Posts for Masterjun


Masterjun
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ALAKTORN wrote:
how is using pointers complicated? I have no idea how you’re even making CE work without using pointers.
If you don't know the concept of how pointers work, it can be quite difficult to understand at first. And it's obviously much more of a hassle to add the pointer to every single address you found, instead of just double clicking. Good job aldelaro5, this detailed and easy to understand tutorial will probably help a bunch of people. (As long as Dolphin doesn't finally get its own RAM Watch and general useful features for TASers and/or glitch hunters)
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Masterjun
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Oh, I forgot an important detail: There are 3 special stages available via entering a specific password. These passwords are revealed in the final screen after beating the game (true ending). The special stages consist of new rooms which are harder than normal rooms, and a boss at the end which is changed up a bit.
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Masterjun
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So after 2 years without activity I thought I'd pick up this game and make an optimized movie this game deserves. Unfortunately, the movie file of this run is not available anymore, but at least we still have the encode. Now the question is how the categories should be. I don't know everything about this game yet but it seems like there is only a single item (Damage Amp) that is optional, thus making a run that collects all items very similar to one that doesn't. However, there are a few options and things to consider: Getting the true ending requires collecting all 7 orrexium shards. If you continue collecting only 1 or 0 of them, you get a special Game Over screen. This could be counted as an ending but probably wouldn't. There are different difficulties: - "EASY" with 3 HP and unlimited deaths - "NORMAL", "HARD" and "VERY HARD", each with 1 HP and with unlimited, 65 or 25 deaths available (respectively) - "UNFAIR" with 1 HP and 1 death available (instant Game Over after a death) Because a death resets your progress, you can't even use it as a teleport, thus making it useless for a TAS (no death abuse). This means the obvious choice would be the UNFAIR difficulty, which the run I linked earlier chose, too. However, EASY could be a choice as well, since having 3 HP means you can go through enemies, making small time saves possible. This would possibly require heavy damage routing, since filling up your HP often means going into an extra side room to get the checkpoint. It might turn out to be not worth it to fill up your HP very often, making such a run look very similar to the UNFAIR difficulty run. This means there are basically two major decisions you have to make: - How many items do you get? 0 or 1 shards to get the special Game Over or all 7 shards for the true ending? Collect the optional item or not? - What difficulty do you choose? UNFAIR simply beacuse it's the hardest difficulty or EASY to optimize every single frame out of the run, even if it looks sloppy getting hit? help
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Masterjun
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While searching for glitches in all of the Super Mario All-Stars games for AGDQ I accidentally stumbled upon this floor glitch. Adelikat told me that it seems like the same glitch that is used in the warpless run to skip 3-2. So then I tried out if it would be faster to use something similar in 1-1, and it turns out that this movie is around 38 frames faster than this run (though, I didn't really optimize it all that much). Link to video (movie file)
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Masterjun
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Masterjun
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im obviously voting no because i dont evn see an encode pls Why can't people simply provide an encode of their movies when submitting, I mean come on how lazy can you get...
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Masterjun
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Still not entertaining enough for Moons, I think, but at least we got this game out of the way.
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Masterjun
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I can glitch you a level without entering a pipe or a door, you 1 year old TASer you...
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Masterjun
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Oh look, I actually finish stuff! :D Link to video
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Post subject: Re: Exposing All Attempts Help
Masterjun
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chanx wrote:
So, you've got the best of both worlds. A TAS that shows how devilish these "rom hacks" truly are.
So first of all: That's not a TAS. It's not even a speedrun at all. It's simply a run that used savestates, but if you want to call it a TAS, it's not what a TAS is supposed to present. But, it's no doubt a cool video (and something I wanted to do a long time ago, too), and in fact, we have something similar that shows the improvement over different TASes. It's not exactly the same as the video you posted, as it just records the audio of a single run, and it doesn't record all the different positions of different sprites (which could be added to the script in theory), but it's good enough for the purpose of showing improvements. Ok, with that out of the way, I'll answer your questions.
chanx wrote:
So now, if I wanted to make an emulator replicate these videos, can it be done?
Yes, it's easy enough to track specific scroll values of backgrounds and use that to create these kinds of movies.
chanx wrote:
Can code be written to turn off background layers?
Yes, since you have access to the core of the emulator, that's easy, too.
chanx wrote:
Is there an emulator that exports .smv type files to video?
.smv files are movie files made by Snes9x, so you can "start an AVI recording" and then play back the movie file.
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Masterjun
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It looks like everyone is really focused on the part that happens after the runs get total control. Edit: I'm talking about the attention span of newcomers, etc...
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Masterjun
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To be honest, you should try to optimize this before submitting. This is a game that is going to end up in the Vault, so as it stands now, this is going to be rejected for being sloppy. I would put the usual "Welcome to TASVideos <username>" speech here, but I think everyone should know the rules of this site.
