Posts for Mitjitsu


Mitjitsu
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Joined: 4/24/2006
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Meteors are rarely perfectly round and smooth. Given how fast a meteor is travelling say 8 miles/per second and how dense our atmosphere is. Especially when compared to the vacuum of space. It's not beyond reasoning that the air can pass through passages in a meteor and generate tremendous air pressure. Thus blow pieces off.
Mitjitsu
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I can't edit my previous post, but I'd recommend the mods allow the use of collapsible blocks to prevent the need for using Pastebin.
Mitjitsu
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In case anyone is interested behind the development of the Saturn port. Here's the hidden .txt I extracted from the Saturn disc a few years back. In it they admit the games short comings and the constraints they were under. I ran it through a Google translate so the translation might be butchered. [MOD EDIT: Please do not copy-paste a gigantic block of text like this directly into a post - please use Pastebin or similar. Also, please do so in the correct game topic, not a submission topic. -Mothrayas]
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
You should hex edit the re-record count to reflect that before submitting.
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Been known about for a while, but there is a wall clipping trick that can be done with 2 players, by abusing the crawl glitch. You can continually build up speed. Allowing for some potentially crazy stuff. However, it's hard to exploit. Link to video Link to video Link to video
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Nice surprise, didn't think an improvement that big was possible.
Mitjitsu
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Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
For smaller games on SRC, There's almost certainly cheating going on as a result of mods verifying their own or their buddies runs. However, for the more popular games there's more scrutiny, and you're much less likely to get away with cheating compared to SDA. As others have pointed out the core problem SDA has is it's slow verification process. I was able to verify and accept a run on SRC within 24 hours, whereas the same run would have taken 2 months to appear on SDA. EDIT: About timing methods on SRC, yes timing is done by the runner, but it can be edited by a mod should the timing methods be wrong or inaccurate. Should it be necessary, I'd just download the run and do a frame count in VDub.
Mitjitsu
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SRC doesn't save any videos on their website which can cause problems when videos links get deleted. However there is resources like tools, saves, patches and time splits which can be uploaded, which is better than uploading it to some external link which may expire or get deleted.
Mitjitsu
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I look forward to seeing the completed run.
Mitjitsu
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Joined: 4/24/2006
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Why couldn't they have made the movie fully CG?
Mitjitsu
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Can't you use SRAM so you can do the A to D worlds?
Mitjitsu
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Surely now we won't be seeing any improvements to this in the future.
Mitjitsu
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If it's a movie I'm particular eager to see or learn how things were done I'll watch it on emulator. Otherwise I'll watch or wait for an encode.
Mitjitsu
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I've been holding back on voting on this due to having bought the game and waiting to playthrough the game myself, but I finally completed it last night. Some of the sequence breaks in relation to climbing walls more quickly than a real time player could don't surprise me. However, most of the stuff I thought they're was only one possible way of overcoming certain sections; only to be shown that's not the case. There's one part where you seem to climb up a wall of spikes, which nothing more than game defying logic.
Mitjitsu
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Why didn't you use the Wii Sports Resort version?
Mitjitsu
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I have no plans to do one, but just showing how broken Energy Prism is in the is game. You can learn it at the start of game as a hidden berserk technique. It's not used by most players because it does a random amount of damage. Anywhere from 10 to 1400 damage, which is an absurd amount of damage to do at that point in the game. I don't know the odds of pulling off 1400 damage, but it's probably around 100 to 1. Link to video[/video] EDIT: OK, maybe not 100 to 1, but 10 comes up far more frequently than 1400. Here's all the damage outputs I was able to track 10/370/380/390/400/410/420/800/1400
Mitjitsu
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Dacicus wrote:
How does the checksum stuff work?
I didn't calculate the checksum, I just poked the ingame variables. As mentioned earlier in the thread. The Bizhawk developers need to emulate the SRAM correctly to make it more portable, and from looking at how Bizhawk structures save files it shouldn't be that hard to do.
Mitjitsu
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Finally managed to do it, it was hard, but I got there in the end.
