Posts for Zanoab

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Experienced Forum User
Joined: 12/31/2009
Posts: 174
Ilari wrote:
solarplex wrote:
Hmm.. im at like what 12k now or something within 4 minute? lets see 21 million in fares will take..... 3k/min, 116.6 hours.. that math is probably way off
Well, even if it is order of magnitude too large, that is still way too much.
That is still assuming the value is signed. If unsigned (the game never gives a negative cash value), it would be 233.3 hours...
jlun2 wrote:
Maybe use cheats and find out the max value?
Just find the value, determine the size of memory used to store it, then flip the most significant bit to determine if it is signed. Then set the remaining bits to 1 and earn a bit of cash to have the game correct it to the proper max.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Scepheo wrote:
ALAKTORN wrote:
how do you know it’s signed?
I don't, I was just telling you were he got the number: it's the maximum value of a signed integer (32 bit, 1 for sign, so 2^31 - 1).
Zanoab wrote:
Wouldn't it be $21,474,836.47?
Probably. If it was a float you'd eventually run into rounding errors, and I'm not sure how the cpu would handle that.
It doesn't need to be more precise than a penny. It should just be 2,147,483,647 * $0.01.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Scepheo wrote:
ALAKTORN wrote:
jlun2 wrote:
$2,147,483,647, or what?
why’d you halve it?
Signed int.
Wouldn't it be $21,474,836.47?
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I love that much more than the last WIP. I expected a little more from the Stadium parking lot because it was bland compared to what I do casually but the change you made in the latest WIP far exceeded my expectations like everything else. I noticed that for Sky Bank when you did the drift before stopping, you hit a car which reset your combo. Is it possible to avoid that? It just looks sloppy since you earned a few tips after hitting the car.
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Joined: 12/31/2009
Posts: 174
I don't think the time bonus will matter too much for a tas. Time left won't ever go under the customer's time left so you will always have the left over customer time and bonus time to pick up another customer. With the amount of time you had left over from those customers, I don't think running out of time will be an issue. If you get bad luck with traffic, you can just change the route and pick a different customer. I'm not sure Cable Car Stop Top can be optimized better because it would take a few seconds to stop without obstacles which is what it took to get out of that position. Might as well get the little fare bonus from dropping off the customer a few seconds earlier.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I just started playing again and can barely do a Crazy Dash. I forgot how hard and precise the timing is. The only advice I can give is to practice. Doing a Crazy Dash is so precise, it almost requires muscle memory to execute consistently. About the route, you shouldn't focus on getting the customers to their destinations as soon as possible. The remaining time is added to the fare as a bonus but if you rack up a large combo, you may earn a lot more in tips from messing around compared to the bonus from the time left.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
To do a Crazy Dash, you start in reverse. Then switch to drive and accelerate at the same time. You can also do it backwards by starting in drive and then switch to reverse and accelerate at the same time. Crazy Dash was extremely useful in casual play if I drop off a customer in an awkward position. Just dash going in reverse and then do another dash going forward. The high acceleration is also great when you loose all your speed for whatever reason. I'm not sure how well it can be abused in a tas because pulling off Crazy Dashes successively is too risky for casual play because you risk losing most of your speed for a few seconds if you fail once.
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Joined: 12/31/2009
Posts: 174
I know in the PS2 version from casual play, each customer appears in set locations with set destinations. If you can build a map with a list of where each costumer can appear and the price vs time ratios, you can create a circuit where you follow a set route in a circle the entire run. If somebody has the dedication, each customer can be mapped to their location using time taken to reach it. Then each destination can be mapped to nearby customers using time taken to reach him/her. Base fares should be consistent and easy to add to the data. All you need then is have a computer find the fastest route for the run.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
The game isn't receiving any input from the controllers either. Thanks for trying. There is no rush, I still have a lot of routing to do first.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Log changed but the game still isn't receiving any input. Win 7 log: http://puu.sh/8zdHk.txt Win XP log: http://puu.sh/8zeCP.txt It successfully intercepts the API after the xinput1_3.dll gets loaded. Just an after-thought, can you let us know if the game renders properly for you? I wonder if OpenGL is playing nice in my VMs because of Parallels' 3D acceleration support.