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Masterjun
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It turns out that speed-TASing a game with like 400 rooms, 30 items and RTA-friendly (aka time-consuming) RNG by using already documented glitches isn't all that fun. It turns out that watching a not self-explaining, completely new game isn't all that fun.
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Masterjun
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This is an incredible movie! So first of all, I'd like to point out the obvious reasons why this movie is REALLY AMAZING. The execution was really on spot and everything was really entertaining. (I'm not good with words... you all know why it's good!) Also, I'll have to mention that this is all done on a NES console, which (obviously) predates the SNES quite a bit, meaning it's an amazing technical accomplishment! But what I really want to say is that reading the submission text made me really happy:
Submission text wrote:
I knew next to nothing about assembly language or the NES architecture: terms like PPU, nametable and bank switching meant nothing to me. Thanks to the many excellent web resources available for NES programmers, I worked my way up the learning curve and implemented increasingly sophisticated pieces of new functionality.
This reminded me of my first days getting into crazy glitch stuff (the smw run with the fishes), as this is exactly the way how I got into assembly language and low-level shenanigans. I'm really happy to see another person that seems to have a lot of fun (and the abilities) to utterly destroy games and rebuild them solely to entertain other people, which was done exceptionally well. Yes vote.
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Masterjun
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esthoril wrote:
But.. the algorithm I use also has no knowledge of the next piece and I'd like to keep it that way. In Java it easily clear a million lines in just about 16 minutes running at 40000 FPS. So I'd like to find a workaround without changing the algorithm, as it performs just fine.
Yeah but if it performs fine in Java Tetris, why would you want to switch to NES Tetris? There is a fundamental problem with your logics there. NES Tetris obviously has other limitations you have to consider if you write an AI. This holds even if this problem doesn't have anything to do with the concept of Tetris and is more of an issue in the game mechanics itself. If you hack the original NES game then you might as well simply use your Java version of the AI. That's the logic error you made right there.
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Masterjun
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Just edit your AI so that avoids building too high, and tell him that much higher is really really bad. I've dealt with this problem before. Also you might want to pay attention for when you reach G00 lines...
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Masterjun
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noooo
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Masterjun
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Post subject: Re: His first 1500
Masterjun
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Zeupar wrote:
We all know you deserve 2015's newbie of the year award even though you aren't eligible.
Kind of rude to the person that will actually get it, don't you think?
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Masterjun
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dunnius wrote:
Do the any% TASes http://tasvideos.org/1898M.html and http://tasvideos.org/362M.html need "warpless" if the others have "warp glitch" or "game end glitch" (or 100%)
Yes, because those movies aim for the fastest completion (=any%) but while also avoiding the usage of warps (even if said warps are glitched ones). Additionally, if you want to restore the 6 minutes (currently named "warp glitch") movie, then you have to specify the goals of that movie. It doesn't use the null egg glitch and it doesn't use the infinite tongue glitch, meaning a possible branch name would be "no null egg, no infinite tongue". A different branch name could be "no controller registers". A possible, but bad idea would be "defeats bowser", because that means I can simply use the current run (this run) to warp myself to bowser instead of triggering the credits which means I could obsolete that new "defeats bowser" run. On a less objective point of view: What's the problem with having branch names that help define the movie? Why would you want to remove the "warpless"? Doesn't it help the viewers know a bit about the movie beforehand?
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Masterjun
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cool movie
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Masterjun
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Tavados wrote:
With another variable telling the rotation of the block it would technically be possible aswell, although I really hope to straightup get four x and y coordinates.
You can hope all you want. If the game calculates it by using the center of rotation, rotation position and block id, then there won't be any useful address for you to hope for. This is where a lua script can solve the issue by recreating how the game calculates the positions. Or you can hope.
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Masterjun
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ALAKTORN wrote:
has nobody made a solution for Lua scripts that give garbage data on loadstating because of calculations using RAM? Example: X pos is 100, I loadstate and it becomes 50, Lua will say I have −50 speed but that’s not true. Correcting the calculation I guess would be really hard, but making it write something like “N/A” should be more feasible.
For that you need a callback function that is being executed when you load a state. For example setting the previous value to nil on loadstating should work. Even better: save the previous values in the savestate function and then set them in the loadstate function.
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Masterjun
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xy2_ wrote:
for syncing, Advanced Bus-Level Timing is much more accurate. A movie made without it will barely sync, while one made with it syncs perfectly on real hardware.
[citation needed]
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Post subject: I think this is the best answer
Masterjun
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<xy2_> why does it say 'tool assisted superplay movies' on the forum, but 'tool assisted game movies' on the site? <xy2_> what is right?! <Samsara> yes
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