Posts for antd


Post subject: The Three Stooges: YouTube
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Post subject: Takeshi no chousenjou: YouTube
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Post subject: Theme park: YouTube
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
FractalFusion wrote:
Requesting encode. [/henke37]
Post subject: RNG critical hit psuedocode fragment
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Here is a part of the RNG critical hit formula in C-like pseudocode. It may be easier to understand compared to my comments.
 // Get rnd1 //

{
  int rnd1;
  rnd1 = return byte_0x83084[byte_0x62e10[word_0x62e18]++];
}
It does the same for rnd2. But as you see in the disasm the actual values have changed by then. The addresses should be the same though.
Post subject: Youtube / Emulator differences
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
SideofClouds wrote:
It's weird that some portions look different in the video compared to when actually replaying the TAS wip in FCEUX (and I tried higher quality res) ... or is it just my old PC? :P
It might be because I upscaled the video to 1080p HD resolution. Also could be due to youtube's lack of 60 fps playback. Colourspace may be slightly different too.
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
This website cannot attribute creative commons to images owned by Nintendo, for example. The game company has the sole right to reproduce and distribute any part of the game; audio, video, characters, graphics, etc. "Fair use" is murkier though. On a somewhat related note. This is a nice laugh.
Nintendo.com wrote:
How Does Nintendo Feel About the Emergence of Video Game Emulators? The introduction of emulators created to play illegally copied Nintendo software represents the greatest threat to date to the intellectual property rights of video game developers. As is the case with any business or industry, when its products become available for free, the revenue stream supporting that industry is threatened. Such emulators have the potential to significantly damage a worldwide entertainment software industry which generates over $15 billion annually, and tens of thousands of jobs. What Does Nintendo Think of the Argument that Emulators are Actually Good for Nintendo Because it Promotes the Nintendo Brand to PC Users and Leads to More Sales? Distribution of an emulator developed to play illegally copied Nintendo software hurts Nintendo's goodwill, the millions of dollars invested in research & development and marketing by Nintendo and its licensees. Substantial damages are caused to Nintendo and its licensees. It is irrelevant whether or not someone profits from the distribution of an emulator. The emulator promotes the play of illegal ROMs , NOT authentic games. Thus, not only does it not lead to more sales, it has the opposite effect and purpose.
Post subject: Disasm comments
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Lil_Gecko wrote:
I would love to help but this assembler thing is a mistery to me. What does that do exactly :
load byte from 80083084(offset2) = rnd1 
load byte from (83084 + offset2) ?
Yes, it loads the byte from 0x83084 + offset2.
also this part :
rnd1 OR rnd2 (combine rnd1 and rnd2) = rnd0
What's the operation between rnd1 and rnd2 ?
As Warepire says, it is the bitwise OR operation. In this scenario rnd2 is multiplied by 0x100 (256 in decimal). Then OR's the result with rnd1. It has the effect of combining them (as they are both one byte): (rnd1 = 0x10, rnd2 = 0x20) 1. rnd2 * 0x100: rnd2 = 0x2000 2. 0x10 OR 0x2000: rnd0 = 0x2010 I should probably fix those comments. They were only intended to be read by me :-p
Post subject: Abe's Oddysee: YouTube + video file
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video H.264 video file (100 MB) http://www.mirrorcreator.com/files/3COZAAEV/abes_oddysee_any.mkv_links (gfx plugin causes weird effects in this game)
Samlaptop wrote:
antd, Encode please!
Post subject: Dreaming dreamland in dream land
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Btw "Dream Land" is two words.
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
I used something called lsnes-sdl.exe.
Post subject: Re: lsnes seems slow on an i7
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Anavrin wrote:
It probably has VSync enabled, which synchronize the fps to the refresh rate of your monitor, which is most likely 60 hz. This is the optimal fps for your monitor and it does not need to be higher. Fps faster than your monitor refresh rate can cause screen tearing.
It is not optimal. And it does need to be higher.
Ilari wrote:
antd wrote:
Is there any way to make it run faster? Snes9x blazes along (900 fps). The fastest speed I've seen in lsnes is 60 fps. I've tried setting the speed to turbo and infinite with no significant change in speed.
lsnes is based on bsnes core, which is slow. - Is this some self-compiled version or some stock one (selfcompiled could be accuracy core, stock builds are compat core)? - Is this SGB game? Those are SLOW. - Also, does the game use enhancement chips, some of those are slow to emulate? Then there was an issue that caused lsnes to set speed to 60% on startup (but speed select still works).
The version I used is a stock one. It is from your profile page(?) on this site. The game is a normal snes game. Eg. Donkey kong country. Damn, that's too bad. Surprised how slow the bsnes core is then. Even PSX emulators run at several thousand fps if needed.
Post subject: lsnes seems slow on an i7
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Is there any way to make it run faster? Snes9x blazes along (900 fps). The fastest speed I've seen in lsnes is 60 fps. I've tried setting the speed to turbo and infinite with no significant change in speed. This is on windows 2008 r2.
Post subject: Solstice: YouTube
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Post subject: Power Blade 2 wip: YouTube
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Post subject: Power blazer wip: YouTube
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video (graphics plugin causes some weirdness as usual)
Post subject: graphics plugin weirdness
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
At what point does Abe turn invisible in the run? I still might be able to force visibility on. Hopefully he doesn't die after doing this :p edit: for some reason the graphics plugin causes the emulator to crash if i use the gui lua function in order to display a Hitbox on screen. has anyone got this to work with the old graphics plugin, or is it just me?!
Post subject: Re: RNG solved, how to put into lua script to make predictions?
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
John11 wrote:
I'd be willing to give it a shot, but I'll won't have time to mess with it until late next week.
Any help is good help!
Post subject: RNG solved, how to put into lua script to make predictions?
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
I learnt MIPS and disassembled the RNG used for critical hits in FF7. Here is how the randomness in critical hits is determined:
crit% = chance of critical       
crit% = (luck + level - enemy level) / 4

