Posts for Pasky13


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Never enjoyed these so I won't vote. Although cool in concept, these type of runs never entertained me, but I appreciate the work that goes in them.
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What are you using to debug this game if I may ask? Currently I use a combination of MESS and pSX to debug playstation games, is there something more useful out there? Thanks.
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As much as I love this game, I can't see it being entertaining. I have that same problem with the screen flickering btw.
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I respect the effort and work put in to the run, but the game is just flat out boring and not much can keep me watching past 5 levels. Meh vote.
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WHen I watched it got past that point, no idea if it does with encoding enabled. PSXJin seems to be riddled with bugs unfortunately :(.
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I only wish this site allowed english translation patches to be used on runs :(.
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Ya that plugin-less version still had issues with my controller, recognized it during button configs, but doesn't work at all in game. The movie didn't desync when I played it with the version you link, I watched it up until after you receive your seed rank from the communication tower. I didn't have time for the rest. I tried to make a savestate but the game glitched and I couldn't continue from the save state.....known bug?
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Desyncs for me using my black label disc and psx jin 2.0.1
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Thoroughly enjoyed this run! I liked the playfulness between 1P and 2P.
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Gonna vote meh, I don't find anything wrong with the TAS, but the game scrolls too slowly. It's not like other adventure island games where you could gain momentum using the skateboard. Was kinda boring to watch, literally put me to sleep last night.
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amaurea wrote:
If everything else fails, and if your emulator supports it, you could try to trace the processor execution. From a state where you know that an enemy is just about to be generated at a given address, start tracing the execution, step 1 frame or so forward, and stop tracing. You will now have a disassembly of everything the processor did during that frame. Search for the address in the dump, and then work your way meticulously backwards until you find out how the processor arrived at that location. This way of doing things is a last resort, though, since it requires assembly knowledge and huge amounts of patience. I used it to find the loading zone triggers, treasure chest locations and event triggers in final fantasy VI, but it took many days, and I don't recommend it unless you are interested in the inner workings of games.
Ya, I've done this to find (at least some what), how damage is calculated in SSF2T. I have a sort of off topic question for you, what debugger did you use for SNES? I can't find one.
Kuwaga wrote:
You'd ideally just need to find the enemy active flag somewhere in that 0x10C wide range. Just look at the whole surrounding memory range and try modifying some values to see what they do. Your goal is to find out the lower bound of where one enemy's data starts and another enemy's data ends. Then, if you have to find pointers, you need to search for that address in memory or convert it to an offset and try searching for that (searching for an offset is only possible once you know the absolutely lowest address an enemy's data could start at in memory). But you might not even have to find that pointer. If you succeed at finding an enemy active flag, then you can just read the entire range of where you know enemies could be stored and only draw the values for the active ones. This is only possible if you find consistent addresses, so if you find a value at 0x80000110 and 0x80000004, then you know it's never going to be at 0x80000100 (even after reboot), but always in fixed intervals starting from a certain address. If you find that not to be the case, then you'd just have to find a pointer/offset to the lower bound of that range somehow. And like I said, you may also have tough luck at finding such a flag in that 0x10C wide range if it's case b or c. To draw them, you just find the X and Y coordinates in that 0x10C wide range and then try finding a formula that let's you draw the values you want to draw below the actual enemies. Here's an example for such a function: gui.text((enemy.x-camera_x)/1-127-message.len(message)*2,(enemy.y-camera_y)/1-133,message,"#FFF00FF","black");
Interesting, I never thought if this. This sounds ideal if this is how it works, just check all the active flag locations, and if one is active just check for whatever values I want within that enemies structure. Any tips on finding hit boxes by using x/y coordinates of enemy/player values? Thanks for all the help guys.
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Ok, so it's as I suspected then. The only trouble I was having, is that the memory addresses do appear static. That is, as someone mentioned, they are equal increments from each other (e.g. enemy 1 is +0x10C from enemy 2). My problem is this, enemy 1 is for example 0x80000000, enemy 1 dies, I move to the right, and to the left to respawn it. Now the enemy's address at that exact same spawn location and same type of enemy is now located at 0x8000010C. My question was, how can I tell which memory address is being looked at, at that current time so I don't read a wrong address in Lua, how can I tell if 2 or more enemy addresses are being written to? This would most likely be a situation where there is a pointer for enemy 1, enemy 2 etc...and I'd just need to find the pointers correct?. I have a 2nd question as well. How do I make the coordinates I received from in game values, relative to the emulator, e.g., I have the enemy's x/y position, but they are 100,10. How do I draw the coordinates exactly above the enemy's sprite? I've seen this done before for keeping track of enemy life, and I'm curious how it's done. Thank you all for your help.
