Posts for antd


Post subject: Glitched run is tentative
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That was a nice April fools video! In other news: The glitched run might not be able to progress very far. I was just testing an alternative Wall Market strat and the game crashes after the battles with Corneo's friends (infinite black screen) Luckily this battle is avoided by having Cloud picked by the Don. But who knows where the next unavoidable crash may lie :-P I have a bad feeling about the forced Battle Square battle(s).
Post subject: How to find dialog-box / text-box memory address?
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Well, time to continue the ff7 tas. What are some ways of finding a text-box (skip) memory address? I can write the lua script, I just don't have experience of finding such an address, and the next segment is a giant wall of text boxes.
Post subject: Re: enable lua in new build?
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Toad King wrote:
antd wrote:
is it possible to enable lua interface in new builds? http://code.google.com/searchframe#fwGbquBxfFU/trunk/Source/Core/Core/Src/LuaInterface.cpp&q=luainterface%20package:dolphin-emu%5C.googlecode%5C.com&ct=rc&cd=1&sq= the code is still here but not sure if a new build can be compiled with the lua interface enabled.
Lua was broken before it was removed. If you can fix it and get it to run, the other devs might be willing to merge it back in, but I'm guessing they would probably be against it unless someone can step up and maintain it this time.
It broke? I'm using an old version of dolphin and lua works fine, at least for my needs :-P It doesn't have controller input implemented yet though. Too bad.
Post subject: enable lua in new build?
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is it possible to enable lua interface in new builds? http://code.google.com/searchframe#fwGbquBxfFU/trunk/Source/Core/Core/Src/LuaInterface.cpp&q=luainterface%20package:dolphin-emu%5C.googlecode%5C.com&ct=rc&cd=1&sq= the code is still here but not sure if a new build can be compiled with the lua interface enabled.
Post subject: help with this simple lua script workaround?
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^With this, I get: "script returned but is still running registered functions". And the txt file is empty.
Post subject: lua help: memory.registerwrite ?
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i managed to fix emu.frameadvance() function. so it now works! However, I'm getting false positives. Could I use memory.registerwrite to make sure I only get the value printed (or even better: written to txt file) when it changes? I don't want to get the same value twice or more in a row. I used this:
-- File to write to
local outfile = assert(io.open("value_mem.txt", "w"));


memory.registerwrite(0x00c7500f,outfile:(memory.readbyte(0x00c7500f)))



end

assert(outfile:close());
But I get this error:
\register.lua:5: '<name>' expected near '('
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Dolphin emulator. Hmm, that's too bad then.
samurai goroh wrote:
So, which emulator are we talking about? If emu.frameadvance() isn't recognized (like that) then it won't run the WHILE statement once per frame. So, if you remove it, it will run indefinitely when you open the script & that's likely the reason it floods the dialog & crashes...
Post subject: Copyright livestream possible?
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A friend of mine had some of his videos removed by youtube because someone submitted a copyright claim against him. The issue is that the videos are of a 'livestreamed' video game. The friend recorded a video game tournament that was freely broadcast as a live stream. The person who filed the complaint does not, of course, own copyright of the game. Sony/Nintendo own the copyright of the game. I thought this case was quite interesting. So, can someone be successfully sued for uploading a livestream of a gaming event to youtube? The gaming event was broadcast freely on a livestream website. 90% of the videos are of the game being played, as opposed to the 'event' itself.
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that error has gone now and works fine on both systems (windows server 2008 r2) too bad youtube seems to limit uploads to ~550 KB/s
Post subject: could not get file contents
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Works fine on one of my systems. But keep getting this on another:
runtime error: Could not get file contents.
Post subject: using a clock in lua to determine seconds?
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samurai goroh wrote:
I like using modulo best
local timer = 0
while true do
  timer = (timer + 1) % 60
  emu.frameadvance()

