Posts for InfamousKnight


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Location: Waterford, MI
I’m excited about this too! I didn’t know anything about this!
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its getting closer A pull request on upstream pcsx2 to add tas tools. Tons of work has already been done, as seen in the changes tab.
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With dosbox tas tools, would it become possible to run PC Games from the 90s? Like gta iii, Star Wars kotor, etc?
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So this project supports OpenGL games? A lot of emulators out there rely on OpenGL. Such as rpcs3 and ppsspp. I don’t have Linux installed on my machine and have really bad internet back here, so could someone test those emulators?
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Hmm, I wonder if the 3ds has internal replay for all their games. If so, then the 3ds is easily tasable without desync issues. On the other hand, not sure if internal replays ever desync as I don’t fully understand how they work.
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It doesn’t look like this would stand out from RTA if tased. The boss fights are too easy, and the platforming is pretty generic.
Post subject: Starwinder: The ultimate space race
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This game is pretty unique. There's a longplay of it on cubex55 and I have a testrun of the first level on my userfiles. Would anyone be interested in seeing a tas of this?
Post subject: Re: any% TAS is here!!
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KnucklesMaster368 wrote:
LSWTCS (DS) TAS in 34:25.45 (33:19.933 RTA timing) RTA timing for this is from gain of control in first level to loss of control in last level. TAS timing is power-on to final input (but you already know that) Link to video So, there is only one problem with this TAS: it doesn't reach the credits after 6-5. Oops. I can fix that soon. Here is the TAS userfile: http://tasvideos.org/userfiles/info/43493126608353269 Very nice! I've watched the any% run, it looks well optimized, and I believe there are some improvements that can be made. Like shooting boba fett more early. I think that would be possible. I'll work on Free Play RTA next, and use the best strats known. The best part is, we can use debug menus to get all characters, levels and extras, and not need to start from a savestate. Is that okay with you people? Debug code: Up, Left, Down, Right (3x) R, L, Start, Select Free Play RTA is the only category that allows this by SRL rules. All others must be "completely legit". In fact, the 57:09 uses debug cheats to skip activation panels, get all characters and extras(?). Time to mess around with strats. Free Play character selection is determined by the players input. So, with some manip, I can get Yoda (Ghost) and Jar Jar all the time. Current Progress: Defending Chewie's planet (3-3) (11th level in TAS)
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Sweet! Just one problem, you can't hold down frame advance.. You have to mash it.. I tried this using the latest release.
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Would freej2me run at this point?
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*Bump* again I have found more useful memory addresses: Number of enemies in random encounter: 0x6F4F unsigned byte Address for Regular, critical, and miss: 0600 unsigned byte The address 0600 has 4 flags: 0-9 damage is 1 Regular attack is 2 Critical attack is 3 Miss is 4 And that 0600 address applies to anytime a hit is made. Doesn't seem to matter who.
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FatRatKnight wrote:
Not sure how interesting this restriction will be, but it is a thought. "No run away." For sake of rules interpretation, selecting run is allowed, but successfully running is not. Save-reset trick will be a side-stepping of the proposed rule in the effort to avoid encounters without technically running away. This will only for the overworld, at least, so I'll leave it up to others to decide on whether to include "no reset" on top of "no run away." I'm curious what the implications are for never running away. Sure, you'll get more levels. You'll probably manipulate fewer enemies where possible for faster fights. How avoidable is damage with the limited RNG? Will it be worth it to have more than one standing character? Does this restriction give better variation for this game? At the moment, I find this thought interesting. I have no intention of following through with the thought, but I would share it in case someone else finds it interesting as well.
I'd like to see a run with those restrictions. Having those restrictions would also make money routing more interesting too. As for the length, I believe it would take less than 2h30m. Would also make any RPG run more action packed.
Post subject: How do you port cores to bizhawk?
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I'm curios to know how cores are ported to bizhawk. That way I would understand why highly anticipated cores are on hiatus. About libretro, people seem very excited when a desired platform is "ported" to libretro. And they say things like "its a step closer to tasing". How though? I DO have programming experience, been doing it since I was 15(now 22), so I may be able to help. And I also see that you would need the source code of an emulator to add tas tools to it. No idea how that's done, but I do understand that you would have to understand the code to even begin. But I don't know what to look for. I'd be willing to help.
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In case anyone wasn't aware, the github page for this is being rapidly developed by YaLteR. I am very thankful for all the hard work being put into it, and can only imagine what state it would be in by the end of this year. I think I'll start testing with it in like fall this year.
