Posts for clanker_iii


clanker_iii
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Joined: 9/11/2015
Posts: 7
Location: New Jersey
I have restarted production on my current run (same gifs as above), check out that 3.5 second MT puzzle!
Post subject: Re: ScriptHawk's Telemetry Module
clanker_iii
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Posts: 7
Location: New Jersey
Isotarge wrote:
ScriptHawk's Telemetry Module is essentially the same as a black box recorder for airplanes. Once you click 'start telemetry' it records everything you see on screen, the values you listed above, once every frame. When you click stop telemetry, it outputs these values in bulk to the lua console in csv (comma separated values) format. Eventually I'd like to automatically save the values in .csv files but I haven't got around to that yet.
so if i ctrl+c + ctrl+v the telemetry output from the console into like notepad and save it as .csv, i can open it in (i assume openoffice / libreoffice / ms office) another program to gather data? sounds sweet
clanker_iii
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Posts: 7
Location: New Jersey
Lol, who said blue potion is slow?
clanker_iii
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Joined: 9/11/2015
Posts: 7
Location: New Jersey
Hyperresonance wrote:
So I have some great news! ... Thanks to a BK runner Benjacastellon who found this, those 45~ seconds are saved again!
incredible!
clanker_iii
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Location: New Jersey
https://github.com/Isotarge/ScriptHawk to follow up on this, our very own Isotarge has support for BT on Scripthawk. Currently supports ScriptHawk.lua. Information given is: X, Y, Z (given either in a few different modes) dXZ = dY = MaxdXZ = MaxdY = Rot X = (given in units, degrees, or radians) Rot Y = (these three Rot values seem to always be the same) Rot Z = immediate edit: this script allows allows for telemetry, but i have no idea what it is. lol isotarge halp
clanker_iii
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Location: New Jersey
Link to video
i actually took the time to watch that video before posting here. it's just difficult to know where to start. i was able to find counters for things pretty easily (health, air, amount of eggs ect) because those are easy to weed out, but things like X/Z/Y position, X/Y/Z speed are hard to find because, for example, if i exit a loading zone and walk forward, how do i know if i'm increasing or decreasing in X/Y? assuming i'm walking on flat terrain (keeping Z the same) i could be changing my X and the Y, just the X or just the Y. i don't think that banjo's facing direction has to do with the direction of movement, because it's possible to, say, jump, and face forward, but move to the right or left. since that type of "trajectory manipulation" is possible, i don't think his speed is dependent on facing angle (although facing angle would be a good value to have i suppose). another good value to get would be the "is the player on the ground or not?" i.e. "will another press of the A button result in a double jump or nah?" that way jumping up slopes / most movement in general could be done with a lua script rather than by hand
clanker_iii
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Joined: 9/11/2015
Posts: 7
Location: New Jersey
so mupen is now ditched for bizhawk, banjo tooie hacks were made and now we can finally TAS this beautiful game. pjii just got his 4:23 on 100% RTA and cronikeys is starting a fresh cart version of any% TAS to keep in line with the clear SRAM rule here at TASvideos. I am to create a similar movie, but clear SRAM 100%. my current problem is routing however. this game's 100% is massive, and without the DCW being used to skip to hag 1 early to get it out of the way, the route will be significantly different from the current 100%. in fact, it will probably be slower without having the sram. as mentioned earlier in this thread, the dcw can be used to warp to terrydactyland early, thus skipping the need to enter JRL without clockworks, and allowing the backtrack to WW / GGM and MT much quicker, because most of the route is based on, "when is the next time i save-quit / reset? i'll use the warp to Jinjo village to clean up old levels". so i guess that i need to work out a lot of routing first, to find the quickest 8 jiggies to get the notes and activate the glitch, get clockworks, then what? how do i even go about re routing this monster? edit: furthermore, using Bizhawk's RamSearch, the memory addresses for Banjo's X/Y/Z coordinates are not correct because, unlike MHS, BizHawk uses 6 bit addresses. I hope there's some conversion I'm missing, but I can't seem to find these addresses, none the less speed / facing angle. Among the routing issues, not being about to get those nice precise angles will be annoying. any suggestions as to how to go about finding these addresses would be wonderful (although if cronikeys had trouble, I doubt I'll be able to understand it)