Posts for Pasky13


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Entertainment is subjective though. I'm far less impressed by something that isn't a portrayal of the original. It's like using a hacked version of a game that allows certain tricks to be performed that normally can't be done in the original. Seeing tricks performed based on known limitations is far more entertaining and impressive than bypassing limitations in order to perform them in my opinion.
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I think.....therefore I am not Barry Burton
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Location: Onett, Eagleland
Carl Sagan wrote:
Pasky13 wrote:
Bizhawk is very user friendly and I'd argue even more so than snes9x. I'll agree LSNES is not but still a very good emu, despite its UI.
Yeah you're right, I had only tried lsnes. Bizhawk is looking great so far -- what is supposed to be better about it for snes games? I'll play with it with Yoshi's Island now.
It uses the same SNES bsnes core LSNES (including the patches made by Illari for BSNES for re-recording). My actraiser 2 TAS sync'd perfectly in bizhawk and it was made in LSNES. What's supposed to be better? More accurate SNES emulation over snes9x, better tools for the user (improved lua interface, watch system, memory browser/hex editor/ram search rewind support, list goes on).
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Carl Sagan wrote:
Nach wrote:
They may be lacking certain features you want...
Yeah, lsnes is lacking the ability to not make me want to gouge my eyes out. /signed everyone I've ever talked to who has tried using it. Snes9x is simple and easy to use for someone who knows next to nothing about computer tech. Until another emulator fulfills those qualifications, I don't care how accurate it is, if I have to get a degree in coding just to able to open the program, it isn't going to happen.
Bizhawk is very user friendly and I'd argue even more so than snes9x. I'll agree LSNES is not but still a very good emu, despite its UI.
I think.....therefore I am not Barry Burton
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Nice find AnS!
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You will all be pleasantly surprised with the next release. Trust me :).
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Scumtron wrote:
Pasky13: Bizhawk 1.0.5 doesn't seem to like your bitwise stuff: "lua:29: attempt to index global 'bit' (a nil value)." Guessing I'd need an interim build for that.
Oh, you need to use the latest SVN, sorry about not mentioning that.
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This has been fixed in the latest revision on the SVN.
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Ya, I'm assuming the drawings are indeed on the correct frame due to using gui.registerbefore() to draw the items, so i guess the lua engine being a frame early/late wasn't the issue after all, guess there is just something else going on with the hit detection. I also ported the script over to Bizhawk, since Bizhawk can access PRG ROM in its lua engine there is no need to use the arrays. Unfortunately at this time, Bizhawk's lua engine is drawing what I believe to be a frame early: Adelikat is looking into it at the moment and should be fixed. https://code.google.com/p/bizhawk/source/browse/trunk/BizHawk.MultiClient/output/Lua/NinjaGaiden_Hitbox.lua
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Scumtron wrote:
Pasky13: Actually it appears that the spin-slash just always goes off the swing animation hit box for the level 1 boss, and probably works similarly for other enemies with variable boxes. Interesting. You're probably right about the level 3 boss, or could it just be a bug? His effective hit box when jumping always seemed pretty much the size and shape of the crouching hit box that your script shows. The only other issue I've noticed is with the mind control orb on the 6-4 boss: slashes well outside the script-displayed box do damage. That said, thank you for making this, it's been lovely to see so many things visualized like this. About the background visualization script: I didn't mean to sound like I was asking you to make it for me. I know you only bothered with this because mikwuyma on SDA asked you. But if you could say a little about how you knew where to find those arrays in the ROM, or how you got to "etype = 0x0438" (I had those addresses tagged as something vague and TAS-irrelevant myself, and had assumed that 0x0400-0x0407 would be the important ones for something like this) I would greatly appreciate it. feos: I have indeed watched your WIP, though I haven't analyzed it too closely. Providing some input on it (and finishing the game resource page I started) have been nagging at me for a while now, but I just haven't made the time for it. Do you have a more recent WIP now?