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KnucklesMaster368 wrote:
I have a few categories we could do here (they're based off SRL categories for this game): Any%: Defined as completing episodes 1-6 on a new file. Completing an episode is defined as beating the fifth level in said episode. All levels: Beat all levels on a new file in story mode. 100%: do I even have to define this? NG+ (Free Play): Known more commonly as Free Play RTA, it is to beat all levels that have free play, on free play mode. Can be on a new file, or a pre used one. It can use as many extras as possible, and can use the cheat codes. Estimates for these: any% would be 30-35 mins (WR is 35:24) All levels would be about 2-2.25 hrs (WR is 2:15:09) 100% would be 5-7 hrs at minimum (Has no WR) NG+ (Free Play) would be about 50-55 mins (WR is 57:09) I spark interest in TASing this. More specifically, any% and NG+ (Free Play)
Nice! I would like to see All levels.
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*Bump* Alright, I've looked up more memory address and found where specific items are dropped from enemies: 0x0B5 Byte Now, I've been digging through the items and posting what I have so far before I go to bed: mega 32 recruit 121 hunting 85 hood 101 ether 53 crimson 80 x-mega 52 guard helmet 15 hi mega 42 natural 31 servant 109 ragged 73 devout 26 red 43 str+ 95 spr+ 116 That's what I have so far. Really glad I've finally found this.. If anyone wants to help out with finding critical, regular, and miss for that'd be awesome. Thanks
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MUGG wrote:
I take it you're suggesting this for newer platforms that can't be TASed yet. What you're describing with newer platforms reminds me of what Bisqwit did.
Yeah, that's what I'm trying to do. This would benefit me a lot as I only tas for fun and have been eagerly looking forward to tasing newer platforms. Could this be done with virtualbox? It has save states, and there should be a way to capture video/audio like with ppsspp.
Post subject: New idea for capturing video/audio
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So in some emulators, you can capture video and audio during gameplay. Some emulators have frame advance for capture(like PPSSPP), but save states apply to the dumped files. So you'd have to remove all the mistakes in a video editor. But what if you didn't want to do that? Well, here is my idea: you can make a save state, this would end the current dump, then start a new dump(with a new name, part 2), and every time you load the save state, it stops the video dump(part 2), deletes that part 2, and dumps another part 2. If you make another save state, it goes to part 3 and so on so forth. This way you won't have to edit out the mistakes in a video editor. Sound like a good idea? This would make it possible to tas newer platforms if video capture, frame advance and save states where possible.
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Got another improvement! http://tasvideos.org/userfiles/info/40114480431424653 But I'm having a hard time encoding the run.. Like combining the video files... Make sure profile settings are set to tool assisted.
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Fortranm wrote:
PC-98 can run Windows 95, and Neko Project II, a PC-98 emulator, has been recently ported to Libretro. I wonder what's the chances of NPII being able to run Final Fantasy 7 on Windows 95? https://sites.google.com/site/np21win/setup/win95 Here is a tutorial for running Windows 95 on NPII. Too bad I can't read it.
What does libretro enable? Will it let you run cores that are not "released"? Try at your own risk sort of thing?
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I don't understand this whole "waterbox" technique.. Does it mean it will make it easier to port cores from this: http://buildbot.libretro.com/nightly/windows/x86_64/latest/ ? If so, that will be awesome!
Post subject: PPSSPPBizhawk.dll
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So I have found out that there's a WIP of ppsspp being worked on. After finding this out, I've tried to load a psp rom in bizhawk and gave me a psp load error msg: I've looked up the dll on google, it gave 3 links to some 3 year old dll file and I've downloaded it and put the dll in dll folder in bizhawk and it still gave the same message. Wouldn't this be a "try at your own risk" sort of thing now?[/img]
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Notice how that run doesn't use math skill. And its way faster than the one that does. Could this mean that math skill is suboptimal in tas? Due to how powerful luck manipulation can be?
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Nice to see an update! As for tas feature ideas, how about when starting audio/video recording, it would record until you make a save state, for which a new video audio file is made, and every time you load the save state, the new video audio file gets replaced. That way we can just easily combine the video audio files with windows movie maker. No need to edit the videos or use tedious other means.
Post subject: Final Fantasy Reconstructed
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http://www.romhacking.net/forum/index.php/topic,19442.0.html Now that is a unique rom hack of final fantasy 1 nes. Unlike other romhacks, this one changes the battle system too! In the original FF 1 battle system, you had to select all the party commands and then have some "round" to see if you got lucky. This made it very difficult to tas. In the new battle system, it works more like final fantasy tactics CT battle system. Where it is not round based. With this, you can easily make all party members get critical hits, no need to have one character to "manipulate luck easier" and can make more interesting strategies! I think the the beta2 version is out for download somewhere.. I'll do a TAS testrun to see what I can do when that ever happens.
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