Posts for Masterjun


Masterjun
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Alfredo wrote:
Ah man that sucks. I figured there might have been an easier way. I've been doing that up to now but it will take forever once I get towards the end of longer games, even at the 10x speed.
Better read the part again that says
You can use existing savestates (in read-only mode) to reach the point sooner.
I can't help with the audio problem, sorry. Maybe someone else can help you.
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Masterjun
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Emulator Resources / Using wrote:
Resuming recording of a movie To resume recording of a movie, play it back until it reaches the point where you want to resume recording. Then make a savestate, turn off read-only (default is usually Shift+8 but can be configured), and load the savestate. You can use existing savestates (in read-only mode) to reach the point sooner. Some emulators have an option such as "Resume recording from now" or such.
Also, you should maybe consider posting such stuff in the Newbie Corner :)
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Masterjun
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MagikPro wrote:
So, X&Y are out, can anyone test if the RNG is the same?
There are no 3DS emulators. There are no tools for 3DS consoles to do a savestate. There are no cheat tools for 3DS. Also, this here: DO NOT ASK ABOUT XY RNG ABUSE
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Masterjun
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Rips are on vgmaps. Also, your picture is kind of destroying the layout of this page so please use [url][/url].
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Masterjun
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Bond697 wrote:
indeed, 1 sample for the whole movie. you'd probably have to make it yourself in a hex editor and provide it to desmume as a.raw file. as for the seed, that's true about those few numbers, but there are others. let's see if we can extend this all the way. we'll start with battle seeding since everything is initialized. [...] so as you can see, the max possibilities for a seed for a battle are pretty large. 65536 * 0x2400 * 263 * 65536 * 38880000 * 256 * 1048576 * 4294967296 is the max there. (*wifi is assumed off, so we won't count this) to change up the tick system and vframe count, just change 38880000 and 4294967296. still a lot, though.
A bunch of these variables you can't actually control without losing more time than it actually saves. You can change input and microphone the frame it happens so that's more reasonable and also I didn't say that 268435456 different possibilities are the maximum, they are just the easiest to manipulate.
Bond697 wrote:
indeed, 1 sample for the whole movie. you'd probably have to make it yourself in a hex editor and provide it to desmume as a.raw file.
That would mean that you had the same sampling data for every battle! That's very pointless for a TAS because that gives you only 2 out of the 65536 possible states (0 and the one in the file).
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Masterjun
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I thought there are 65536 different values for sample data that gives you 65536 different possibilities for seeds. And since the seed also depends on the input (which there are 4096 states of) you have to multiply them together. So 65536 * 4096 = 268435456. edit: Responding to your picture:
Masterjun wrote:
I think even if it would be working, you could only use one sample for the whole movie (since in the movie file there is just stored if you pressed the hotkey for microphone enable).
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Masterjun
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Well I know that microphone is working, but I don't know if it's working right.
Bond697 wrote:
the newer versions of desmume have a setting that lets you use a generic mic sample provided by desmume. you could get away with that, i'm sure.
To really manipulate in a TAS you would have to enter the 2 bytes of sampling data yourself. Combining this with the 4096 possible input states, you get 268435456 different possibilities for a seed (not necessarily different seeds, but since it's hashing, probably only a few under 268435456 if not exactly that). Please correct me if I'm wrong somewhere :)
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Masterjun
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Wow, that's a huge disappointment that desmumes mic is not working right :( I think even if it would be working, you could only use one sample for the whole movie (since in the movie file there is just stored if you pressed the hotkey for microphone enable). So to make desmume really TAS-friendly you would have to edit the source code. A question I also had was how big is sampling data per frame, so, how many different values can it contain?
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Masterjun
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Bond697 wrote:
Masterjun wrote:
Bond697 wrote:
-microphone sampling data result -address in ram of the last microphone sampling data
Wait so does microphone actually change the result of the seeding? Because from my testing the seed didn't change (or the microphone thing in desmume doesn't work, I don't know, I tried random whitenoise).
it does for battles. it's not initialized for when the main game seeds. not all of those things are in effect when the main game seeds which is why it's possible to rng.
well, at least for b2w2 I can confirm that the start seed for a battle is as it is described here. Now I wonder where the microphone is coming in...
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Masterjun
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Bond697 wrote:
-microphone sampling data result -address in ram of the last microphone sampling data
Wait so does microphone actually change the result of the seeding? Because from my testing the seed didn't change (or the microphone thing in desmume doesn't work, I don't know, I tried random whitenoise).
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Masterjun
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So this is basically turning into the discussion of this thread. Let me try to summarize:
  • as Bond697 is saying, the input file is useless for figuring out RNG
  • there are a lot of information about this RNG on the internet and they are somewhat easy to find
Thus there is no problem in submitting a TAS of a Pokemon game after D/P (not including X and Y because of obvious reasons). I don't know how any other discussion would fit into this thread, really...
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Masterjun
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Zowayix wrote:
it's just somewhat disheartening to realize that if Game Freak doesn't change how their in-battle RNGs work (and they have no reason to), then it will basically be impossible to, in good conscience, ever submit a TAS of a Pokemon game post-Platinum here (since doing so would essentially allow any players of that game to cheat others on Wi-Fi almost undetectably).
I have a question, why would submitting an input file to TASVideos suddenly allow anyone on earth to manipulate RNG in online battles?
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Masterjun
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you have to make sure that every single variable is "local", since these variables are faster and work better
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Masterjun
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I too think that White 2 is faster, but just saying that the fight against Charles is faster in Black 2 since you can just use Rollout.
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Masterjun
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jlun2 wrote:
btw, has Masterjun had any progress with the RNG?
Dolphin isn't really friendly when it comes to debugging stuff. I need to write into the code (or search for it if it already exists), that it can tracelog the entire frame (edit: lol I'm not going to log 15 million lines so I need another idea...), so I can actually start from some value that changes randomly (xpos of the Fireflower when it comes out of the box), then searching how the value was changed (xspeed of it) and then what affects it and how it is seeded or created at the start by using RNG (maybe it's just RNG%2, maybe it's a lot more complicated). The really big thing I look forward to is finding the actual RAM address of the RNG, I don't even have that!
hegyak wrote:
Those graphical bugs, :(
I think Malleo did something wrong with the dumping or encoding because my encode had no graphical bugs. So hopefully the next videos don't have these :).
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Masterjun
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Spikestuff wrote:
Masterjun wrote:
I have an AVsync build of 3.5-2161 in case anyone needs this one =D
Getting "Error dumping frames to AVI." :|
Well the build obviously works fine.
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Masterjun
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I have an (edit: x64) AVsync build of 3.5-2161 in case anyone needs this one =D
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Masterjun
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Masterjun
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jlun2 wrote:
Btw, does anyone know of the RNG for this game? It would be very useful (I think) to be able to manipulate badge drops or some other useful items.
I would be working on it if I had a "DebugFast" version of Dolphin which enables Memory Breakpoints (it breaks, when a specific address is written to or being read). I would be happy if someone could build such a version of Dolphin 3.5-1788 x64. (but seriously, without this build we can do nothing about RNG :< )
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Masterjun
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QuizmasterBos wrote:
But badges don't drop from enemies.
Yes they do.
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Post subject: Tutorial: Display RAM Watches on the screen
Masterjun
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This tutorial hopefully shows you how to do this: This tutorial works on both 32 and 64 bit of Dolphin! First you need to modify my Lua script starting at line 67 so that it is correctly adjusted for your Dolphin. In the Lua script are the necessary steps explained to get correct addresses. After editing the 5 variables (DolphinIs64bit, GameRAMStartAddress, TexturesCreatedAddr, ArrayOfBytesAddress, FrameCounterAddress) you can add RAM Addresses after line 144 by entering
local VariableName = readBytes(AddressOffset+o,NumOfBytes,GiveAsTable)
VariableName: name you want to give that RAM Address, for example xpos. AddressOffset: offset of the RAM Address, for example 0x8C6504 (xposition in PMTTYD). NumOfBytes: number of bytes you want to read, for example 4. GiveAsTable: return a single table instead of multiple bytes, true or false. Examples:
Language: lua