I've also noticed that some enemies that have multiple box types, like the guys on stage one whose box will change when they have their weapon over their head, that area can't be hit with the sword. Not sure how the game determines you can hit them since only one box type is loaded at a time (the etype, which usually shifts between 3 values per enemy) Oh I didn't take it as you requesting for me to do, I was just humbling replying I don't really have the time or interest to look at it. But ya, the boxes were a request from Sinister1 actually, who has been bugging me about it for a couple months haha. As far as how I got the etype address, I got it by finding ryu's X,Y and a bosses X,Y and getting hit and setting a breakpoint when ryu got hit and tracing up until the breakpoint:
$E144:BC 38 04  LDY $0438,X @ $043F = #$1E   A:00 X:07 Y:30 S:F7 P:NvUbdIzc	; Load Enemy type
$E147:A9 01     LDA #$01                     A:00 X:07 Y:1E S:F7 P:nvUbdIzc
$E149:85 94     STA $0094 = #$01             A:01 X:07 Y:1E S:F7 P:nvUbdIzc
$E14B:38        SEC                          A:01 X:07 Y:1E S:F7 P:nvUbdIzc
$E14C:BD 60 04  LDA $0460,X @ $0467 = #$89   A:01 X:07 Y:1E S:F7 P:nvUbdIzC	; Load enemies X
$E14F:E5 86     SBC $0086 = #$80             A:89 X:07 Y:1E S:F7 P:NvUbdIzC	; Subtract Ryu's X
$E151:10 07     BPL $E15A                    A:09 X:07 Y:1E S:F7 P:nvUbdIzC	; Branch on Plus (taken)
$E15A:D9 00 B3  CMP $B300,Y @ $B31E = #$0A   A:09 X:07 Y:1E S:F7 P:nvUbdIzC	; Enemy X Radius  (B400 Y Radius base) (Y register = enemy offset)  ($B300 is a bankswitched portion of the rom that is located at 3310 inside the games ROM)
$E15D:10 0C     BPL $E16B                    A:09 X:07 Y:1E S:F7 P:NvUbdIzc
$E15F:38        SEC                          A:09 X:07 Y:1E S:F7 P:NvUbdIzc
$E160:A5 8A     LDA $008A = #$A0             A:09 X:07 Y:1E S:F7 P:NvUbdIzC	; Load Ryu's Y
$E162:FD 80 04  SBC $0480,X @ $0487 = #$A0   A:A0 X:07 Y:1E S:F7 P:NvUbdIzC	; Subtract enemies Y
$E165:30 05     BMI $E16C                    A:00 X:07 Y:1E S:F7 P:nvUbdIZC	; Branch on Minus
$E167:C5 90     CMP $0090 = #$19             A:00 X:07 Y:1E S:F7 P:nvUbdIZC	; compare against Ryu's Y radius
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Scumtron wrote:
Pasky13 wrote:
Made this yesterday: Ninja Gaiden hitbox viewer script:
Super Cool. Is it possible that the enemy boxes shown with this script don't necessarily mesh up with areas that will take damage from Ryu's attacks? For example, The level 1 boss starts taking damage two frames before the displayed boxes connect, and (rough guess) the top third of the 3rd boss's box doesn't take damage at all. About the lanterns: seems close enough to me. And like you said, who cares if it isn't perfect? Could your experience making this script provide any insight into getting something like the image in this post to happen? I figured that some understanding of the ROM would be needed to get the detail I had in mind, but since I felt a bit out of my depth and didn't really expect it to reveal anything useful for making a faster TAS that I didn't already know, I never got back to it.
I tested the boxes on the first level boss, and they match up correctly. If the attack touches the border of the boss, no damage is given, but once they overlap he takes damage. It's possible he's doing his swing which pushes his box like 2 pixels forward and the lua engine is 1 frame behind (or is it one ahead?) causing him to get hit. So I think what the problem is, is the lua engine displays 1 frame late or something like that, not much I can do about that. If all of the level 3 boss's box isn't hittable, there may be an exception done to him in the games hit detection function, I'm unsure. Everything I tested with has matched up correctly though. As far as making something like that, I don't have much time and Ninja Gaiden isn't really a big interest for me, sorry. Edit: I did notice the crouch sword attack box is wrong. Fixed and updated the link
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Made this yesterday: Ninja Gaiden hitbox viewer script: http://pastebin.com/aek7j1F0 Notes: Ryu's hurtbox is a blue vertical line. The enemies hurtbox is the red box (where your sword can hit them), however for your subweapons to hit them it must touch their projectile hurtbox which is the vertical line going through them. Spin slash does not count as a projectile and is a sword attack. Objects (lanterns, bees, etc...) the vertical line is where you need to hit it with the sword, the outlined box is where you can touch to grab the pickup once dropped. This is the only thing I am somewhat uncertain of being incorrect because I only tested level 1. For sure the dropped item boxes are correct, it's only hitting the lanterns I'm unsure of, which shouldn't be a problem as lanterns are probably the least of someones interest when it comes to the boxes. I just don't feel like spending more time to verify it.
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Updated the script, the boss hitboxes are now visible.
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Made this last night, maybe it will be useful to you all. Script: http://pastebin.com/FCqV0K5P EDIT: Updated the script, new link has boss hitboxes viewable.
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I'm curious if there is a similar counter in FFV and if it can be exploited as well.
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New glitch: Link to video
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Enjoyed this, yes vote.
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I usually just do a change/unchanged search when input is allowed to continue the text, and when it isn't. Sometimes searching for a value other than 0 when you can progress the text and 0 when you cant, or vice versa works.
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Didn't keep me hooked, got bored watching it after about 3 stages. Meh.
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First thing I'm gonna ask....you sure you're using the correct rom? Do the checksums match?
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The explosion attack he does causes lag no matter what. I did include it in the description (I guess it wasn't specific), it was a MP pickup, which was crucial in saving time on the mini-boss rush.
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Sorry, kind of lost interest haha. It's pretty repetitive.
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HD encode added.
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Is that program or add that to the script or? I am completely new to avi synth.
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creaothceann wrote:
You need to load your video somewhere.
Language: Avisynth

AVISource("C:\myavi.avi") # your processing before ng_deblink ng_deblink(...) # use it as described by nanogyth # your processing after ng_deblink LoadPlugin("mvtools2.dll") LoadPlugin("mt_masktools-26.dll") function ng_deblink(clip clp, \ float "ratio", \ int "level", \ clip "blinkmask" \){ #...
I get Mask Errorr: sources must be rgb32, line 7, line 36: line 7: ng_deblink(0.5) # use it as described by nanogyth line 36: \ level=level) The avi file is a uncompressed raw footage.
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