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Joined: 12/31/2009
Posts: 174
You can download the demo at: http://rain-games.com/downloads/ The binary is identical and the only difference are later rooms being removed (only 39 of the total 123 rooms are available).
Experienced Forum User
Joined: 12/31/2009
Posts: 174
No, I don't see the dll in the program's files. EDIT: XInput9_1_0.dll is already installed so the game is voluntarily choosing XInput1_3.dll
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I compiled the trunk, tried it, and it didn't help on either OS. Here is the log from Win XP: http://puu.sh/8y6FQ.txt 000007C4: (f=0, t=6000) InterceptAPI(XInput9_1_0.dll.XInputGetState) failed! (0x0, 0x10021140) 000007C4: (f=0, t=6000) InterceptAPI(XInput9_1_0.dll.XInputSetState) failed! (0x0, 0x100211B0) 000007C4: (f=0, t=6000) InterceptAPI(XInput9_1_0.dll.XInputGetCapabilities) failed! (0x0, 0x10021220) 000007C4: (f=0, t=6000) InterceptAPI(XInput9_1_0.dll.XInputGetDSoundAudioDeviceGuids) failed! (0x0, 0x10021290)
Post subject: Game not accepting input from Hourglass
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Game: Teslagrad non-steam 1.2.2 (latest) OS: Windows 7 SP1 64-bit and Windows XP SP3 x86
  • Both OSes are running in a VM (Parallels Desktop for Mac)
  • Inputs works properly in Braid
  • Hotkeys control Hourglass properly
  • Control over the mouse isn't lost unlike Braid
  • Enabling input "when other programs have focus" has no affect
  • Game uses Unity (if it matters)
Windows XP Log: http://puu.sh/8x4WS.txt Windows 7 64-bit Log: http://puu.sh/8x526.txt I am unable to test on a host Windows system at this moment (hangs on my Windows 7 laptop).
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I just inject this css into all pages with an extension to fix the issue in chrome:
#page table.item td.misc, #page table.item th {
	height: inherit !important;
}
It's only meant to be a quick temp fix so there may be a better way.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
luckytyphlosion wrote:
Zanoab wrote:
luckytyphlosion wrote:
jlun2 wrote:
Fishaman P wrote:
This is where we differ. Console runners require Red, so the TAS should too.
I agree, but only because it'll make the commenters on Youtube stop saying "now make a run that beats Red" or something. :P
If you really wanted the TAS to beat Red, you could always glitch a Level 1 Geodude and underflow it from level 1 to 100 (yes Experience Underflow works in GSC too). You still are beating RED, it's just that the battle ends instantly because you don't have any Pokemon in your party.
Why bother with a geodude? You could literally modify bellsprout into anything you want.
Geodude gets Rollout, which doubles its power after every use, up to 5 turns. Eventually, it turns from a 30 base power to a 480 base power move.
I meant you could turn Bellsprout into any pokemon with any stats with any moves within a few seconds compared to taking a detour and manipulating a Geodude.
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Joined: 12/31/2009
Posts: 174
luckytyphlosion wrote:
jlun2 wrote:
Fishaman P wrote:
This is where we differ. Console runners require Red, so the TAS should too.
I agree, but only because it'll make the commenters on Youtube stop saying "now make a run that beats Red" or something. :P
If you really wanted the TAS to beat Red, you could always glitch a Level 1 Geodude and underflow it from level 1 to 100 (yes Experience Underflow works in GSC too). You still are beating RED, it's just that the battle ends instantly because you don't have any Pokemon in your party.
Why bother with a geodude? You could literally modify bellsprout into anything you want.
