Posts for Memory


Memory
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Oops, nice catch on Golden Fox. Good to know about the friction applied from side attacks. It looks like Twin Noritta and Night Thunder are also suitable candidates for side attack spam in that regard, also having 13 accel in Spd3 at max accel and have great boosts. All 3 of the ships mentioned are used by the time attack community, especially night thunder which is used for most records. Don't know if it would be as good for TAS though. EDIT: Night Thunder has the best body of the bunch as well so it has potential there as well.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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The turning point thing seems very strange with Crazy Bear and potentially other vehicles. I decided to use the poke test and then continue holding a and left and see about what point it can't turn past when it regains control. That worked for most vehicles up until crazy bear. When I did the initial poke I was unable to turn until the difference was less than 14272. I then became able to turn again, but this time I didn't stop being able to turn. I still lost speed but I was still able to change facing even to really high differences between momentum and facing. I think certain really slippery vehicles are like that in this game where they'll keep turning past their turn point but lose speed. EDIT: I did a normal turn and it behaves normally I'm extremely confused. EDIT2: I think it's just something weird with how the poke test works. I may need to do it slightly below the turning point and then go up to it. EDIT3: Basically finished with stat gathering aside from turning allowances of ships greater than 90 degrees but since there are so many and it really doesn't matter I'm not gonna bother right now.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Decided to not bother with adding variations of stats based on the slider to the table but instead wrote a script to display them on the tweaks screen: script
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Thanks. I'll still need to manually find out maximum turning stuff and how much power it takes to boost but this might speed things up.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I'll just use the two bytes from the internal stats and use that for now (unsigned). If you'd like to reformulate it using that, please do.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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15 out of 34 vehicles lose speed to the poke test. I'm compiling the information to a google doc for now: link I'll add the exact information on it when I get around to it. Not sure how I'll handle all the ones with turning allowances of 90 degrees or greater. I might not even bother but if I should lmk. EDIT: Is part of what you're unsure with about the jump calculations whether or not it should be fixed point like you have it displayed in the table on the resources page? If it shouldn't be, I'd like to know so I can make sure to not list it as such on my table as well.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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EWRAM:1773A is much higher for Deep Claw then any previous vehicles I paid close attention to. Deep Claw is known for having the best jump in the game so it is incredibly likely that it is indeed the jump stat. I went ahead and renamed a bunch of things that were either not labeled or incorrectly swapped around in your script. A bunch of accel addresses were marked as max/min speeds and vice versa:
During game play
EWRAM:14930[Size=0xD0][Count=5?] Machine data

EWRAM:17720,1u[4] - Acceleration (by gear)
EWRAM:17724,2u[4] - Top Speed (by gear)
EWRAM:1772C,2u    - Hysteresis friction (boost maintenance)
EWRAM:1772E,2u    - Hysteresis, speed to fall to when over limit
EWRAM:17730,2u    - (Boost acceleration?)
EWRAM:17732,2u    - (Boost top speed?)
EWRAM:17734,2u    - (Boost hysteresis friction?)
EWRAM:17736,2u    - (Boost hysteresis?)
EWRAM:17738,2u    - Boost timer
EWRAM:1773A,2u    - (Jump?)
EWRAM:1773C,1x    - (0)
EWRAM:1773D,1u    - (change in speed?)
EWRAM:1773E,1u    - (released acceleration friction?)
EWRAM:1773F,1u    - (braking friction?)
EWRAM:17740,2u    - (Turn)
EWRAM:17742,2u    - (Balance)
EWRAM:17744,2u    - (Blast Turn Balance)
EWRAM:17746,2u    - (rotation?)
EWRAM:17748,2u    - (rotation?)
EWRAM:1774A,2u    - (LR)
EWRAM:1774C,2u    - (rotation?)
EWRAM:1774E,2u    - (rotation?)