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I made a lua script that displays charge times, and monitors special inputs for SSFT2. Maybe you could adapt it to WW, I've never tested if it works for world warrior. It displays the stun timer and stun count as well. Stun works like this, once you get hit the timer is incremented and stun is added, if the dummy isn't hit again by time the timer decrements, the stun meter decrements. Special inputs work something like this. Most non-charge characters start with 0, if an input for say a fireball is put: Once down is pressed, the address changes to 2 you have a specific amount of frames to continue the motion (usually 7-10, it can be random) to input the next movement, down-forward, then the value will increment to 4, again a time window is there for the next input, press forward then it increments to 6, then you have a time again and it will increment to 8 during it, then when you press forward + punch, the fireball is executed and the address returns to 0. Almost all addresses work this way except for the command grab holds that Zangief and Thawk have, they work differently, both their supers and thier 360 grabs. I haven't figured out exactly how they work, I know the first value must be 8 for the 360 to be good and the 2nd value must be greater than 0 to execute the command grab. Keep in mind, that in super turbo, the CPU AI uses different specials from what the player gets, that's why their moves do more damage, they can instantly do charge moves (guile AI can walk up and flashkick or sonic boom), and their throws last much longer. So their special addresses are not implemented because I never bother to find them since the script is for people wanting to learn more about SSFT2. If someone can figure out how damage is randomized, as in, what causes it to be lower or higher at times, that would be awesome. I did a little bit of debugging myself, but I'm not very good at 68000: http://shoryuken.com/f223/super-turbo-hud-272431/index2.html#post10604433 http://code.google.com/p/ssf2thud/ Hope this helps.
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Post subject: Finding pointers to enemy locations that respawn
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I was playing Cadash on Mame-rr (Always loved this game on TG16, which was a superior compared to the genesis version) and I found some enemy X/Y locations. In cadash, you can walk away from the enemy spawn point just a little bit, and then walk back and the enemy will respawn, however the memory address for that enemy is somewhere else, even though the spawn point was the same, the enemy can also be a different type, but still come from the same spawn point. I'm pretty sure the game uses a pointer (possibly multi-level) to point to the address of the enemy that is on the screne, I wrote a lua script to display them, but say there is an enemy later on in the stage, if I have the luascript monitoring that memory address, it returns a null value. I think people who do side scrolling shoot-em-ups have experience with this sort of issue. So how do I go about finding the pointer that displays what memory address is being looked at for enemy x/y coordinates, and how do I make it only display IF there is an enemy on the screen. I hope this makes sense and if it doesn't please clarify where you're confused and I'll do my best to elaborate, thanks!
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No offense, but this game doesn't seem to have any entertainment value....at least for me. It looks pretty damn boring.
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I love 100% runs. Voting yes, great playthrough.
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I want to use this emulator, but I'm having issues with the controller plugin. I'm using a dual shock 3 controller, the Segu plugin detects it, lets me set the buttons just fine, but when in game, no inputs are registered, the input display doesn't show anything being pressed. EDIT: Same issue with the "experimental" release. Detects controller fine in the controller setup window, but in game nothing registers. Also, Analog RY is greyed out. Any ideas?
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Like what I see so far, highly anticipating this run :).
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Get a faster PC.
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Sounds like the FF3/6 random battle system.
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Voted meh. I just don't see any entertainment.
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Tiger- wrote:
Any recent news on this emulator? Forgot I had uploaded this a long time ago: http://www.dailymotion.com/video/xb33wa_devil-may-cry-3-special-edition-tes_videogames The fastest way to dispatch low level enemies is abusing jump canceled Helm Splitters like at the beggining of the movie, but it desynchs a lot. Best of luck.
Have you tried DMC 1? It'd be just as interesting :).
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I don't remember exactly how much experience a goo titan gives. I haven't played the game in a few years. After looking at the FAQS, it's 660 xp per titan. so x3 I guess 1980 in one sitting, if you use ivory dice (have all 3 party members use it on the same titan) it may work out really well. I'm not sure how much more STR you would need to remove using a last resort or focus though. Was just curious if you tested.
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One suggestion. Not sure if is was tested, but after Ryu is grown old and you go to the field with the pit trap before sin city, you can fight goo titans there in groups of 3 I believe. Wouldn't it have been faster to gain some levels from fighting a single group of 3 there to build Ryu's str on levelup so Last resort and Focus weren't necessary during some fights? This would save a few turns if the str gain was enough.
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Just skimmed through the run, I love this game and wow, I've never seen a 30 hit combo with Super combo, just watching it go through the animation of 30 hits alone was pretty funny, definitely voting yes. Amazing to see a game that takes 30+ hours (rushing) on a normal play through to beat take only 7.
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