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Memory
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Fortranm wrote:
In Bizhawk 2.0, the buttons to choose NES and GBA cores malfunction.
I just messed with it myself, it appears that they do that if you choose the cores prior to loading a rom.
[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'm probably going to stop looking into this glitch for now and try and catch up on Pawn 1. I'm still having problems optimizing movement but that's probably partially due to lack of time spent on it so far. I also have some troubles actually reading the script at times but idk whether that's on you or just me. I feel a little overwhelmed looking at it at times. Could just be lack of time spent on it again.
[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 just messed around with freezing the lap segment value and it appears that if you hit a wall that is between you and the lap segment you will start floating towards that lap segment. You regain control if you manage to hit a piece of track between the wall you initially hit and that lap segment. Additionally: if you're floating and the lap segment updates, you will start floating to the new lap segment rather than the original destination. Therefore it is likely impossible to float across an entire track like this without cheats: you'd likely update your lap segment to something closer relatively quickly. At best I could see this cutting off a uturn or something if you managed to find a place to trick the lap segments.
[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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So all of the floating glitches work like this? Even the Queen Final one? EDIT: Also is this memory address the same for each track or is it different per track? I can't tell from your post what the exact address is.
[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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Apparently there is a sort of clip/floating glitch you can do in the game that tbk pmed me on fzc about: FZC Thread: http://www.fzerocentral.org/viewtopic.php?t=12687 Video: http://wrvids.com/F-Zero_series/F-Zero%20MV/qf_peutos_wallglitch.MOV I messed around with it a little bit on QF and was able to replicate it. I'm going to look into it more though EDIT: Uploaded a collection of them: Link to video
[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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Sorry I've disappeared for a while. I got busy and distracted with other things. Feel free to pm me or whatever. Also good to know why I was having such trouble getting similar results to the Icarus Circuit TAS.
[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 once gave a friend this game for their birthday. I later heard from him how broken it was. Whoops. Looking forward to watching this.
[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 believe mednafen has Saturn emulation now and is better than that of Yabause. Mednafen is the current playstation core in Bizhawk, it wouldn't be a stretch to see a mednafen Saturn core in Bizhawk at some point.
[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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Oh I wasn't talking about the strength of the hit. I think you got confused about which TAS I was referring to. I was talking about the Icarus Circuit TAS Bishop 4. The file was "b4_jkt_14459fun.mp4" I was confused as to how they got a CPU to appear without seeming to slow down at all in the opening.
[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 guess what I might be asking for is some way to tell what further distanced CPUs are doing.
[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 read the thread title and thought it was going to be about something else entirely
[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 was looking at the Icarus Circuit TAS posted on fzerocentral (the top B4 JKT TAS here) and asked in the FZero discord about the initial bump after the rocket start:
MemoryTAS - Today at 1:57 PM I'm so confused at what the Icarus Circuit TAS even does to get the initial bump after the rocket start Wish I had access to their movie file (.vbm)(edited) MemoryTAS - Today at 2:05 PM I can't tell if it's something track specific or what Is it even possible to still get in contact with the person who made it? Yazzo - Today at 2:16 PM JKT made that tas, but i haven't seen him in years. TBK though who also made tases is still around though, but haven't seen him here in a while the key to getting those bumps is to "remove" the CPU check-mark behind you MemoryTAS - Today at 2:17 PM I see Yazzo - Today at 2:17 PM i assume it means one cpu is overtaking another and thus having more speed which gives you the bump MemoryTAS - Today at 2:19 PM thanks
Could you potentially add detection related to this to the 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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Fair enough. Was mainly curious because they run on a similar engine and have much of the same techniques. EDIT: A little confused about the ghost recording and how it works. Can you explain how to have a ghost play? EDIT2: Also how compatible is it with TAStudio? I saw you mention it not working with pausing or something. Now that I think about it, using it with TAStudio might be a little redundant given branches but maybe the real time players will find it useful.