EDIT: Never mind saw something with a much higher 1773A than Deep Claw. Could be divided into multiple stats though or be more than one byte. EDIT2: Pretty sure it's 2 bytes so yeah that's it.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Looks like it sort of is in the game after all, wild goose lost speed with the poke test. Still pretty high but still. How would I go about finding jump stats, that's basically the last thing I'm confused on.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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The poke test worked fine on JV in MV. I only tried 2 machines in GPL so far but just from watching time trials you can sorta tell that either it's not a mechanic, or it's so high that it's basically irrelevant.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I think this mechanic just plain doesn't exist in this game. I poked it to 0 and I didn't lose any speed. Obviously a degree greater than 90 made me lose speed but that would mean you're moving backwards.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I have an input file that unlocks all machines and all tracks. I'm now in the middle of compiling vehicle stats. I'm a little confused as to how to best figure out the maximum difference between facing and momentum before losing speed from turning too sharply. How did you find it for MV?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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You make a savestate on that frame and you load it during movie playback. That's the only way.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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My plan is to not do a story mode TAS anytime soon, if at all. I'm just not particularly interested by it. It's really repetitive and the gimmicks just aren't that interesting. I've been playing through it to get an input file with all the unlocks just to create a table of numeric stats like you did with MV.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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GBA's are only required for multiplayer which is slower due to a results screen that only occurs during multiplayer. 1-player and 2-player both have some exclusive glitches I believe. There are no advantages to 3+ players. In RTAs, the last level is done in multiplayer because the gem results screen is after timing ends, but in TAS timing, it would be included anyways so yeah.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Honestly the big thing about difficulty is the potential for better bumps maybe
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Climax script completed. There were a number of changes to the offsets of various stats of the previous two games but once I worked them out, it wasn't too hard porting it over.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Uploaded I'll try looking into Climax myself for the moment. Thanks for the documentation anyways.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Looks good from what I can see! Keep it up!
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Woah that's some insane stuff with that side attack trick. Good find. EDIT: Apparently how it works in Grand Prix mode is that whatever place you finish in on one track is where you start the next track... at least in Climax according to some RTA peeps and likely GPL. So there is the possibility for the vehicle to not be in position 0 but it's not necessarily likely to occur. Don't know if it affects the memory or not though. Let me know if you have any plans on porting the script over to Climax too, if not I could probably try to do it with the same assumption made in your current GPL script, if only to get people started with it. EDIT2: Also would you mind me uploading this to youtube if you have no plans of doing it yourself? I bet the FZC guys would appreciate it.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Glad to see that it porting it to GPL was easy. Have you tried climax at all or no? I've messed around a little bit with CPU manipulation. At this section right here I've been managing to get some slightly different CPU behaviors through braking: When the CPU spawns in determines which side of the track it will spawn on and go down. Spawning on frame 2885 makes it go down the left side, spawning on frame 2886 makes it go down right, 2887 makes it go down left again... EDIT: I think part of how it works is that there are invisible lines that when crossed will spawn an object. These can be horizontal, vertical or diagonal. When you cross that line is part of what determines object behavior. I don't think these are necessarily related to lap segments, from current testing. EDIT2: Just checked and they definitely are related from freezing the lap segments but it's not entering a lap segment that determines when or how something spawns.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Post subject: Re: Updated and redone Cheat Engine tutorial with Dolphin
Memory
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aldelaro5 wrote:
Which is why I decided to start my own project: an external RAM search made to work with Dolphin from scratch that utilises what imo a RAM search for dolphin should be. There's been many issues with CE that made me want to do this a very long time ago, but the PIE issue made me start it the next day, I am just personally tired of these problems, a RAM search shouldn't be so annyoing to setup and use. I actually started a couple of days ago, but I rather profit from the occasion to say it in case people were interested. I have done an analysis of the project and so far, everything is doable :)
Thank you so much if you make that happen.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I don't know if anything would be useful to me in hex right now (aside from me getting used to decimal for this game again). What could be nice would be some sort of background color change or something at hysteresis triggering speeds.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I would kind of like it in decimal thank you. EDIT: I see you came to much of the same conclusions that I did when it came to brake tapping during boosts. I made my own video about it for the RTA community. I didn't think of practicing using the accelerator in training mode however.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I'll need to look into any potential advantages of brake tapping while boosting as well in any case. I definitely want to let the RTA community know if there are any potential advantages there. EDIT: There are clear advantages to brake tapping while boosting: you can spend more time at the higher speeds and less time at the lower speeds. Should be relatively viable for RTA.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Managed to save a frame on your opening lap so far but I'm still mostly playing catch-up. I was confused as to why you were tapping the brakes at certain spots. Had to check the resources page to see what was really going on. Didn't know MV has what the F-Zero SNES time attack community calls "brake tapping".
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero