Posts for Masterjun


Masterjun
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Joined: 10/12/2010
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thatchbro wrote:
This is about IGT . Fast menu select is worthless.
This doesn't mean your input in the menu can be sloppy. We judge the whole TAS.
thatchbro wrote:
I can do a faster TAS with hammer chime . Hexoskeleton can be done in 29 sec but need more patience.
Submission Form wrote:
Please read the Submission Instructions before submitting a movie. In particular, please ensure that your movie is complete (not a work in progress), and that it beats all known records if going for speed. Works in progress may be posted in the WIP thread or other places. If you are simply looking for a place to store your movie files for distribution to other members, please consider user files.
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Masterjun
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Joined: 10/12/2010
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Then, instead of using some weird for-loop, how about just accessing the 0-indexed table by using 0?
Language: lua

q = memory.readbyterange(address, length, domain) for i=0,length-1 do ret = ret .. string.char(q[i]) end return ret
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Masterjun
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Joined: 10/12/2010
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And here is my documentation on the Super Dram World 2 run at AGDQ 2018, for everyone who's interested in some behind-the-scenes.
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Masterjun
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Joined: 10/12/2010
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Kianotti15 wrote:
WHY YOU CANCELED IT?
I wrote it in the submission text.
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Masterjun
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Joined: 10/12/2010
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Kianotti15, we care. Read the Submission Instructions to understand how to avoid a ban.
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Masterjun
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Joined: 10/12/2010
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Hello EZGames69 and Amaraticando, thank you for nothing. It's a shame to see we have members shitposting in a new submission thread by a new member who doesn't seem to know how the site works. Makes the site look really attractive to new members, really, good job. At least include more information. Try to put a bit more effort into your replies. So anyways, Hello and welcome to TASVideos Kianotti15. It seems like you don't understand how this site works so I'll help you get started. First of all, we at TASVideos aim to make runs exceeding human ability, superplays, if you will. This is why the submission form is only for runs that have no mistakes and are better than previous runs. Once you get your run accepted it will get published and will get a video on the YouTube channel. However, there are obvious flaws with this movie: You are slow, you get hit, lose your powerup, backtrack because you forgot a P-Switch, just to name a few examples. In short, your runs fails to be faster than existing movies. If you want to share your files with other people for feedback, you should use the userfiles.
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Masterjun
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Sadly it has nothing to do with this thread.
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Masterjun
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Joined: 10/12/2010
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Pokota wrote:
I would not suggest the latter as that will distort the emu surface rather than give extra blank space.
Nah it doesn't distort anything. It does what it's supposed to. Client Padding adds to the "native" surface (where the frame counter and input display is on; size will always be the same regardless Windows size settings). Game Padding adds to the "emu" surface (the pixels on the screen; drawings scale with Windows size settings).
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Masterjun
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Yes, there is client.SetClientExtraPadding and client.SetGameExtraPadding. Check the Lua Functions List in the Lua Console window for even more functions and explanations!
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Masterjun
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Joined: 10/12/2010
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Well it certainly doesn't make sense if you redefine the locals in every loop. Define them once before the loop and, yes, calling them will have a speedup of around 5%. However, keep in mind that's like 0.4 microseconds per call, so read the start of the page again: We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. So in reality, you don't want to do this.
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Masterjun
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Joined: 10/12/2010
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Yes!
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Masterjun
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Joined: 10/12/2010
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Hey are you going to support recording movies to play back on the emulator afterwards?
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Masterjun
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Joined: 10/12/2010
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Yes locals are faster. Yes they are faster everywhere. Yet I don't understand your question.
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Masterjun
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Joined: 10/12/2010
Posts: 1179
