Posts for Masterjun


Masterjun
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Joined: 10/12/2010
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Masterjun
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Joined: 10/12/2010
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Masterjun
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Joined: 10/12/2010
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Masterjun
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Pokota wrote:
Masterjun, that's a bit of a stretch if it's deliberate. I don't really care one way or the other, though maybe call it "Speed/Entertainment Tradeoff" since it's for the pun?
Did you see how he enters the name? Correct, he uses the touchscreen. (Hint: it means that you don't lose time as long as you type only 1 character)
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Masterjun
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sonicpacker wrote:
can I get some of that popcorn Spikestuff?
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Masterjun
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Ford wrote:
I'm surprised you named your Chimchar "K" instead of "I." "I" might've had marginally better entertainment value.
I find it quite amusing that he is calling himself M, his starter K and is literally dashing through this game in under an hour.
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Masterjun
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cool speed movie
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Masterjun
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TMK wrote:
You know how if you BLJ a lot, you can end up in a weird invisible OOB area where you can run around (on emulator/VC at least, it always seems to crash on console)? Idk if you know why that is, but for those who don't, the function that checks for the floor triangle below Mario converts Mario's position to short integers for the calculations. Since shorts range from -32768 to 32767, if Mario's coordinates are outside of that range they will overflow back into it. This creates an infinite 2D grid of invisible copies of the level, spaced every 65536 units. The copies (in the ABC chat we were calling them "parallel universes/PUs", idk if that will catch on) have the exact same arrangement of floor and ceiling triangles, but all wall triangles are missing, as are most objects, and all water is gone.
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Masterjun
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Is this bot better than TASers yet?
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Masterjun
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Dwood15 wrote:
I've hit Lua's memory limit.
Try using Lua's garbage collection every once in a while when the code is running.
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Masterjun
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Don't worry, people will understand why I'm so upset when they see that "TAS" you posted.
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Masterjun
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Kurabupengin, could you please start checking if the videos you post are actually good? You are wasting everyone's time, seriously. The fact that drifting gives you a boost is not a secret, but that guy doesn't even seem to notice that. Here is a fairly optimized Level 1.
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Masterjun
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The sprite data for levels starts at $07:C300 (look here). According to the level data format the sprite data starts with a 1-byte header, then 3 bytes for each sprite and then ends with a 0xFF (which is why you see sizes of 5, 8, 11... bytes).
The first byte of the sprite data is the sprite header.
Each sprite is three bytes long.

|First | |Second| |Last  |
YYYYEEsy XXXXSSSS NNNNNNNN

yYYYY    = Y position
EE       = Extra bits
XXXX     = X position
sSSSS    = Screen number
NNNNNNNN = Enemy number

(Note: The first byte being FF marks the end of the data)
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Masterjun
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Kurabupengin wrote:
On the video, the guy said that MarI/O found a new potential glitch involving a block and stomping on a Koopa Troopa.
Where exactly would it be useful in the warps run? (from the warps run)
Potato Stomper wrote:
[...]
I was referring to Kurabupengin, sorry for not quoting.
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Masterjun
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Still can't find it. Can you explain?
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Masterjun
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I can't quite spot the possible improvement you are talking about. Can you help me out here?
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Masterjun
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Joined: 10/12/2010
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Providing an encode increases the chances of feedback you get.
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Masterjun
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Site Rules wrote:
The forums and IRC channel are frequented by people of all ages, and thus, content posted should consider the possibility of younger readers. While adult-themed conversations are not prohibited, they should be mature, purposed, and limited. In other words, don't be dirty simply to be dirty.
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Masterjun
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Invariel wrote:
If I am remembering correctly, in the SMW case, death should be counted as negatively as possible (fitness = -MAX_INT) as dying saves no time in the game.
- Uses death to save time
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Masterjun
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creaothceann wrote:
Add a RAM check if a dialog box is open, if so spam the A button and skip the main part of the script.
While you're at it, you might also want to spam the B button for a bit when you didn't move for like 2 seconds. And also why don't you also press the B button when there is an enemy right in front of you. It will make it more efficient! See, here are the addresses:
Address   Length   Type  Description

$7E:0094  2 bytes  3     Player X position (16-bit) within the level
$7E:00E4  12 bytes 2     Sprite X position, low byte.
$7E:14E0  12 bytes 2     Sprite X position, high byte.
$7H:L0L0  42 bytes yes   Read this address to get the winning value!
But seriously, creaothceann, do you understand the concept of a self-learning AI? It has to learn to either avoid the message box or get used to it (the message box is a sprite, so it can detect that).
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Masterjun
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Omnigamer wrote:
Reminds me a bunch of the following, although with different goals and methods. There are a few more videos of his software playing other games too.
Just adding the thread for that.
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Masterjun
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Can you give examples of games and how exactly they use these other structures?
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Masterjun
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For some reason, that movie only syncs if I add 14 blank frames at the start of the movie... Is it just me?
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Masterjun
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Being a beginner doesn't make the movie better.
Submission instructions wrote:
Please ensure your movie is good. Do not waste the judges' time with movies that have obvious mistakes ― read the guidelines!
But man, this is a RARE game!!
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Masterjun
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pirohiko wrote:
Excuse me, did I ask a wrong question? http://tasvideos.org/forum/viewtopic.php?p=409160#409160
Oops, I'm sorry. For some reason I missed that.
pirohiko wrote:
TASVideoAgent wrote:
$0643: An Arithmetic Shift Left is done so that the Carry is 1 if B was held, else the Carry is 0. $0644: This will branch forward if A was not held (since A is now the MSB), but if A was held then we go to:
Because the order of the key is "RLDUTSBA", I suppose that the explanation of $ 0643 and $ 0644 became alternate. When A=0x80 was pushed, ASL turns on a carry flag. When B=0x40 was pushed, ASL turns on a negative flag.
Indeed, thank you. I mixed up SNES and NES, because in SNES the first bit is B. I mapped A of the NES to the same key on my keyboard as B on the SNES, so I thought it was the same. Silly me! Fixed in the submission text.
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