[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 for all your work on stats and on making the lua script so far. By the way would you have any interest in working on Grand Prix Legends and Climax as well? I would like to take a look at them once I finish with this game but any help would be appreciated 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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Thanks for the info on the machine numbers and on the sync test! I had a feeling that it would be hex friendly given everything else but good to see confirmation on 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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I'm taking an indefinite break from this game. When I come back to it I'll probably start over completely on a newer dolphin revision.
[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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Twitch Username: MemoryTAS Link to stream page: https://www.twitch.tv/memorytas/ Do you stream Speedruns?: No - TAS work?: Yes - Races from SpeedRunsLive?: No What else do you stream?: Maybe some casual stuff occasionally? Do you stream on a schedule?: No Other info:
[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've started messing around with the game more and am getting a better grip on some mechanics and on reading the script. One question though: what are the values on the upper right of the radar? They're the one thing I don't exactly know atm. EDIT: Also it appears that the speed value in the script seems to bug out when you do a rocket start. Not sure exactly why. Maybe it's a case of reading too many bytes for that specific variable. EDIT2: I was right. Made a minor change to the script to fix: http://tasvideos.org/userfiles/info/39586042232192577
[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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When (and where) they spawn is a good thing to know in and of itself. A little popup of sorts whenever something new spawns might just be good enough. This doesn't exactly need to be in the script but an image of each track (or the minimap of each track) placed on a coordinates grid would be nice to have to easily know what positions correspond to what.
[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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Thank you very much for the script. I checked that it worked but first I'll need to finish up a paper that I got an extension on before I start working on the TAS in earnest.
[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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FatRatKnight wrote:
Alright, someone who wants to try TASing this. Don't forget the Game Resources page: Wiki: GameResources/GBx/FZeroMaximumVelocity Something that probably should also be in the verification is going into the options to change controls (to Type 5 or 6). The defaults for boosting uses L+R buttons, but changing it so that Up triggers the boost means you're not spending 6 frames without that side movement. I'm not aware of anything Up does, not even in jumps. Is there anything you'd like from scripts? Visual compass indicating facing and momentum? Rival radar? RAM Watch alternatives? This is something I'm interested in giving support.
Thanks for the heads up on the control thing, I'll make an adjustment to the verification thing. I already had a look at the game resources page I'll study it in more detail later. Most of those would be nice but I'm not sure how a rival radar would work: the game sorta cheats when determining the position of the place below you. They sorta are directly behind you at all times it seems. If you take a massive shortcut through a race, they will still be right behind you. Some way of determining how and where the floating mines are generated would be absolutely spectacular. They give critical speed boosts and more of them spawn on Master than other difficulties. EDIT: I should clarify, these floating mines spawn in a variety of possible locations. I wouldn't say they're necessarily RNG dependent either: I remember seeing a strategy RTA runners used to crash into a specific car or something to get a mine to spawn at the right spot.
[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 made a verification movie to generate SRAM for a full Master GP TAS here: http://tasvideos.org/userfiles/info/39571930033068610 I didn't bother optimizing it at all and just played the game at full speed. The bump you're able to get off a rival is stronger on Master and the game spawns more floating mines on Master than Expert. I plan to work on this and maybe the other GBA F-Zeros over the summer. EDIT: Changed file to one that changes the controls
[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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Dashjump wrote:
I have no idea how to sync the movie upon replaying it, do I have to delete the battery file every single time I replay the run?
http://tasvideos.org/forum/viewtopic.php?t=17165 Also there is a trauma center discord I can dm you the details if you like.
[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'm confused as to what the point of this even is? What sort of runs are beating the submitted runs? Pre-existing runs that just were never submitted to the site? That's just a lack of critical research and I don't see how this would help tbh. Runs that happened to be made after a different run was submitted? Then what would happen to the submitted run? Take it down despite being previously "listed" because a new unsubmitted run exists? There's no guarantee that the faster run would be submitted even with this change.
[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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grassini wrote:
i loled at shredder fight,he feels like a fighting game character, divekicks,fireballs and vandamme kick
There's one attack I strictly manipulated him to not do because he would be invulnerable to attack during the charge up. It was a teleporting dive kick thing. I'm really happy with how the shredder fight turned out though. Dirtbag also had a really bad attack that I manipulated him to not do where he jumps off screen for a while.
[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