Posts for antd


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I am up to the guard scorpion fight. I cannot continue until someone makes that critical-hit prediction/brute force thing.
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The route will be the same as the Speed Run guide. Unless new things are found. I have some questions regarding the beginning of the game. Should I manipulate a potion drop after the first battle? How far should I go to manipulate level-up stats / Max HP? (you can see that manipulating stats costs time) Level-up Stats 4 frames slower / original stats / 8 frames slower I think it's worth losing 4 frames in order to get the better stats (str and luck in particular). There are other possible stat combinations. You can get different stats by delaying the final attack of the battle +4 frames I showed the +8 frame stats just to show how they can differ
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ZeXr0 wrote:
Well I'm a coder !
get to work ;)
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http://tasvideos.org/Bisqwit.html This is from that page
This is why every person and every nation should bless Israel. Just recently, on the very same day an anti-Israel political party was formed in France (or so I hear), an Air-France airplane was violently torn apart in a storm in flight across the Atlantic. And almost every calamity that has recently stricken America has occurred within a short time from a decision made by the government to betray Israel.
I advise this person to seek professional help from a psychiatrist. I hope it is a joke.
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oh so the birds are significant :P Stockyards Escape / Free-fire Zone Video: http://www.youtube.com/watch?v=i8ELBj9Hbow new strats, etc -- A few more strange things: Another screen warp. This one will bring you to another secret area. It's interesting... because you drop into a wall. Then you have to do the following: (remember you cannot see abe at all here, you can hear him and see his coords with ram watch though. You have to run far right, then running jump left, then keep running left. Finally, jump and move around. You should fall out to a secret screen. Abe is fully controllable here. Hopefully there are more useful screen warps later on) Monsaic lines - around 4 seconds faster -- I need to find out how this is done: http://www.youtube.com/watch?v=R31EmCdkD58
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Yes, just falling from Stockyards using the drop through floor glitch - near the end. I pressed record too late so I guess it didn't show exactly where I fell from.... I'm not pressing anything after I fall, they change naturally and there's nothing you can do about it :p Saving and loading brings you back to Stockyards checkpoint Oh and the final screen is displayed for a long time, even with 1000fps+ turbo mode - then the infamous freeze occurs. Yah me too. I have not played through those areas in such a long time. Those birds are fishy. There's also another weird place: You land on a floor? after dropping through here. Running right brings you to the next screen (the normal screen to the right) and then freezes. Running left freezes immediately. Abe is alive if you stand still, you can chant and the red zapper thing hits you.....
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Someone voted NO 5 minutes after this topic was posted.
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Disc 1 Video http://rapidshare.com/files/246214880/capture-3.avi.html or http://www.megaupload.com/?d=RWJN9RB6 or http://www.hotshare.net/video/152545-35325014b9.html 174 MB
MD5: 28B28A1F9F69D0DE3110A468D7003B54 
there are some graphics and audio glitches
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It was my attempt at describing the turn-around glitch in as few words as possible I've found a 'warp' which brings you to a secret area. Warp Glitch Video http://www.youtube.com/watch?v=TR7RPA4f3G0 maybe processing right now (you can STOP viewing the video once on the screen with the two sligs, nothing happens) The only problem is, I have not yet found a way to make Abe really 'return' there... Abe is off the screen... I'll upload video of this later. Do you think the birds are significant?
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Let's hope it doesn't desynchronise D= It's done now but with bad audio. Where can I upload it? The file is 390MB. filefront's upload page fails for me. My bed time is in 30mins so if I don't get a reply before then maybe someone else should encode it, unless you don't mind waiting.
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I can encode this if I am provided with the memory card?
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Post subject: New Strat Video
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I have done some testing. I don't think you can move while Abe is in a bottomless pit. At least with Abe alone. Abe's Y coordinates just increase (abe falls). And then the game crashes once Abe passes a specific distance (Y coord) I can confirm that Abe is falling, because I did some memory hacking to get Abe back on the screen, and he is in his falling animation. Sometimes you can drop yourself into a wall. If you continue to walk off-screen the X coord continues to increase indefinitely. (seems like an infinite loop) I have found at least 5 places, so far, where drop-through-floor glitches provide an alternative way of completing the stage. Although, I have not compared it, frame by frame, to my original TAS strategy yet. I've only tested up to Door 3 of Paramonia. I was happy when I first saw this. Unfortunately it's just the infinite symbol... you still run out... >.< You can actually pick up a huge amount (you still have to manually pick them up). I've tested picking up to 181 grenades...(it seems to always crash at 182?) At this point, some slight graphics glitches start to occur. Another weird thing is that if you enter a Paramonia stage where only meat can be found,,, but you already picked up 'infinite rocks' from another stage - those infinite rocks turn into infinite meat - im not sure if this is normal. EDIT: Rupture Farms http://www.youtube.com/watch?v=ycw8IfokrNo anomalous running/skidding = glitch Thanks to the people who found and provided info on the auto-turn glitch.