800f85f1 = enemy level
800f83f5 = luck
800f83e9 = level
##Random Function##

lw r3,0x00d4(r28)		# load word from 80062e18 = offset1
lui r2, 0x8006
addiu r2,r2,0x2e10		# 80062e10
addu r3,r3,r2			# 80062e10 + (word from 80062e18 as offset)
lbu r2,0x0(r3)			# load byte from 80062e10(offset1) = offset2
nop

addiu r4,r2,0x01		
andi r2,r2,0xff
sb r4,0x0(r3)			# increment by 1 and store

lui r1,0x8008
addu r1,r1,r2			# 80083084
lbu r2,0x3084(r1)		# load byte from 80083084(offset2) = rnd1
jr r31
nop

lw r3,0x0008(r28)		# load word from 80062d4c
nop

addiu r4,r3,0x01		# increment by 1

andi r3,r3,0x07			# AND 7 (check that value < 8)
sw r4,0x08(r28)			# store incremented value back to 8062d4c


beq r3,r0,0x14c18		# if crit% = 0 then no critical
addu r16,r2,r0			# move rnd1
jal 0x14b54
nop

lw r2,0xd4(r28)			# load word from 80062e18
nop
addiu r2,r2,0x01		# increment by 1
andi r2,r2,0x07			# AND with 7 (check that value < 8) = offset2
sw r2,0xd4(r28)			# store in 80026e18
jr r31
nop

jal 0x14b70
nop

lw r3,0xd4(r28)			# load word from 80062e18 = offset3
lui r2,0x8006
addiu r2,r2,0x2e10		
addu r3,r3,r2			
lbu r2,0x0(r3)			# load byte from 80062e10(offset3) = offset4
nop

addiu r4,r2,0x01		
andi r2,r2,0xff			
sb r4,0x0(r3)			# increment byte by 1 and store in 80062e11

lui r1,0x8008			
addu r1,r1,r2			
lbu r2,0x3084(r1)		# load byte from 80083084(offset4) = rnd2
jr r31
nop

andi r2,r2,0xff			
sll r2,r2,0x08			# rnd2 * 256
andi r3,r16,0xff		
or r2,r3,r2			# rnd1 OR rnd2 (combine rnd1 and rnd2) = rnd0
lw r31,0x14(r29)
lw r16,0x10(r29)
addiu r29,r29,0x18
jr r31
nop

lw r31,0x10(r29)
andi r2,r2,0xffff		# take 2 bytes of rnd0
jr r31
addiu r29,r29,0x18


## calculate crit_rnd for which to compare against crit% ##

lui r4,0x8000
ori r4,r4,0x8001		
andi r2,r2,0xffff		
sll r3,r2,0x01			## This section is actually simple, but compiler
addu r3,r3,r2			## optimised for MIPS
sll r2,r3,0x05			## Just: crit_rnd = ((rnd0 * 99) / 65535) + 1
addu r3,r3,r2			
mult r3,r4			
addu r2,r5,r3			
sra r2,r2,0x0f			
sra r3,r3,0x1f			
subu r2,r2,r3			
lw r31,0x10(r29)
addiu r2,r2,0x01		
jr r31
addiu r29,r29,0x0018		

slt r2,r16,r2			
bne r2,r0,0xb0888		# if crit% >= crit_rnd then critical hit success
nop
Unfortunately I don't know any high level languages. I'm sure this can be written in all of 10 lines in C :-P Anyway, I have no idea how to write a lua script that will calculate all of this (I'm only really familiar with assembly). I would appreciate if someone could help make this into a script so that I can know if a critical is possible on that frame. I will need this for when I start my 'glitchless' run, in order to optimize boss battles. I suppose more information may be needed for this script. In this case, what else is needed?
Post subject: lua script for showing input + hitbox
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Hey dooty, do you need a professional level script for showing input? Or just some crappy thing? Because I can make a crappy thing for showing input at least, and perhaps putting a box around Abe when he is invisible :p Maybe ask in 'tool assisted laboratory' for the script. Usually someone helps me there with scripting work.
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
If anyone could provide a 32bit build with lua at some point I would like to test!
Post subject: sync issue
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
latest wip will not sync for me
Post subject: MD4 predicts bad game choice?
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
MD4: 1edf62ab828ae182b3bad723fbf69d3f :-O
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
DeSmuME 0.9.8

  File: 1081 - Moero! Nekketsu Rhythm Damashii - Osu! Tatakae! Ouendan 2 (JP).nds
CRC-32: 68e3b021
   MD4: 1edf62ab828ae182b3bad723fbf69d3f
   MD5: 1cf939cdb85b257fcce93c8716993d38
 SHA-1: aaa518e816fff9d9b878c8a9e0ee242a6cdc8697
Desyncs, I guess.
Post subject: densetsu no stafy: YouTube + video file
Experienced Forum User
Joined: 3/18/2006
Posts: 971
Location: Great Britain