Posts for brunovalads


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Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Oh so this game have a GBA version, nice! Another nice thing is the TAS itself: congrats, it's really amazing, loved the tricks and the shortcuts used. Do you intend to make a "100%" TAS of it someday? And did you make any documentation or Lua script of this game? Note: It's weird that some enemies look more 3D than others, by having more frames of pre-rendered animation/graphics or something like that. Note 2: why, just WHY not making a music theme exclusively for the final boss?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
In this thread TRD159 asked for a BizHawk version of the current lua script for this game (for Snes9x) made by pirohiko. I was very curious about this game (always heard of, never bothered to play), so I made a version of the script myself, you can get it here. The layout is like this: On the left you find the player info (taken from the original script); On the top you have some misc info like frame counter, camera coordinates and the label for the spawning area (it's a square with 64 pixels beyond the game screen); On the bottom you find the RNG info (taken from the original script); And on the game screen you have an indication on every active sprite, with the format "#slot (sprite id/type)". I'm not familiar with the game, but I'm sure there should be a lot of info this script could display in the future.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I was curious about that script, which was made for Snes9x. I edited to work on BizHawk and you can get it here. If you're not familiar with BizHawk's Lua API, the main changes I made were the following:
    memory.readbyte -> mainmemory.read_u8 memory.readword -> mainmemory.read_u16_le memory.readwordsigned -> mainmemory.read_s16_le gui.box -> gui.drawBox gui.line -> gui.drawLine addresses like 0x7E1234 -> 0x1234 colours like "#123456FF" -> 0xFF123456 emu.registerbefore -> event.onframestart gui.register(function() ... end) -> while true do ... emu.frameadvance() end
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
In other words, there's no built-in feature in BizHawk that shows hitboxes. You have to: 1) Figure out how the hitboxes for the game work, by using the RAM Search or Trace Logging to find the addresses or routines related to hitboxes. Each game has its own hitbox system, so you're on yourself in this research. 2) With the addresses in hand, you need to make a lua script to read the values and print a proper hitbox. You need to know Lua, I recommend trying to print basic info for the game to learn the basics of Lua and the BizHawk Lua API. This is not trivial at all, you need to understand how the game works and have Lua skills.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Language: lua

while true do print("HYPE") end
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
As Visnadi said, the Movie Rules are very clear about what is accepted here:
A speed-oriented movie must beat all existing records If your movie is going to beat something, be sure it beats it. If your tool-assisted movie is not faster than the non-tool-assisted world record for the same game, aiming for the same goals, your movie will be rejected.
Read the Movie Rules before submitting.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Really interesting run, those skips look really nice and saved a lot of time, also it's always fun to watch 2-Player TASes. A big yes! Btw where's the "First 500" thread? TASVideos forum search doesn't work..
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Tompa wrote:
World 3
Really nice techniques, and very clever use of Map Warp.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
This is really fun, I'd love to watch the full run. A "walkathon" branch is welcomed!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I see that people care about my birthday more than I do. I like drinking and playing some party games with my friends, and a birthday is usually a good excuse to bring people together, so it's helpful. I care a lot more about Christmas and Easter, not in a religious way tho, I just love the food and decorating the house.
Fortranm wrote:
FractalFusion wrote:
Challenger wrote:
feos wrote:
Memory wrote:
Warepire wrote:
Spikestuff wrote:
Masterjun wrote:
Happy Birthday! :D
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
SmashSet, a very rare japanese arkanoid game, for me the best of this genre. Link to video I was lucky to have a cd with like 100 japanese free games that came with a gaming magazine when I was a child, and it had precious games like this one. The disadvantages here are the language, and the randomness of the levels (I really don't know how/if Hourgless handles that). Besides TASing, I recommend this to everyone who likes the genre or the absurdity in japanese freewares.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Dang... I'm on my last semester, so I couldn't engage yet with a TAS, I had to stop all my projects to get college done. After my graduation in july I'll have all the time in the world to continue my projects, including Sonic 2.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I loved this idea. TASes really deserve that, and there are plenty of games with a solid history here that can make great videos.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
TheProJamer wrote:
Too bad I didn't know it was unoptimised from the replies already in the forum.
Well my last attempt (in the encode in the submission page) is quite optimal, BrunoVisnadi just went 2 frames ahead with basically the same strat.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Dreams Nightmares sometimes come true
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
LOL I just remembered a dream I had last night where Masterjun joined the framewar claiming "I have to beat this time, it's mine!" (or something like that) and crushed my movie with a run so fast that made me legitly sad
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Down to
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I got 2622 frames (00:43.63) with this strat. Link to video
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
[Opens Bizhawk again]
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Yet another faster time, 0:40.77 Link to video Movie here.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
lol already obsoleted, after a discussion in our discord server (thanks Kaizoman for the idea) Link to video Masterjun, I'll try to improve this new strat now and if I suceed I'll update the movie and add xHF01x as a co-author as well.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Yes for the science Please yes for a new branch
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
feos wrote:
client.pause_av()
Yea I would suggest that, with something like this (I took Yoshi's Island for example)
Language: lua

local prevent_1st_frame = true local is_paused_prev -- to call client.pause_av()/unpause_av() only once when pausing/unpausing the game local is_paused while true do is_paused = mainmemory.read_u8(0x0B10) == 1 -- Yoshi's Island (Snes) pause flag if not prevent_1st_frame then if is_paused and is_paused ~= is_paused_prev then client.pause_av() end if not is_paused and is_paused ~= is_paused_prev then client.unpause_av() end end prevent_1st_frame = false is_paused_prev = is_paused emu.frameadvance() end
Note: you can't start capturing with this, you must do this manually first. In theory it should pause the A/V capture when I pause the game, and unpause the capture when I unpause the game. But it's not working well, it pauses the capture and do not return capturing when client.unpause_av() is called, it crashes instead. Update: opened an issue.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Since the old Glitchfest is dead, IgorSantos777 started a fresh new one, and it's really nice so far: Link to video
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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