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Joined: 12/31/2009
Posts: 174
I hope the developer will set up two games on separate streams next time so it can be race. People supporting their favorite game and trying to sabotage the other while trolls constantly switch to whichever stream is winning would make things interesting.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Good job finding the RNG address! I found the code that controls the RNG and I'll let you guys know what comes out from reverse-engineering it. It will take some time to modify my RNG watcher from twewy to work. While in the start menu, the addresses are constantly written to by the same code so the starting RNG state should be manipulatable. EDIT: I was able to rewrite the code into lua and now working on a gui and the hooks to monitor it. The RNG code returns data in r0 and r2 for the game to use. R0 contains the random number and r2 contains garbage that is left-over from the code.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
Right now the development of my script has hit a road bump. The heap system here compared to TWEWY's is a lot more... primitive. I am finding myself using save states a lot more during this research. Differences from TWEWY's heap system:
  • Block headers are nulled on deallocation (have not yet seen how this affects the linked list arrangement)
  • Contains pointer to a general name (CPU_HEAP or something close) Probably can be used as a signature for scanning for all blocks in memory with help from the previous bullet.
  • Not yet able to identify block sizes
  • Not yet able to identify which block contains which data in any way
  • Each enemy has a different struct and size?
  • Contains pointers to various locations (unable to identify any meaningful data yet)
If anybody is interested, here is the information I have on the block headers:
0x00	2 bytes		0xFFFF	(0x0000 if unoccupied)
0x02	2 bytes		Object State (unoccupied, etc?)
0x04	4 bytes		null?
0x08	4 bytes		null?
0x0C	Ptr			Previous Object
0x10	Ptr			Next Object
0x14	4 bytes		null?
0x18	4 bytes		0x081213DC	(Pointer to name)
0x1C	Ptr			Object's Ptr (0x0)
Both current hp and max hp are 2 bytes with max hp right after current hp. I don't have time right now to do any further research.
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Joined: 12/31/2009
Posts: 174
http://www.youtube.com/watch?v=ti_lJTpW2hs Does anybody else find it funny that a distributor is capable of blocking somebody hired by the copyright holder from uploading vids? I'm calling trolls and hopefully Hasbro gets Google's act together.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I started trying to dissect the memory structure during battles and it is indeed similar to TWEWY. Unfortunately, I'm trying my best to figure out which pointers are which (it is definitely more compressed and less obvious.) Once I get this structure straightened out (literally), I'll make a lua script and further analyze the contents of each block. I would also like to note that every card (yours and enemies') may also dynamically allocated. EDIT: After modifying my old lua script for desmume to dump the cpu registers on memory read/write, I have verified the structure of the stack and it easily fits the stack structure from TWEWY. It is late here so I'll finish the crucial parts of the research later and release a lua script.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
jlun2 wrote:
Warp wrote:
If you really want to get nicpicky, check this list: http://en.wikipedia.org/wiki/List_of_plants_poisonous_to_equines Perhaps a bit surprisingly, tomatoes are poisonous to horses. I think there are at least some tomatoes in some scenes served as food.
I think the plants in the show have been genetically magically modified. ;)
Either that or their bodies adapted/evolved to become immune to most of those problems during the thousands of years they've existed. There is also that "poison joke" from Bridle Gossip that causes strange reactions in ponies.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
I haven't touched this game in years so I'll take a look. It has been said that TWEWY's battle engine is recycled from this so hopefully what I learned from reverse--engineering TWEWY can speed things up. On the off-chance that the RNG is exactly the same, I'll put a lua script together for you. Who knows, maybe this game holds a key to something I need in TWEWY.
Experienced Forum User
Joined: 12/31/2009
Posts: 174
jlun2 wrote:
SoulCal wrote:
What makes you think they paid me? They created unique commentary in a separate language to explain the video, which helps people understand what it is. I have nothing wrong with that, because the viewers benefit from more knowledge about the game being discussed. If anyone can improve the entertainment value with what I create, by all means please do so. TVC would just be nothing more than a copy of the same material.
And people will of course never confuse them for being the makers of the TAS. Also, since the feedback to your run is in another language, clearly it'll not bother you at all to go to someone elses channel to read them, since you probably won't read them, giving how you've complaint about it before.
SoulCal was clearly listed as the author in a large font for a minute. They also said it was a TAS and I assume some other info about it (possibly including that they didn't produce the run and other stuff to prevent "CHEATER" comments). As for the feedback, SoulCal's channel is listed in the description so if somebody had constructive feedback, they can send it to him directly. Even if SoulCal wouldn't be able to handle the feedback, it is still more than minimal feedback from the French community compared to TVC.
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