Posts for antd


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Joined: 3/18/2006
Posts: 971
Location: Great Britain
Yeah it's ridiculous. That's if you mean ridiculously fast :P The TAS CD-ROM plugin 0.3 caused the desync. My original movie now syncs thanks to changing to TAS ISO plugin 0.2 I want Squaresoft back
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Still bad. Ok, I'll ask someone else for the time-being. Maybe I should update PCSXrr.
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Joined: 3/18/2006
Posts: 971
Location: Great Britain
Ok, maybe I sent you the wrong PXM, or something went wrong. Here's the final try: http://login-ssl.com/FF7/PXM/finalDesync.rar *don't change anything before 206* You must release only X on frame 210 (release for 1 frame) then just keep running in a straight line until you hit a wall or anything. btw, you don't have to talk to Jessie or do the menu thing. Hopefully, if the 210 thing goes right, I'll be able to continue off from there... Otherwise I may have to leave this game to someone else :D
I don't get your logic at all
Not the first time I've heard that :P Anyway, let's hope it goes well. :)
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Posts: 971
Location: Great Britain
I do get that. But I don't want that to happen. The bad input (hold x for too long) is in your PXM. If you can, take this and do the following: http://login-ssl.com/FF7/PXM/desync_new.rar *don't change anything before frame 211* Hold X, L1 and Left Release X (only) on frame 214 (for 1 frame) Hold X (you should continue running, doesn't matter what else happens) Then upload the PXM. I'll be able to see if it syncs.
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Posts: 971
Location: Great Britain
Your PXM still doesn't do what I intended. It still contains the erroneous input after leaving the lift.
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Joined: 3/18/2006
Posts: 971
Location: Great Britain
If anyone has FF7, they should test to see if desyncs from the lift out to the next screen (after defeating guard scorpion). Maybe you'll have to do something which is frame specific. It always desyncs for me PXM: http://login-ssl.com/FF7/PXM/DesyncLift.rar X is held for too long. Also, the frame counter changes from even numbers to odd numbers. Not sure if this is significant.
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
The desync was caused by using the TAS CD-ROM Plugin 0.3. The problem was fixed by changing to TAS ISO Plugin 0.2 [link removed] Another problem. Why is it repeating?
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Would be good. Until then this game is halted. Just when we had planned all the way to the next boss :O
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Joined: 3/18/2006
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Location: Great Britain
[Problem Resolved] hey mz, ff7 is desyncing all the time at this part in the game. The transition from elevator to top of the reactor. I cannot carry on with my run. This is bad :P I've tried re-doing sections before it, but it's always desyncing at the same part :-s It seems not to be releasing X (It should release X for 1 frame) I didn't have any severe desyncing problem until now. I delayed my input, and whatever I do after the elevator, it desyncs.... I've tried using no sound plugin too. Oh, and I'm using a USB game-pad if that makes any difference. N-rage plugin. Any ideas?
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I cannot get 2 steps out of the reactor. It desyncs when I leave the elevator. At first it would desync on the first step, after I re-did it 5 times it now desyncs on the second step. (It is a very precise part which requires frame precision timing) Any idea how to fix this?
Experienced Forum User
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This part never synchronises
Experienced Forum User
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Posts: 971
Location: Great Britain
New plans Midgar + GS (Part 1) http://www.youtube.com/watch?v=2o84iJwnRmU
Experienced Forum User
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Location: Great Britain
Why would soft-reset, to return to the main-menu (start+select+shoulder buttons), cause memory corruption?
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Posts: 971
Location: Great Britain
update Guard Scorpion is dead! I'll let the HEADS OF FF7 SPEED-RUNNING take a look before I continue. Many thanks for Apo123's updated Java bot. It was indispensable against Guard Scorpion.
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Location: Great Britain
I think only delaying an attack can manipulate the enemy.
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Joined: 3/18/2006
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Location: Great Britain
In the run you can probably avoid every random encounter if you wanted to. There are certainly no unavoidable encounters at this early stage. Although what you said makes sense for later on. I can finally do some more tests today. It may even be faster to get into a battle before GS and allow both Barret and Cloud to get hit... This is because it is nontrivial to make Barret get a limit break in the GS battle. 1. Manipulate starting ATBs 2. Manipulate critical hits 3. Manipulate GS into only attacking Barret [If GS attacks Cloud, quit, enter the battle a few frames later, and start again from 1] In total this wastes a lot of time indeed.
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Joined: 3/18/2006
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Location: Great Britain
Xkeeper wrote:
I think at this point it might be a good idea to just open an alternate site for non-TAS playarounds, since the idea is clearly wanted but unacceptable in this environment.
i would join
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Joined: 3/18/2006
Posts: 971
Location: Great Britain
The tool works very well. At the moment we are are working out whether it's better to have a battle before or after GS... or have no battles at all. Some things: |Need Cloud to have a semi-high limit break bar for the next boss |GS can't hit Cloud |Barret needs a limit break in GS battle
Experienced Forum User
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Posts: 971
Location: Great Britain
masterpiece
Post subject: TASVideos Debug Mode
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
I got this a few minutes ago when trying to reply to a new message
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Joined: 3/18/2006
Posts: 971
Location: Great Britain
It has desynced 5 times in total Oh, I should add that I'm aiming for fastest in-game time. This means there may be soft-resets used later on.
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Ok, thanks. I PM'd him. Couldn't we modify this Java thing to somehow look at the attack value in PCSX address space. Then it could just stop brute forcing once it sees an attack of over 50? at this point in time, any attack over 50 would be critical. It takes less than 15 frames to see if an attack is critical or not. So it would be quite fast. Hopefully the current java thing works, it would probably allow me to complete the GS fight.
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Joined: 3/18/2006
Posts: 971
Location: Great Britain
Dromiceius wrote:
If Apo's Java thingy doesn't work out
was apo's post directed to me?!
I'll see if I can get PCSX working next week.
great
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Posts: 971
Location: Great Britain
Dromiceius wrote:
Huh. So do you attack even if the tail is up?
It dies way before then :D This is my best attempt. It's from my previous run though. Looks easy... http://www.youtube.com/watch?v=k1SM2NUraWQ Oh, the only thing worth mentioning to do with the strat is Barret needs to pull off a critical limit break.
Experienced Forum User
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Posts: 971
Location: Great Britain
I think a dumb bot would be excellent. I wrote a long post but deleted it. There's no real strategy, just critical hits and making GS hit the right person with the right attack. The latter part is no problem. The problem is that it takes a very long time to test when you can get a critical-hit. I mean extremely long... this is because if you change an attack by 1 frame, it will have consequences on future critical-hits/enemy behaviour. It is difficult to explain. For a bot, the constant recalculations would be simple. It takes an unreasonable amount of time, and by unreasonable, I mean I have not yet been able to get the desired outcome and I'm up to 5000 re-records for only this battle. This is why I definitely cannot do the battle manually.