Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I didn't yet figure out why exactly the status bar is glitching up (it has something to do with getting wrong values in the buffer, probably caused by lag), but I did find out why exactly the game locks up (yes, this is only a softlock not a crash).
If you quickly want to recreate the glitch with a memory editor, just change the nametable (background) tile at X:0x0B and Y:0x03 to a transparent tile (for example 0x24). (This means offset 0x006B in BizHawk's CIRAM and offset 0x206B in FCEUX's PPU Memory)
The critical point here is the coin symbol in the status bar, because it intentionally overlaps with the OAM sprite #0. This is a special sprite because it sets the Sprite #0 Hit bit of a PPU status register ($2002) meaning it can be used to make code execute while specific pixels are being drawn.
It is used to differentiate the status bar from the rest of the game (you wouldn't want to make the status bar scroll with the camera, would you?).
This however only works if there is actually something that overlaps it, meaning that if the status bar gets glitched up and the coin symbol gets replaced by some transparent tile (0x24) it won't set the bit in the register and it softlocks in an infinite loop waiting for something to happen (also, while checking for the bit all interrupts are disabled, so there is nothing that can happen).
tl;dr: The freeze is a simple softlock, nothing special. Rather try figuring out why the glitchy status bar occurs in the first place.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Yeah what about it?
(How about you people bring up advantages about the change you're suggesting, instead of pointlessly bringing up some random software? This is the third time now, come on, you aren't all that stupid, are you?)
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Let's just quote wikipedia on Artificial intelligence:
Well that was somewhat to be expected. Alright, then let's quickly switch to the Wikipedia page of Intelligence:
The only information TASBot can perceive is the latch from the console asking for input, to which it replies with the input data stored in its brain. (This information in the brain, however, is being given by a human and it's not being modified)
This means that whether or not you want to call TASBot an AI, it's never going to be an AI playing a game. At most, it's going to be an AI being really good at playing back a movie.
Though, I don't know if we can just simply apply definitons to this question.
Yes they can. That's how it's being done.
Flutter A.I is superior anyways!
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
ThePoxBox wrote:
d. Carry-able - A Koopa Shell, P Switch, and Trampoline all fit this category. They are all sprites that can be "carried"
[...]
m. Arm - "carrying" arm sprite
what
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
You can pause the emulator and then do Movie > Rewind to start and then save a state, go into read+write mode and then load the state.
Alternatively you could pause and then just go File > New > Movie > Load.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Check out the useful Game Resource page of Yoshi's Island, if you want to improve it further.
One example would be the acceleration from standing still (start of a room, etc.), which is faster with an input like
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Then again most editors have a clear indication of whether the current file has unsaved changes and which file you're currently editing (or which file you're about to save to).
(My point being that you don't even know that it wasn't saved to the old file, since other emulators do it instantly)
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Currently there are two places where your movie file is usually updated: 1) You exit the emulator or 2) You select "Save Movie". And this is fine.
However the problem starts when you continue your TAS or make updates (basically when you add new input which isn't added to the actual file yet), and then you select "Save Movie As...".
This saves your new input into the new movie file you just created, but it doesn't change the old file, since it was never saved. The active movie file in the emulator is also changed to the new movie file you created.
This is a huge problem if you think that "Save Movie As..." creates a copy of your movie, which it doesn't (I usually use it to create backups).
Now I can think of two solutions:
1) Save the new input to the old movie file as well as to the new movie file when selecting "Save Movie As..."
But I'd rather have the second one, because that also fixes some other minor problems I had (mainly not having my savestates after selecting "Save Movie As...")
2) Do not change the active movie file to the new movie file.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
So apparently I don't need to visit Teleporter A at all for the TAS. Since calling it 100% makes no sense (there is no percentage counter), I thought I'd call a run with the optional items "all items".
This however questions if I should even get all teleporters, as it essentially wastes time then...
I'm personally tending towards not getting it.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)