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Did somebody say testing and research? So I researched the opening book moves for now and the randomness involved is only dependent on the 1 byte frame counter at $007B, which increases every frame. For some opening moves, the game has a list with a set order of possible moves to respond with. The way random choices are handled is by taking the first move, and then checking the lower two bits of one of the 256 bytes (chosen by adding the frame counter value) at the start of a subroutine (at $00C0AF, yes, it uses bytes of code as entropy). If the bits are 0 then it advances to the next opening and tests again. If it reaches the final book move and the tested bits happen to be 0 again, it chooses the first one. Due to ROM being quite read-only, the bytes are set and the results will repeat every 256 frames, and can be tested easily. There are 106 out of the 256 bytes which have the lower two bits of 0. So the probability of the first response move to be chosen is 150/256 ≈ 58.6%. The probabilites of the next response moves can't be calculated that easily though. They are not even the same for different openings, due to the game doing several other move calculations between checking the bits (thus eventually advancing the frame counter). Here are three examples for the e4 opening: 1) The first check happens at a frame count of 0x48. 0xC0AF+0x48 = 0xC0F7 which holds 0xC5. The lower two bits are 01 so it chooses the first response opening, which in this case is e5. 2) Waiting a single frame from the previous example gives a frame count of 0x49, which results in a byte with lower two bits of 00, so it advances the opening. The next test occurs at a frame count of 0x5A which still results in 00, so it advances again. The next test happens at a frame count of 0x68 which is 01 so the third opening is chosen, which is e6. 3) Starting at a frame count of 0xF1 gives, 0xF1 -> 0x02 -> 0x10 -> 0x13 -> 0x15 -> 0x15 -> 0x16 -> 0x16 -> 0x17. So it chooses the 9th opening, which is Nc6. For a given random opening, the time it takes for the next test to occur is always the same (0x49 to 0x5A to 0x68 (example 2) are the same jumps as 0xF1 to 0x02 to 0x10 (example 3)). This is why example 3 is interesting, because the change between test 5 and 6, and also 7 and 8 is zero, so the 6th and the 8th opening (as a response to e4) can never occur. For the specific e4 opening, there are - 150 values for the 1st (e5) - 60 for the 2nd (c5) - 25 for the 3rd (e6) - 15 for the 4th (c6) - 4 for the 5th (d5) - 1 for the 7th (d6) - 1 for the 9th (Nc6) opening. Remember how I said this only holds for some openings. There are openings which seem to not have any randomness at all.
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Masterjun
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Joined: 10/12/2010
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Interestingly enough, the way the game handles chess logic and moves is by calculating every single move first and saving it in an array with space for 110 moves. Then, when a move is attempted, it first checks if the move is inside the calculated array, to see if it's legal or not. This results in clearly legal moves seen as illegal if you have over 110 available moves. In this case, white has 192 moves to play in total, including 23 game ending ones: 17 stalemates and 6 checkmates (Qbxb2#, Qcxa2#, Qaxb2#, Qaxa2#, Qdxb2#, Nb3#).
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Post subject: Nach being Nach
Masterjun
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Joined: 10/12/2010
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<Mutter_> Hey im using mutter, how do I change my username? <Nach> Mutter_: type /quit <Nach> then it'll ask for your new name * Mutter_ has quit (Client Quit)
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Masterjun
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Um yeah, Amaraticando, the very page you linked does have the drawImage in the forms tab. Good job on that! :D So Telephia, your error (obviously) means that there is no drawImage function in your forms table. You can try print(forms) to see all the values (functions) it has. Maybe you're using an old version of BizHawk which didn't implement the function yet? Maybe you didn't post the full script and accidentally overwrite the forms variable somewhere? In any case, there would be a follow-up bug: To use drawImage in the first place, you need to create a PictureBox with forms.pictureBox and use the returned variable as the first argument in the drawImage function (instead of using the variable from the forms.newform).
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Masterjun
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Joined: 10/12/2010
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9=9 These limericks are pretty fine Now look here is the number nine It's pretty cool I am no fool Turns out it equals nine
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Masterjun
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Joined: 10/12/2010
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Submission Instructions wrote:
Please ensure your movie is good. Do not waste the judges' time with movies that have obvious mistakes
You can cancel your movie if you plan to redo the movie anyways.
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Masterjun
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Joined: 10/12/2010
Posts: 1179
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Hey I can do cool SMW-engine freeruns again! Everything is good, we wrapped around to AGDQ 2014 again! :D
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Masterjun
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Experienced Forum User, Published Author, Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
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Masterjun
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Joined: 10/12/2010
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Just playing Super Mario World, even without any controller attached, would be boring after one or two levels.
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Masterjun
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Joined: 10/12/2010
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The forms.button function wants a function as the 3rd argument. You are doing:
Language: lua

emptyMode = forms.button(controls, "Default", setMode("none"), 5, 5)
However setMode("none") is not a function, it's an expression that calls a function. So either create a whole new function calling the setMode function, or do something like this:
Language: lua

emptyMode = forms.button(controls, "Default", function() setMode("none") end, 5, 5)
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Masterjun
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Joined: 10/12/2010
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I'd always link the actual official documentation (this is for version 5.1, which all emulators except lsnes are still stuck on, for 5.3 check here). Make sure to use a 'b' character at the end of the mode when you open the file, to properly open it in binary mode.
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Masterjun
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Joined: 10/12/2010
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Oh right I forgot to link my Dolphin github page (added it now to the reply). The version is pretty old (1 year, and I probably can't simply pull the current one), so don't expect anything cool. I just did this for me because I don't really know how to work with this Dolphin code.
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