  if timer == 0 then
    print(memory.readdword(0x80000048))
  end

end
This is what I need except can it be modified so that it bases 'seconds' on something else? Based on any type of clock, including the OS if necessary. (emu.frameadvance() doesn't work properly in this emulator and just floods the lua dialog with values as fast as it can, and crashes.)
Post subject: how to print every 60 frames (lua)?
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ok, so I think I've made this more complicated than necessary. All I actually need is something that does print(memory.readdword(0x80000048)) every second (60 frames). Anyone can help with this?
Post subject: Print when value is written (lua)?
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I want to print the value at 0x80000048 everytime it is written to. Anyone know how this can be done? I only know that I'll have to use this function, but I'm unsure how to have it print only when the value is written. (so it doesn't print anything when the value isn't changing)
print(memory.readdword(0x80000048))
Thanks if anyone can help with this. edit: or an alternative way would be to print the value every 3 seconds! adelikat: Moved this topic from OT to Labratory
Post subject: glitched: sub 4 hours possible
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http://www.youtube.com/watch?v=_9gKdr37gsI this is antd (i suppose everything posted today will be interpreted as april fool's) combined with the data error glitch we should be looking at sub 4 hours at least i'm in the middle of a draft run using only manually tested warps (and yes I'll continue to work on the non-warp run) i will need lua scripting help for finding the most optimal warps though (pm me if you can help: http://tasvideos.org/forum/profile.php?mode=viewprofile&u=1936) once my username is back i'll post more
Post subject: Fastest time is fast
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Glitched run is only for the fastest time. Nothing else. It will act as a benchmark until better glitches are found. People in the speed running community are curious to know the fastest time possible. So am I. Enemy lure only affects world map battles. The chart only shows field battles. All world map battles can be avoided simply by changing direction for one frame, so no time loss and no strategy needed. Field battles are where the strategy is required. I don't think anybody has asked that question :-D
Post subject: Data error run
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Btw, im talking about the "data error" or glitched run. There will not be any battle actions: Http://www.YouTube.com/antdgar3 I've tried skipping Cosmo canyon and i could not find a way. Nobody has reproduced it and no reputable source has witnessed it. The only source seems to be that random video.
Post subject: glitched run: estimated time saved
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This only takes into account the time saved escaping all boss battles and skipping gongaga. All times are compared to lolo's videos of 'optimal real-time strategies'.
=Already Completed=

*Guard Scorpion [save 80 seconds]
*Air Buster [save 23 seconds]
==================================

=Wall Market= 
Skip ether and hyper

*Aps [save 73 seconds]
Steal materia: Skip

=Slums revisted=
Skip Hi-potion

*Reno [save 58 seconds]

=Shina HQ=
Skip forced battle
Skip elevator battles
Skip Mighty Grunt [save 43 seconds]

#Floor 67#
Poison materia: Skip

#Floor 68#

*Sample: HO512 [save 70 seconds]
Enemy skill: Skip

#To The Top#

*Hundred/Heli Gunner [save 161 seconds]
*Rufus [save 51 seconds]

#The Escape#
*Motorball [save 138 seconds]

=Kalm=
#The Flashback Part 1#
Sephy vs dragon [Skip possible? - sephy or y.cloud glitched limit?]

=Crossing the Marshes=
Skip equip

=Junon=

*Bottomswell [save 93 seconds]

=Junon City=
Marching: +5000 Gil
Win forcestealer [maybe sell later if money is needed]

=Shinra Boat=
Skip equip

*Jenova Death [save 157 seconds]

=Costa Del Sol=
Skip villa [save 22 seconds]

=Mt. Corel=
Skip Right Arms

=North Corel=
Skip Selling [save 4 seconds - we have 5000+ gil already]

=Corel Prison=

*Dyne [save 13 seconds]

=Cosmo Canyon=
Skip Sneaky Steps/Death sentence [save 26 seconds]

Skip Stinger 1 [save 20 seconds]
Skip Stinger 2 [save 44 seconds]

*Gi Nattak [save 49 seconds]

=Mt Nibel=
Skip equip

*Materia Keeper [save 40 seconds]

=Rocket Town=
Skip buying

*Palmer [save 86 seconds]

=Gold Saucer=
Forced to 'fight' battle square [untested - waste 80 seconds]

Skip Flapbeats [save 38 seconds]

=Gongaga=
Skip town - Don't visit for Deathblow materia [unknown - save min. 60 seconds]

=Temple of Ancients=

*Red Dragon [save 42 seconds]
*Demon's Gate [save 107 seconds]

=Bone Village=
Skip elixir, enemy skill
Skip equip

*Jenova Life [save 44 seconds]

=Adventures in the Snow=
Skip Magic Plus materia

=Great Glacier=
Skip Snow/Circlet [save 12 seconds]
Skip equip

=Gaea's Cliff=

*Stilva [save 23 seconds]
*Evil Heads [save 156 seconds]

Skip enhanced sword/equip

*Schizo [save 106 seconds]

=Whirlwind Maze=

*Jenova Death [save 45 seconds]

Skip poison ring

=Mideel=
Skip selling

=North Corel=
skip equip

*Train battles [save 131 seconds]

=Mideel/Lifestream=

*Ultimate Weapon [save 43 seconds]

