm eager to see more.
Oh wow, looks like me and a bunch of FAQ authors should try before buying into that kinda stuff.. :S That's gonna make everything a whole lot faster. Another thing to consider is if any eventual run should be on the (J) version. It would enable the wolf glitch Richter skip but on (U) it might be as fast or faster if one could actually pull off a single stop-screen ET to get the Holy Goggles fast.Other than that I can't think of any pluses for (J).
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Well, why not include the Null Sound Driver then? :P Go right ahead and upload it, I'm honored! I'd do it myself but I'm on a crappy mobile broadband connection.
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Post subject: Symphony Of The Night
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Alright, I've been playing around with mz's rerec pcsx, and thought I'd get the ball rolling at least for some discussion of SOTN now that it can at least be somewhat researched. Firstly, Normal Mode vs Luck Mode. I think it should be Normal, since you need a 'Clear' Save for Luck mode, making it New Game+, IMO. Secondly, Single Stopscreen Edge travel should be investigated.(Edge Travel is a technique that allows OOB moving) While only one such occurence has been reported on worldbeyondwalls.free.fr (SOTN glitching community) there hasn't, as you know, been any TAS-level tools available to try with. Thirdly, Stats.They seem to be manipulatable, but to what extent I don't know. Alucard's starting stats can be manipulated by how you finish the Richter intro stage but it seems like the important things can't really be helped in normal mode. (See "Lastly") Lastly, movie time! From power-on until killing first Drac's second form in 5622 frames. Not 100% sure which game version you'll need since I only have the one I dumped from my disc. Note that even though I finish with the Cross, I only get 25 MP as Alucard later (I should get 30).Not sure if/more likely how it's improvable since it's my first real TAS-work. :) If you are able to playback this, that'd be plain awesome. Get IT here!
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Ok, maybe it's fruitless to report bugs on this if you don't want to or can't continue work on this but.. eh. Looks like the last frame in the movie file is getting ignored somehow, you can replicate this by making a SOTN movie and editing in an uppercut as richter. It's possible in 3 frames but if those 3 frames are the last in the movie, the move isn't performed. If at least 1 empty frame follows those 3 frames, the move is performed. I'd look into this myself, but I can't compile it.. zlib issues >_>
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What about the possibility of death warping? i.e. if you end a mission without a car on a dockside somewhere (Disclaimer: I don't know if you actually do! :P) it might be faster to drown and steal a car at the hospital rather than walk back to the nearest road and steal one.
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Interesting, but not quite what I need. I'd like for the computers to function normally, retaining data between power-ons and such but with basically a one(or slightly more)-click reinstall option.
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Post subject: Question for techies
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Ok, heres the situation: Say I have two computers, and want to be able to "reset" them to a certain state, i.e. clean install with only the needed apps without actually doing the manual labour involved(Quite a lot of apps)? The research I've done says I could use a third storage computer and Ghosting utilities and the question(s) for you is: How would one best go about setting up this kind of stuff, any good tutorials/howtos? Are there any free ghosting utilities except g4u & partimage(*nix-only? I could use them in a pinch but that'd be harder..)? Thanks in advance!
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You can achieve this by using FMOD for sound.
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pirate_sephiroth wrote:
nonsense post... http://simscience.org/cracks/ ...done... back to our regularly scheduled programming.
Wut.. You lost a bet or something?
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If an RC editor is all you need, there are visual editors as part of LCC and OpenWatcom (http://www.cs.virginia.edu/~lcc-win32/ and http://www.openwatcom.org) though I understand if you're kind of burned out on the project. Been there. :/ If so, would you kindly (Bioshocky hypnotic suggestion :P) upload the source to the latest version, so that at least someone might continue your great work.
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Unfortunately it appears the decks can't be read directly from memory.. The P1 "Card Index List" (0xC400-0xC43B) is only generated when you use Prof. Oak, Pokemon Breeder or such cards (Or partially for example Pokedex). This also means that you *can't* read P2's deck.Basically, the game generates the card order as it goes (based on PRNG Seed in 0xCACA-CACB (According to FractalFusion)). So predicting the deck would require reverse engineering the actual code that picks a card, as well as knowing how many times shuffling would occur (Which changes the seed). Took me two month's to write but.. >_>
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Not sure what it means, but that's part of the error message I keep getting when trying to access any movies on the site. I can go straight to the submission in question (##S.html) but the infobox (##M.html) gives the following error:
Tool-assisted movies
trkdat={
Fatal error: Call to undefined function eaccelerator_cache_result() in /home/WWW/wikisites/nesvideos-site/inc/tracker_api.php on line 44
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Post subject: Poking around VBA memory
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Ok, first of all, I mostly fail at low-level C, so please bear with me for now. (All this is using VBA 1.7.2 rerec V19) I'm writing a small utility to ease TASing/Manipulating CGB Pokemon Trading Card Game by allowing you to view your and your current opponents deck(in a more readable manner than the Memory Viewer / Memory Watcher) and to do that, I of course need access to the memory where this is stored. Thanks to the memory map found at datacrystal.org, I know where in GB memory this is stored (0xC400 for P1,0xC480 for P2) but now I also need to find it in VBA memory. Using ArtMoney; I found it moves around every time you start VBA but a pointer to the ROM Block (Where everything I need can be found) can be found at two addresses that I don't recall offhand. So what I currently do is I read one of those two addresses for the address of the ROM Block and this simple C# code:
byte MemRead;
int BytesRead;
for(int i = 0;i<60;i++)
{
    //pReader is an object from a library designed to read the mem of other        
    //processes.This method returns an array, hence the [0].
