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ViGadeomes wrote:
While judging this movie to understand the glitch
Can you share what you've learned about the glitch so far?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Radiant wrote:
For that matter, it may be interesting to have a genre tag for "beat-em-up" (as in Streets of Rage, because that's pretty distinct from e.g. Street Fighter 2); as well as for "first-person shooter" (as in DOOM, because that's pretty distinct from e.g. Gradius).
Agreed.
Checking this again, we have Fighting and Shooter, don't these suffice?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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dekutony wrote:
The Fancy Pants Adventures
It links to #7716: ShesChardcore's GBA Perfection in 00:18.20 and I can't find the right game in Other Games. Moved the rest.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I couldn't figure out where this movie's save RAM anchor comes from.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Where does the save RAM come from? [4368] GBA Castlevania: Aria of Sorrow "Julius mode" by mtbRc in 03:47.25 has different save data in it, and after starting a movie on top of [1478] GBA Castlevania: Aria of Sorrow by Kriole in 20:58.62 I also get different save data in the movie. Looks empty in-game, but the movie header indicates "starts from reset/SRAM" (and there's text about Julius mode if you wait): The current publication does have a save in the second slot: EDIT: Turns out it matches User movie #51418800964411271 after using the verification steps provided there.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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We just deployed support for the th tag:
movement
fromto
EV
cost to enter room V
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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rythin wrote:
I can't help but feel this would introduce unnecessary bloat to the branches. While having different endings as separate branches absolutely makes sense, since the gameplay is significantly different to acquire the various endings, the characters in this game are all pretty much the same. Any differences they might have quickly get overshadowed by the item build acquired in the run.
Not an issue in the Alternative class. All the branches that look different and entertaining, can co-exist even if they don't represent independent game modes.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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TLH wrote:
Thanks for answering! I have uploaded the main movie here. The two playthroughs are not in the movie, but I have redone them here starting from an empty save to roughly show what it looks like.
I turned your savestate anchored movie into a saveRAM anchored movie, and the very start of the game now desyncs. If I can't resync it, we may discuss granting an exception.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Noxxa wrote:
And yes, the reversal (with regards to previous precedent) of how that submission was handled (and how future cases like this should be handled, when the submission is already accepted) should have been clearly documented and outlined in the rules. This should be done soon.
https://tasvideos.org/Wiki/PageHistory?path=MovieRules&fromRevision=54&toRevision=55
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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chatterbox wrote:
Glad to see this TAS revisited as the hack was registered on RHDN. I've known an improvement to this TAS for quite some time and it improves 10 frames from 4-2 while preserving most of the input they've done. https://tasvideos.org/UserFiles/Info/638130218040182824 In 4-2, when Mario climbs down from the vine, R+L+D input allows him to resume his move earlier. Inputs in 8-3 and 8-4 have been edited to match the changed RNG, the rest of the inputs are the same as done by the authors.
Nice job! Replaced the file and added your name.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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EZGames69 wrote:
So because this TAS was done on Bizhawk, is there expected to be no camhack encode?
Ported from Gens: Download camhack.lua
Language: lua

-- feos, 2023 -- addresses local addr_base = 0xD000 local addr_mode = 0xD04B local addr_cam1 = 0xF700 local addr_cam3 = 0xFDB8 local addr_cam4 = 0xF616 local addr_time = 0xFE22 -- offsets local offs_flags = 1 local offs_posX = 0x8 local offs_posY = 0xC -- constants local SCREEN_W = 320 local SCREEN_H = 224 local LEVEL_H = 2047 local SCROLLRATE = 16 local FREEZE_SIZE = 16 local MAX_FRAMES = 100 -- aliases local rb = mainmemory.readbyte local rs16 = mainmemory.read_s16_be local rs32 = mainmemory.read_s32_be local ru32 = mainmemory.read_u32_be local ws16 = mainmemory.write_s16_be local ws32 = mainmemory.write_s32_be local wu32 = mainmemory.write_u32_be -- buffers local freezebuffer = {} local memorystate gui.defaultPixelFont("gens") local function CamHack() client.invisibleemulation(false) local x = rs16(addr_base + offs_posX) -- character x position local y = rs16(addr_base + offs_posY) -- character y position local origx = rs16(addr_cam1) -- initial camera x position local origy = rs16(addr_cam1 + 4) -- initial camera y position local xx = math.max(0, x - SCREEN_W / 2) -- desired camera x position local yy = y - SCREEN_H / 2 -- desired camera y position local flags = rb(addr_base + offs_flags) local timer = rs32(addr_time) local deltaX = SCROLLRATE -- if flags && 0x80 ~= 0 if bit.band(flags, 0x80) ~= 0 or rb(0xF7CD) ~= 0 or (x - origx <= SCREEN_W and (y - origy <= 240 -- going downward through level-wraps or (y + LEVEL_H - origy <= SCREEN_H and origy >= LEVEL_H - SCREEN_H) -- going upward through level-wraps or (origy < 0 and (y >= LEVEL_H + origy or y <= origy + SCREEN_H))) or rb(addr_mode) == 0) then return end -- set the camera no more than 640 pixels distant if math.abs(xx - origx) > SCREEN_W * 2 then origx = math.max(0, xx - SCREEN_W * 2) end -- and always above target, because Sonic doesn't like externally forced upward scrolling if origy > yy then origy = yy - SCREEN_H * 2 else origy = math.max(yy - SCREEN_H * 2, origy) end if xx < origx then deltaX = -deltaX end local