Mitjitsu
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Update on my efforts. I decided to look for memory addresses in Bizhawk and found two related to the timer. One which starts from the power on, and the other which only increments when you start a new game. The addresses relating to the ingame timer were 0x0731D2 = ingame timer 1 0x0731D3 = ingame timer 2 0x0731D0 = ingame timer 3 0x0731D1 = ingame timer 4 You can't jump max them out however, as the ingame timer would roll over to these weird negative number. I could get the timer to max out at 999 hours and 59 minutes. I then tried to look for these same values in Yabause using MHS, but I just couldn't find them. Mainly because MHS isn't as good as using RAM search in Bizhawk and I can't use frame advance and save states to home in on these values. I then had a look at the SRAM file for Bizhawk and noticed is looked similar to what a Saturn save file should be. Except without FF inserted into every other column. So I manually inserted FF in every even column. Thinking it was a surefire solution. Only for it to fail a checksum. So if any Bizhawk coders are reading this. In a future update please emulate the Saturns backup memory correctly like Yabause and SSF does.
Mitjitsu
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I modified the file and got this screen indicating it failed a checksum
Mitjitsu
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Is that the one with 2:15 on it?
Mitjitsu
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I'm a bit confused, what save file are you referring to?
Mitjitsu
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I don't know how I would get multiple separate files with everything the same except being one hour apart given the nature of the game. However, I did get five separate files that were the same. Even initialising the internal date and time to be the same each time I powered on the system. Except with each one being a minute part and here's how they compared... PDZ - 0 minutes 0x160 0D = 20 0x160 0F = F9 0x170 0D = 01 0x170 0F = B0 0x180 0D = 00 0x180 0F = 36 0x1B0 07 = 01 0x200 0B = 01 PDZ - 1 minutes 0x160 0D = 28 0x160 0F = 4E 0x170 0D = 0B 0x170 0F = 75 0x180 0D = 07 0x180 0F = F6 0x180 0F = 00 0x200 0B = 00 PDZ - 2 minutes 0x160 0D = 2B 0x160 0F = 5E 0x170 0D = 11 0x170 0F = E8 0x180 0D = 0E 0x180 0F = 39 0x1B0 07 = 00 0x200 0B = 00 PDZ - 3 minutes 0x160 0D = 1B 0x160 0F = 3A 0x170 0D = 15 0x170 0F = 3A 0x180 0D = 15 0x180 0F = 62 0x1B0 07 = 00 0x200 0B = 00 PDZ - 4 minutes 0x160 0D = 2B 0x160 0F = 5E 0x170 0D = 28 0x170 0F = DC 0x180 0D = 1C 0x180 0F = C6 0x1B0 07 = 01 0x200 0B = 01 ___ As you can see the time is stored across eight different values. However, I don't see anything incrementing by a logical amount, which leads me to believe that it's likely storing a frame count. The problem is there isn't any TASing features in Yabause or SSF to make sure I know what the exact frame count should be. If anyone can find the formula that links all these or even wants me to provide more data to assist them, then it would be most helpful.
Mitjitsu
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I don't see how changing the Saturns internal clock will help. Given that it's ingame time that tracked in the player data, and not how long the game has been powered on for. The Saturn Parser tool I used is a beta tool and doesn't allow for any actual editing. https://github.com/hitomi2500/ss-save-parser/releases/tag/0.9.5 The is a more upto date version of it, but it requires an IDE. Which I'm not able to use. https://github.com/hitomi2500/ss-save-parser
Mitjitsu
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It definitely has a checksum. Changing the first bolded address has no effect. Changing the other ones you mentioned causes the save file not to work. Like you mentioned my plan was to poke the ingame variables in an attempt manipulate the ingame clock. Sadly, I don't have the technical know how to calculate checksums in a savefile. However, I have found the breakdown for a Panzer Dragoon Zwei file EDIT: This is another save file I have http://s000.tinyupload.com/index.php?file_id=07519461113384712299 Here's the player data that's on it.