    //Parameters are IntPtr Address,int BytesToRead, out int BytesRead.
    MemRead = pReader.ReadProcessMemory((IntPtr)(ROMBlockAddress+P1DeckOffset+i),1,out BytesRead)[0];

    //Process the byte read.
   ...
}
(The casting to IntPtr looked odd to me, but that's how it's done in the libs example programs, which work) Now if this is run while the game is open and in a battle, P1's entire deck should be read(Verified using Memory Viewer) but instead, either all zero bytes are read("Nothing" cards in "Library") or complete junk. Looking at VBA's source, it feels even more like it should work, as the memory is declared as "extern u8 *gbROM;" and used as a simple array later in code...If anyone could give me a kick in the right direction at least, it would be greatly appreciated. (Man that was a longwinded post.... Sorry) EDIT: It didn't occur to me until now that the src of the utility might be helpful.. >_< Will edit with it ASAP... EDIT 2: <Link> EDIT 3: It does seem that I am prone to posting in fits of stupidity, doesn't it?Everything was right as rain, only I was supposed to search the gbRAM array and the only reason I thought otherwise was that I thought the region-combobox in the memoryviewer changed to reflect whatever address you jumped to.It doesn't.Also removed the src link because I'm embarassed of how long my projects actually look that bad. In short, sorry for wasting forum space...
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Small niggles: Mukki's Gex64 run is missing it's file extension & Atma's GBA Aria Of Sorrow run got .fcm.Otherwise, ace job on a mammoth task! :)
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Desynchs badly. :/ Looking at the input, it seems the movie is ~1000 frames ahead (types in name while Birch is still fading in). The ROM crc matches the one the movie provided and the settings are exactly as the recommended ones.. Hmm.. *fires up movie editor*
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Sure, I was planning to release the src in a less eye-bleeding state anyway. :) EDIT: Pm'd!
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It's in C#, because I'm currently studying for certification in it. I've already written an FMV module to preview some things I wasn't sure of. So far it's a pretty different approach to yours. It's nowehere near as clean/readable as your project either.. >_>
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Using a DataGridView is another option if you're stuck with .NET 2 anyway. I'm using it and it makes input constraints a breeze. Plus, it looks good. :) You'd have to write some extra copy/pasting code but still.
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I'm working on a similar project, though it's nowhere near as far along as this (Still fleshing out UI functions and code architecture)... I might just steal some ideas.. ;) j/k I just tried it and it looks pretty good, except for a couple of things: *Editing input for a frame allows the same button multiple times e.g. "B><><B" is valid. Not fatal, perhaps, but confusing. (Also allows nonexistant buttons like "C" in an FCM) *"Copy buffer does not contain the same number of columns as the current movie" even though i copy pasted within the same movie. (EDIT: Which I now see that you already knew. :)) *Inability to edit Control Events, such as FCM's Reset,PowerCycle and such. Having said that, it looks very promising. Keep up the good work! :)
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I should probably post a readme of sorts.. D'oh. :) There's a field in the Settings dialog called Page Size (Under global settings), which sets how many frames you want to see at a time. If the amount is constricting, turn this value up. If loading a movie takes overly long, turn this value down. Thanks for testing, anyway! :) Also, I should've said but I hope it's obvious: BACKUP YOUR MOVIES FIRST! As far as I've tested, this won't break movies (desynch it might, depending on how you edited it :), but you can't be too sure.
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Hi, again! I've got another couple of question, this time not about the FMV format. Maybe this is the wrong forum, but I figured since this thread is still relatively fresh and is about the editor as well, what the hey.. 1. Do you think that editing a movie with an editor like this should increase it's re-record count? 2. Would you be interested in trying it out? Only FMV is supported for now, it's just the UI I could use some thoughts on (All the functionality I could think of is there,though.). You'll need the .NET 2 framework to run it. If you want to try it on Mono/.GNU, please lemme know if it's possible. :) http://www.megaupload.com/?d=AY6PPA9I (Executable only, the source is in a sorry state,atm. Will clean and upload it later)
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Ok, Thanks. I'll have to muck around a bit more with FDS images, then. Too bad about the src, that would've helped alot. Edit: Screenie of how it is so far, the UI will be very similar across the formats.
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Post subject: FDS Data in FMV movies
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Hey, new guy(old fan) here. I've been working on a small program to replace (partly) hex-editing for editing TAS movies and currently I'm still working on design of the thing. To start it off I decided to implement an FMV editor module and so far it's working good, but I have a couple of questions. (I have of course read the FMV faq, and I've looked a bit at the nesmock sources too) 1. Are the Famtasia sources available anywhere? 2. Are savestates always 0x8000 bytes long? 3. How is the FDS data byte used? If anyone's got an answer to either,I'd be very grateful.
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