local xpos = readBytes(0x8C6504+o,4,true) local byte1,byte2 = readBytes(0x123456+o,2,false)
To convert the table to a hex string you can use my function tabletostr(x). So for example you write now:
Language: lua

xpos = tabletostr(xpos)
For more functions like readBytes in Cheat Engine see here or here Now, you have to add it to the table t like this:
Language: lua

t = appendstr(t,"xpos: "..xpos) -- or you can do it like this t = appendstr(t,"xpos: "..xpos.." ohman even more to come "..ypos.." you get it")
When you have correctly modified the script you can run it in Cheat Engine by clicking on Table > Show Cheat Table Lua Script. There you have to paste the lua script and press on the Execute script Button.[/i] If you have any questions, please ask =D
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Masterjun
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Aaand restarting the TAS again because I found a way to make Mario move faster.
Malleoz wrote:
Moving on the X-Axis, mario moves at 2.25 units per frame. Moving on the Z-Axis, mario moves at 2.68 units per frame.
By moving one frame on the Z-Axis and then starting to jump while moving on the X-Axis, the speed will be 2.68 as long as Mario is in the air! As soon as he touches the floor you have to jump again to keep that speed (hopping glitch :P) I made a comparison video comparing 2.68 and 2.33 (the speed was 2.33 because the movement was slightly diagonal): Link to video
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Masterjun
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CoolKirby wrote:
How did you get Dolphin to display position values like that though? That would be a lot more handy than having to look down at Cheat Engine all the time.
I activated the function in Dolphin to "Show Statistics" and then I used Cheat Engine (which has lua that I used) to change the statistics to things I actually wanna see =D
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Masterjun
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Cool run! While watching I had an idea of an improvement, though... Also, the sound is really terrible I think... Voting meh...
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Masterjun
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just posting this here for reference in case it becomes useful somewhere Link to video
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