Posts for Mochithecat

Experienced Forum User
Joined: 7/12/2016
Posts: 8
whats odd is that i didnt load one, but just let the emulator run for a bit. on a side note, is there a reason the emulator keeps setting the speed to 1%? edit: im stupid, apparently hit a hotkey for a state.
Post subject: save state buffer mismatch?
Experienced Forum User
Joined: 7/12/2016
Posts: 8
i had just updated bizhawk after the prereqs and after a little, this nugget pops up. any idea how to fix it? System.InvalidOperationException: Savestate buffer size mismatch! at BizHawk.Emulation.Cores.Nintendo.Gameboy.Gameboy.LoadStateBinary(BinaryReader reader) at BizHawk.Client.Common.BinaryStateLoader.GetLump(BinaryStateLump lump, Boolean abort, Action`2 callback) at BizHawk.Client.Common.BinaryStateLoader.GetCoreState(Action`1 callbackBinary, Action`1 callbackText) at BizHawk.Client.Common.SavestateManager.LoadStateFile(String path, String name) at BizHawk.Client.EmuHawk.MainForm.LoadState(String path, String userFriendlyStateName, Boolean fromLua, Boolean supressOSD) at BizHawk.Client.EmuHawk.MainForm.LoadQuickSave(String quickSlotName, Boolean fromLua, Boolean supressOSD) at BizHawk.Client.EmuHawk.MainForm.CheckHotkey(String trigger) at BizHawk.Client.EmuHawk.MainForm.<ProcessInput>b__94_0(Boolean current, String trigger) at System.Linq.Enumerable.Aggregate[TSource,TAccumulate](IEnumerable`1 source, TAccumulate seed, Func`3 func) at BizHawk.Client.EmuHawk.MainForm.ProcessInput() at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SingleInstanceController.OnCreateMainForm() at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun() at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel() at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(String[] commandLine) at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Experienced Forum User
Joined: 7/12/2016
Posts: 8
just making sure im getting this right, by finding one, the rest are generally close to each other? like on this page http://tasvideos.org/GameResources/SNES/MegamanX/Data.html 7E0D3F: Enemy 1 HP 7E0D7F: Enemy 2 HP 7E0DBF: Enemy 3 HP 7E0DFF: Enemy 4 HP 7E0E3F: Enemy 5 HP ive yet to find the ps port equivalents, but these ram address's are all increments of 40 in hex apart from each other as the example you posted below is 0x03005608, 0x03005928, 160 do +160 +160x2 (from 3005608) 3005768==>3005928 im grasping at straws here as im still relatively new at lua syntax. like im not sure where i+88 or i+92 came from (the number, not variable. im having derp moments trying to guess if the number is meant to determine where its drawn or if its some value found ingame to match with a certain npc or whatnot.)
Post subject: finding useful addresses?
Experienced Forum User
Joined: 7/12/2016
Posts: 8
does anyone have any tips for finding useful addresses in games? i like putting together basic lua scripts to keep information onscreen in a numerical and easy to follow manner. (bizhawk,1.11.6) im currently messing with mmx3 (Eu) on the PS side of things (might switch to jp later) and ive found a few such as 0CB97C || charge sound effect *all these need to be active to play the sound 0D8528 [] X/Zero Hp counter 0CB9F4 || charge sound effect * 0CB9FC || charge sound effect * 0D1185 || left speaker volume 0D1187 || right speaker volume 0D1304 | freezing this screws with the sounds. charging sfx sounds like shotshotshotcshot repeat. 0D90B0 [] a 4 byte value. the first byte handles charging. starting from 14(20)up to a max of C9(201). with an unarmored x, it just keeps going and loops over and over again. the second handles dash jumping. with a non 0 value, you are in the jump dash state. the third appears to be a dashing flag. the 4th handles x/z character state like 01 = movement. grounded, etc what ive been doing was looking in the ram search and just checking values at random looking for things that changed on minute actions and things, and dumping it in ram watch when i wanted to poke a value to see what it did. what i want to know is, does anyone have any more efficient ways of finding addresses or narrowing down the search for certain things? im looking for ways to for instance, keep a charge meter as a single byte and print it to the screen, but all i found was a 4 byte address meaning in addition to that, there was other garbage data printed after it (not to mention it doesnt stop if you dont have the arm part for x). meters for weapon energy would be nice too,
Experienced Forum User
Joined: 7/12/2016
Posts: 8
i was playing this one the snes and checking through ram for addresses only to remember that there were remastered playstation ones. i could only find the European version (i dont think theres a us version is there?), so i continued looking for addresses in there. i managed to find a few useful or funny ones in that. 0D8528 [] X/Zero Hp counter numerical log 0D90B0 [] a 4 byte value. the first byte handles charging. starting from 14(20)up to a max of C9(201). with an unarmored x, it just keeps going and loops over and over again. the second handles dash jumping. with a non 0 value, you are in the jump dash state. the third appears to be a dashing flag. the 4th handles x/z character state like 01 = movement. grounded, etc 0D9114 | messes with x and zeros graphical routines depending on value like 56 handling dashing. 0D92F4 | freezing this messes with the charge visuals. cool looking actually. stuff like this. does anyone know some other ones? or a 60fps version of this game?
Experienced Forum User
Joined: 7/12/2016
Posts: 8
well, assuming turning off read mode was what you meant, i was able to recover up to 348000ish (woulda been the full thing if i knew this was a thing) or so frames which was after all the bosses at least. i need to find better hotkeys because i think it might have been caused mostly save states and movies being the same without realizing it.
Experienced Forum User
Joined: 7/12/2016
Posts: 8
https://www.dropbox.com/s/dq3uejzf2rd4oh4/Mega%20Man%20X6%20%28USA%29%20%28v1.1%29.bk2?dl=0 megaman x6 bizhawk 1.11.6, newest as of this post. from what i could tell, the inputs work just fine up until where it cut off from. it ends after a couple bosses dead. i originally went up to all bosses dead, all 128 reploids rescued and a bit of soul grinding, so im a bit bummed out at the moment as well as very tired. (im pretty new to tasing, so this was more practice and having a backup log.) if it has anything to do with it, i downloaded and modified a lua script and had it on as i played. https://www.dropbox.com/s/jivbm1bbojmhmfy/x6.lua?dl=0
Post subject: tas movie file not fully saving?
Experienced Forum User
Joined: 7/12/2016
Posts: 8
i was recording a movie file, but when i ended it and reloaded it (it was just shy of 500000 frames), the movie file had only saved about 141087 of it. is this a common problem or something? should an input movie file ever have a limit on its total time? should i be making multiples? what should i do?