Posts for Masterjun


Masterjun
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Bond697 wrote:
they're not pointers.
what are they then?
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Masterjun
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I did some research, here is what i got: cash: 0x022266E4 total Steps: 0x2222FE4 (In battle:) total HP: 0x0225B63A current HP: 0x0225B63C Atk: 0x0225B71A Def: 0x0225B71C Sp. Atk: 0x0225B71E Sp. Def: 0x0225B720 Speed: 0x0225B722 enemy total HP: 0x0225B85E enemy current HP: 0x0225B860 hmm, compared to the japanese version, it seems like some addresses for usa version are 0x640 higher. Also, looking at AR codes to watch IVs/EVs it seems like when you are in the Summary of a Pokemon, it changes values of some addresses of 0x21B8F48 to 0x121B9172
Hold L/R to view IV/EV on Pokemon Status Screen:
521B8F10 B08FB5F0
121B8F48 000021A0
121B8F9C 000021A1
121B8FFA 000021A2
121B9058 000021A3
121B90B6 000021A5
121B9114 000021A6
121B9172 000021A4
94000130 FDFF0000
121B8F48 00002146
121B8F9C 00002146
121B8FFA 00002147
121B9058 00002148
121B90B6 0000214A
121B9114 0000214B
121B9172 00002149
D0000000 00000000
94000130 FEFF0000
121B8F48 0000210D
121B8F9C 0000210D
121B8FFA 0000210E
121B9058 0000210F
121B90B6 00002112
121B9114 00002111
121B9172 00002110
D2000000 00000000
for example it changes 0x021B8FFA which has the value #$21A2 to: - #$2147 when holding L - #$210E when holding R I don't really know, maybe those values are pointers, to other functions in the code?
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Masterjun
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Super Mario World - Eating a berry at the same time the game shortly freezes (scrolling, changing powerup...) - Eating a chuck - Spitting out a null object on a brown platform - Clearing a secret exit with a glitch in a level without one could lead into an unwinnable situation Super Mario World 2: Yoshi's Island - Hitting an info block twice at the same time Tetris (NES) - Clearing line F99 or lines after that could maybe crash the whole game
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Masterjun
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I just found the improvement, I didn't create a new TAS.
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Masterjun
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TheKDX7 wrote:
Do you think that the run "glitched" can be improved?
Masterjun wrote:
And as i was trying to find possible improvements for the glitched run, i noticed something in the auto-scroll room (the one before the bowser fight). i saw that the door entry wasn't optimized so i did it myself and it saved 4 frames!
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Masterjun
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partyboy1a wrote:
We need to manipulate a "good" garbage pattern.
No, seriously, if you really want to get just 7 line clear animations you have to "manipulate"(or wait for) a PERFECT pattern. You can be really happy if it is possible to solve the seed in 9 line animations. I tested a seed until I realized that I could only single the last 6 rows and that happens really often, because its... well... garbage!
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Masterjun
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If I use the Trace Logger in Tetris (NES) it somehow pauses the game by itself (even while movie playback)... there is also something strange going on with the sound after logging...
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Masterjun
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Baxter wrote:
What influences these RNGs? Are they just timers? If you have to wait 65536 frames to get to the 65536th initial garbage state, then there is no use for the vaste majority of initial states for such a short TAS. Every frame that is spent manipulating must be gained again due to the better randomness.
the normal RNG routine, where X:17 and Y:02 :
00:AB47:B5 00     LDA $00,X
00:AB49:29 02     AND #$02
00:AB4B:85 00     STA $0000
00:AB4D:B5 01     LDA $01,X
00:AB4F:29 02     AND #$02
00:AB51:45 00     EOR $0000
00:AB53:18        CLC
00:AB54:F0 01     BEQ $AB57
00:AB56:38        SEC
00:AB57:76 00     ROR $00,X
00:AB59:E8        INX
00:AB5A:88        DEY
00:AB5B:D0 FA     BNE $AB57
00:AB5D:60        RTS
so this shifts both $0017 and $0018 right and uses bit 0(of $0017) as bit 7 in $0018 like:
11111001 00001100 ($0017, $0018; #$F9, #$0C)
next frame will be
01111100 10000110 (#$7C, #$86)
but there is another thing in the routine, if bit 1 of $0017 and $0018 are different, then the bit 7 of $0017 will be set so in the example:
01111100 10000110 (#$7C, #$86)
next frame will be
10111110 01000011 (#$BE, #$43)
but sometimes the RNGs will be called 2 times in one frame, so its not that easy... EDIT: so i wrote a program and I can say that there are exactly 32767 possible different seeds. they have a fixed order, so, for example, you have to wait a long time to get the last seed (which is #$13, #$11)
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Masterjun
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zaphod77 wrote:
a) reverse random generator and determine the number of possible seeds.