Skip equip

=Junon Underwater Reactor=
need 10 gil for elevator man

*Carry Armor [save 42 seconds]

=Rocket Town + More=

*Rude [save 28 seconds]

*Diamond weapon [save 76 seconds]

=Return to Midgar=
Skip equip

*Turks [save 53 seconds]
*Proud Clod [save 56 seconds]
*Hojo [unknown - save 96 seconds]

=Northern Crater=

*Jenova Synthesis [save 56 seconds]
*Bizarro-Sephiroth [save 116 seconds]
*Safer-Sephiroth [save 154 seconds]

--
Estimated Min. time saved = 2729 seconds (45.483 minutes)
If as fast as Farringa's run:
estimated worst end time = 6 hours 55 minutes
Depends if the PSX version can keep up with the PC version. There are tons of other time savers that are not in this estimation: Eg. general TAS playing and non-battle time savers.
Post subject: lua script help
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This script worked in the beginning of the game for skipping text boxes:
Dialog= 0x000832A0; 
while true do 
   for i = 0,5,1 do     
      X = memory.readbyte(Dialog+i*0x30); 
      X = X % 8;       
      if (X == 6) or (X == 4) then 
         joypad.set(1,{["circle"]=true}) 
      end; 
   end; 
   emu.frameadvance(); 
end; 
But now it no longer works. If anyone has coding experience, can you modify it so it works for this section of the game? Here's the savestate: www.vgarchives.com/sites/default/files/games/saves/FINALFANTA.000
Post subject: random encounters
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Lil_Gecko wrote:
?
Yep, stutter makes the red line rise less quickly. Menu glitch: Enter the menu on the exact frame you get a battle. This removes the battle or white line. Hmm, technically no automatic battles. But in practice there will be white lines everywhere once you reach very high danger values. Resets to 0 after 65535. We haven't found anyway of resetting the danger value yet (only resets when you Save (slow) or enter a battle) --- Actually DarkKobold is right. If a menu glitch is used, then you'll have to get into a battle before a boss. Using a menu glitch creates a repeating boss battle if you don't enter a battle before a fighting a boss. ---
amaurea wrote:
Edit: Ok, I have implemented my idea now. The implementation (C++) can be found here. I had to guess some of the factors needed, and I didn't have the encounter sequence available, so I generated one randomly in the program. This means that you can't just run the program and use it directly - you have to fill in the correct encounter sequence and costs. So really, this is just a demonstration of an algorithm that solves the problem brute force, but hopefully still fast enough.
I'm not sure how long the segments will be. It seems they will be fewer than 6000 steps. Thanks! I'll try to compile. If anyone wants the spreadsheet data, you can PM Brutalal for it (it is his creation) http://tasvideos.org/forum/profile.php?mode=viewprofile&u=3648
Post subject: ff7 glitched unentertaining youtube
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yeah true but that glitch doesn't affect my new run :-p http://www.youtube.com/watch?v=qvE8NDshgqo&t=02m37s
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Brutalal has created a spreadsheet that plots the optimal path (in terms of number of steps needed to run through a field). It details exactly when you will encounter a random battle and allows many configurable options on how to avoid them. The problem is there are many ways of getting away from a battle: 1. Accept the battle and instant escape (685 frames) This also reduces the danger counter to 0 (you get more battles as the danger counter rises) 2. Menu glitch (83 frames) This glitch avoids a battle but the danger counter remains (eg, if you do 20 menu glitches in a row, you'll be getting a battle every few steps) 3. Stutter Walk (x frames) This is clearly the fastest way to avoid a battle. The danger counter remains. The spreadsheet calculates how much stuttering is needed. You lose time for every stutter, but it is a tiny amount. So we know that the battles are entirely deterministic and we even have a spreadsheet which shows the field lengths and when the battle will occur. This is a segment in the game. The X axis are the steps and the Y axis is the danger counter. The white lines are the battles. You get a battle when the red line hits a white line. What we need help with is in calculating the fastest way to avoid battles. In other words, should I menu glitch, stutter (sometimes not possible, easy to see when it is or not possible) or accept+escape a battle. So, I want to know the fastest way through the segment I just posted above. Ideally we will need to optimise the data not just for one segment but for the entire game. Anyone that can give ideas on how to accomplish this?
Post subject: gargoyle's quest 2: youtube
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ah, i just used 2.1.5. goofydylan8, do you mind if i quote your 'comments' so i can post the information to my blog?
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oh, thanks!
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where to get 2.1.6?