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AKheon wrote:
just to make sure, you know of the glitch/technique of jumping into screen boundary?
I didn't know about it :)
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AKheon wrote:
Anyway, if you could reach new checkpoints while out of screen, saving and loading might allow skipping of areas as well.
Ahh, good idea. I'll do some testing in a few days time with the aid of memory-watch. Be sure to post here if you find anything extra! :P
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Oh, I think I understand. I will test this out and re-start my run this week then. My computer will be fixed by Wednesday =D Thanks for the information.
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Those glitches are very useful and I'm willing to redo the game. This game seems to have many glitches, but I've only been aware of walk-through-walls. How can those glitches be done though? I have not seen a detailed tutorial or explanation. Also, the first few videos have been removed.
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I have a problem with my PC. I think I can fix it by Wednesday, as the replacement parts should arrive by then.
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boring
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oh nice, good soundtrack for its day
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That is not the type of formula I am looking for.
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Yes, I still need to read up on opcodes and such. I think I could learn a lot about the games mechanics.
LagDotCom wrote:
Argh, I should have seen this earlier. Yes, FF7 uses tables rather than a PRNG as such. In fact, I think the tables are saved in the save files. If not, they're in kernel.bin.
How can I access them/it? I know you can access the PC version kernel.bin, but maybe it isn't exactly the same as PSX...
Post subject: Almost Theory of Critical Hits :p
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Thanks FatRatKnight for your PM. Your advice was extremely useful. I think I have some more information. I'm not sure if this is complete, but I seem to have found something substantial perhaps. My theory Address 2E38 changes value from 0 through to 7 every 4 frames. This means 2E38 can be 8 values. There are also 8 addresses preceding this address which I believed were somehow the RNG. Coincidence? I think not! I think 2E38 arrives at a number and that number corresponds to one of the preceding addresses. The game then checks this address for a 'critical hit value' and if all is well then it equals a critical hit. So far it makes sense! addresses 2e35 = 2 2e36 = 3 2e37 = 4 2e30 = 5 2e31 = 6 2e32 = 7 2e33 = 0 2e34 = 1 2E38 = randomises 0 through 7 [in other words, it's going to randomly pick one of the above addresses and check to see what value it has. It may have a value for critical/miss/x amount of hp] If address 2E38 value is 7 then it means the game will check the value in address 2e32. If 2e32 has a critical hit value, then there will be one... critical hit values, so far: 1,184, 230=(81hp) 7=(80hp) 15,41=(77hp) 129,163=(78hp) 227=(79hp) 250=(82hp) hp refers to the amount of damage the critical inflicts When I plug these values into my theory they become true. The evidence seems to suggest this is true. But I'm not 101% sure :p There is also another part of the RNG which I have not put into my theory yet... but that's only one address and 1 byte. Maybe I can find a role for that later. It works so far, in the sense that I can predict when a critical hit will happen without having to try manually on every frame. Or maybe I'm completely wrong :) I need to make some sort of script to automate the critical hit prediction. It still takes a while to look at the RAM and decide when the next critical hit is possible...
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Oh, FFVII demo is nice. I remember that encounters are so frequent. So then I can only hope that you create a critical hit brute forcer thing for the demo that can be nicely ported to the full version :P
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40 bits to be reckoned with, apparently. That seems like a lot.
after more research it seems that there is more =x the entire string consists of 9 1byte values next to each other and 1 2byte in another location. I found this because 1 out of 1000 attacks (literally 1 out of 1000>.<) were not getting critical. I looked at the address range and saw other aligned addresses that are also to do with the RNG (maybe). After freezing those values too, I found that I could get critical on the (1/1000) frames where I was missing before... Maybe it isn't as complicated as first thought. As freezing 1 value increases the chance of getting critical, freezing more values seems to make the chance even greater still... I don't know what this means though.
I'm not really sure how the time spent decoding the RNG would compare to manipulating the old fashioned way, even over the course of the entire run.
ok, then I may as well start the traditional way. Although it is a demotivational tool :)
LSS: L. Spiro Script. It's a scripting language inside MHS. I can't just wink an LSS script into existence and send it to you as I could with Lua, but it's worth a shot if FatRatKnight can't offer any better ideas.
are you saying you would write an LSS script for me ;) mz, if you are watching, LUA support please ;))