there are two RNGs ($0017 and $0018) so the maximum number of possible seeds is 256²=65536
Baxter wrote:
The number of garbage blocks is random, if I remember correctly, it will vary between like 50 and 55.
i tested some cases and it went between 46 and 62
Baxter wrote:
My TAS has a total of 9 line clear animations.
i actually count 10 line-clear animations...
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Masterjun
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Maple Treeway - Flap: 29.040 I think that could be optimized by a few seconds... i think
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Masterjun
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unoptimized run with this glitch on lsnes: http://tasvideos.org/userfiles/info/946903001545478
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Post subject: Re: Lua question
Masterjun
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amaurea wrote:
I am not familiar with Bizhawk, but if it works like other lua-enabled emualtors, then a function passed to gui.register() will be called every time the screen needs to be redrawn, whether paused or not.
unfortunately, there is no gui.register() or something similar to that in Bizhawk, so i think we'll have to wait for a newer version...
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Masterjun
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gbreeze wrote:
He saved 10 frames of lag
Masterjun wrote:
i can save 13 frames and there are still some possible improvements.
°o°, 3 frames not lag improvement^^
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Post subject: Re: #3648: Amaraticando & gbreeze's SNES Kaizo Mario World in 11:52.03
Masterjun
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He just had a savestate at the beginning, so he wouldn't have to wait for the level to restart. Maybe you should watch more than the first 15 seconds of the video...
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Masterjun
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Bezman wrote:
I couldn't really see alternative paths that weren't taken
There you go. for example 3:40 (skipping half of the room by having yoshi from the room before) or 5:03 (holding p-meter the entire room before, so here it is possible to fly) or 6:03 (flying under the room) Also, this run is not really optimized, i can save 13 frames and there are still some possible improvements. I still don't like the design of kaizo, so i voted No
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Post subject: Re: lsnes Memory Watch & Lua
Masterjun
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^ this, and you maybe wanna include "gui.subframe_update(false)" at the start of the script...
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Masterjun
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http://tasvideos.org/2939S.html its not really optimized
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Masterjun
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i think it's because there is a frame rule of sprite interaction... (its 2 frames, so if it doesnt work, so do it 1, 3, 5, 7... frames later)
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Masterjun
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take a look in the Game Resources... that table shows any information you have to know about dublicating from distance
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Masterjun
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it seems like the wxwidgets version doesnt save my controller config, while it saves the config of for example "Load, Save, Movie..." (I'm using the latest version: lsnes rr1-Δ8ε1 and i'm on Windows 7 64 bit if that means something) works now edit: and i wanna say something about the memory watch... - if you load a previously saved "memory watch file", it says #syntax (illchar) at every watch (yeah, it did show properly before i saved and loaded it) fixed in lsnes rr1-Δ10 - it would be nice to have a function to delete watches setting the expression to nothing is deleting the whole watch - maybe it could be a bit easier to show simple ram addresses (not like C0x007e007bzb)
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Masterjun
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LYF wrote:
Everyone knows that, that was a hacked ROM.
i didnt know that as you first posted that, and its not obvious! you can do for example this and this in an original rom
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Masterjun
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FractalFusion wrote:
LYF: Please also explain more, such as how you made the hole and the green block, and how you made Mario ride an invisible Yoshi.
I can explain for him, the "Mario ride an invisible Yoshi" glitch is not hard (smv, original SMW), and the reason for the hole in the ground and the green block is because he edited the ROM in Lunar Magic:
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Masterjun
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LYF wrote:
Mario is riding a invisiable Yoshi which has been killed.
that's obvious... i mean why is there a hole in the ground and whats that green block there?
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Masterjun
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sorry for doublepost again, but i always find something new ._. So, today i tested what would happen if you would hit the message block thrice at the same time, because it would crash if you do it twice. What happened: smv Link to video
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Masterjun
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spezzafer wrote:
here's a document I created a while back with a bunch of memory addresses, codes, and assembly logs from YI.
i think you posted it here already... look at the Game Resources and scroll all the way down...
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