Posts for cheeze42


cheeze42
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Joined: 6/5/2015
Posts: 15
Why not just keep it glitchless like the RB 151 TAS?
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Pokemon Rumble. Please.
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Chamale wrote:
Eggs take a staggering amount of time to hatch when the player is walking in straight lines to the next objective instead of wandering all over the map.
Well couldn't that prove to be a problem for the other Egg Pokemon that need to be hatched? Pichu, Cleffa, Igglybuff, Smoochum, Elekid, and Magby all need to be bred, so that could end up being a lot of walking. Might even be the main bottleneck (either that or XP).
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Speaking of which, according to the wiki, Gen I trading is only possible after a 24 hour wait period, not just waiting for morning. If that's the case, then a diploma run would just be an autoscroller, right?
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Chamale wrote:
This means that either Gold will have to restart after catching Sunkern, or it won't ever be able to trade with Yellow, which seems weak.
Doesn't one of the GSC games have to reset anyway to get the extra starter and maybe Tyrogue? If Gold gets Torchic, Tyrogue, and Sunkern, trades them off, then resets and gets the Gen I trading event on the second playthrough, it should be fine.
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Thanks for the suggestions. I tried updating Bizhawk, but that didn't fix it. However, neither mGBA nor VBA-rr had any problem with it (everything was fine), so the only glitched one seems to be VBA-next.
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
Post subject: [vba-next] - Major Graphical Glitch
cheeze42
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Joined: 6/5/2015
Posts: 15
I've been playing Kingdom Hearts: Chain of Memories on Bizhawk, and have run into a bit of a problem. Every time I go to fight a boss with a pre-boss cutscene, the cutscene is extremely glitchy. I've attached a screenshot of what happens. It's not just with this boss, it seems to happen any time a boss has a short pre-fight cutscene. I would blame it on a bad ROM, but every ROM I've tried has had this same glitch, and I've seen plenty of other people play on emulator without this glitch (notably the TAS of the game). I don't know if this is entirely on topic for this forum, but I'm not exactly sure where else to post something like this. Any help is appreciated!
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
I've been working on the GBA, and there's no indicator of what the values are (no A, X, Y, P, etc.). Here's a sample line:
e0809bc9 ADD r9, r0, r9, ASR #23        0000001F FFFFFFFE 00000CD8 09D92327 006B82B0 C203CCA4 020604FD 020604FD 00000004 FFB6BA60 002E0000 002D0000 05000000 03007DE0 0024A2D0 03000304 2000001F
I wanted to know where a certain address came from (I'm 99% sure it's from a table somewhere), but upon Trace Logging for the one frame when the address changed I logged 79194 instructions, so I've been trying to search through it. So any relevant data is nice.[/code]
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
Post subject: Help with Trace Logger
cheeze42
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Joined: 6/5/2015
Posts: 15
I've been trying to use Trace Logger recently, but I can't understand the output. I know the first part is the address being used, then the instruction, then finally any remaining parameters, but it also outputs ~17 other addresses/values (not sure which). What do those other addresses/values mean?
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Considering the RTA runners use passwords, and that the credits of the game are accessible only via a password, passwordless seems odd. Assuming passwords were usable, that could be much faster. As for the Exodia thing, that's assuming you can get Exodia with your first five cards. Doing some rough estimates, you could be waiting for hours to get proper RNG. So I still think the TAS would be interesting regardless.
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Yu-Gi-Oh: Dark Duel Stories is a surprisingly complex card game. Fusions (which don't seem to follow a pattern and don't have any complete documentation), card creation, tribute, type matchups, the works. One copy of every card can be gotten through a password, but routing out the game (800 cards+a crazy amount of construct-able combinations) is rough, and you need to beat each of the 16 opponents 5 times for a total of 80 duels. If anyone feels up to it, I'd be glad to help, but it's a bit of a daunting solo task.
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
Post subject: LUA memory.readword problems
cheeze42
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Joined: 6/5/2015
Posts: 15
Hello! I'm currently trying to get the value of an address (2-byte) and store it to a variable, but it's not working, throwing the error:
LuaInterface.LuaScriptException: [string "main"]:3:attempt to call field 'readword' (a nil value)
My script:
local firstCard, secondCard
firstCard=memory.readword(0x060A)
secondCard=memory.readword(0x060C)
Any help would be appreciated.
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
cheeze42
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Joined: 6/5/2015
Posts: 15
Hi. Cheeze here, recent CoM watcher and longtime KH player. I don't think you can use Strike Raid against Riku because the only way to get it is through level up bonuses, and you would have to spend all the level-ups necessary to get to Strike Raid (you would have to get Sliding Dash, etc.). That would mean less CP, which means less cards, which means more time lost in the long run (reloads). Unless using Strike Raid on Riku saves a LOT of time, it's just not worth it...unless I'm missing something. >_>
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
Post subject: Finding a Dynamic Memory Address
cheeze42
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Joined: 6/5/2015
Posts: 15
So I'm currently messing with Kingdom Hearts: Chain of Memories and I wanted to find the address for an enemy's health. I use Ram Search and successfully find the address. However, upon reverting the save state and spawning the enemy later than before (thus having different RNG, etc.), the address now has completely different and unrelated numbers in it. I Ram Search again and find a totally different address that now holds the enemy health. By doing this over and over I find about 20 different addresses the health could be at, and I don't want to have to Ram Search every time. However, the addresses seem to follow some sort of pattern: there are only 3 possibilities for the last digit, and the addresses are in generally the same place. Also, once the health is assigned to an address, it doesn't move until I revert the savestate and do it again with different RNG (or whatever's moving it). So how should I consistently find the address? The TASVideos page says to find the pointer, but I'm not entirely sure how to do that. Or am I just going to have to use Ram Search repeatedly? Thanks in advance.
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)
Post subject: System Bus RAM Search
cheeze42
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Joined: 6/5/2015
Posts: 15
Hello! So I was messing around with Kingdom Hearts: Chain of Memories, a GBA game, in emulator and wanted to try my hand at making cheats. So I looked at some pre-existing ones for some guidance and noticed that all of them modified the System Bus (and that tbe built-in Cheats tool defaulted to the System Bus). Yet when I tried to use RAM search to search through the System Bus, I found it was greyed-out and that I couldn't access it. I'm a complete beginner with this stuff, so any help is useful.[/list]
Games of Interest: -Pokemon Rumble (Wii) -Kingdom Hearts: Chain of Memories (GBA) -Kingdom Hearts: re:Coded (NDS)