numframes = 1 + math.floor(math.max( math.abs(xx - origx) / SCROLLRATE, math.abs(yy - origy) / SCROLLRATE)) if numframes > MAX_FRAMES then numframes = MAX_FRAMES end memorystate = memorysavestate.savecorestate() for i = 1, FREEZE_SIZE do freezebuffer[i] = ru32(addr_base + i*4) end client.invisibleemulation(true) for i = 0, MAX_FRAMES * 2 do if i > numframes then break end if origy < -SCROLLRATE then origy = -SCROLLRATE end ws16(addr_cam1, origx) ws16(addr_cam1 + 4, origy) ws32(addr_cam3, origx) ws32(addr_cam4, origy) ws32(addr_cam4 + 4, origx) ws32(addr_time, timer) for i = 1, FREEZE_SIZE do wu32(addr_base + i*4, freezebuffer[i]) end client.seekframe(emu.framecount() + 1) if numframes < MAX_FRAMES and emu.islagged() then numframes = numframes + 1 else -- the game doesn't like being forced to scroll up if yy > origy then origy = origy + math.min(SCROLLRATE, yy - origy) end if xx ~= origx then if math.abs(xx - origx) <= SCROLLRATE then origx = xx else origx = origx + deltaX end end end end --[[-- gui.pixelText(10, 100, string.format( " pos: %4d x %4d\n".. "orig: %4d | %4d x %4d | %4d\n".. " cam: %4d %4d %4d\n".. " xx: %4d | %4d yy: %4d | %4d", x, y, origx, rs16(addr_cam1), origy, rs16(addr_cam1+4), rs32(addr_cam3), rs32(addr_cam4), rs32(addr_cam4+4), xx, math.max(0, x - SCREEN_W / 2), yy, y - SCREEN_H / 2)) --]]-- client.invisibleemulation(false) client.seekframe(emu.framecount() + 1) client.invisibleemulation(true) memorysavestate.loadcorestate(memorystate) memorysavestate.removestate(memorystate) --client.invisibleemulation(false) end while true do CamHack() emu.frameadvance() gui.clearGraphics() end
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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MESHUGGAH wrote:
How the database created: the author is a known archivist, specializing in C64 and Floppies. The physical copies came from a wide ranges of sources. The entries (the database) are uploaded to other C64 communities. The link is fine, it's already the new domain. I'm pretty sure the database is reliable and will stay for a long time.
Looks like it doesn't store hashsums?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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In the rules we have this:
Movie Rules wrote:
Gameplay must be accurate to hardware Some emulators such as BizHawk allow you to set a custom initial RAM state: This is only allowed if that RAM state is proven to be possible on console. For PC games, environment settings explicitly supported by the game or its documentation are allowed.
  • If a setting is not mentioned in any way, it's allowed if it doesn't cause noticeable audio, video, and/or gameplay-affecting glitches.
Converting a game image from one format to another is only allowed if it's supported on the device meant to run that game, and the game itself remains unchanged.
It looks similar to arbitrarily setting OS time during your PC game movie. The OS allows to set it freely and directly, so as long as you don't change the game it's legitimate. With Spectrum and C64, BASIC was the way to use the system, so setting system variables that way also sounds good. If the game doesn't break from your system tweaks, even the current rules already allow it. And even if it breaks, as long as the system explicitly exposes such a setting to the user, it also feels okay to at least have it as a separate branch. We've had this with Flash games that would work very differently if you resize the window arbitrarily, which was entirely possible with original Adobe Flash Player, but looked like a one-off exception, so it was unclear how to handle it officially. Now I'm getting the bigger picture.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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CoolKirby wrote:
If I understood you right, this would change each movie's title to the name of the ROM it uses. I worry that this would negatively affect some games that are usually run on the Japanese version, like The Legend of Zelda: Ocarina of Time, but are much better known by their English title. The title, searchable on YouTube, would then become "N64 Zelda no Densetsu - Toki no Ocarina", which may not be as easily findable; although, it could work as long as the run comes up when the alias is searched for.
Makes sense.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I didn't mean to state that it would be rejected. I researched things that looked interesting, to have a discussion about them, so whatever happens next is agreed about. I asked other judges and they didn't feel it was worth rejecting. Because in the end we don't know if the overall RNG aligns in a way that makes the possible improvement really huge.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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OtakuTAS wrote:
feos wrote:
and to judge things according to what makes sense to us, the community.
Which is fine except a large part of the community is also staff, and also think extremely alike.
I linked the post describing evolution of the staff culture. We didn't initially come here already approaching things the way we do currently. We've been regular members of the community, interested in contributing in different ways, sometimes getting into arguments, sometimes agreeing on things. Over time we figured out different aspects of this hobby better, and worked on things the old way, while trying to push other things forward. There have been LOTS AND LOTS of arguments among staff members, to the point of them willing to quit over something unfair, and other staff members would try to figure those problems out, eventually leading to some sort of a resolution and a compromise. When you do it for years, you end up understanding how to prevent new fights or at least how to de-escalate them. Part of the reason why staff members "think alike" on a quick glance, is because they discuss things A LOT, and their posts either present results of some prior brainstorming, or they encourage new brainstorming. It's funny if one thinks that regular users don't participate in those. The thing is, regular users who are interested in operating on that level simply end up joining the team at some point. And yeah, when you lead a community of geeks, it's silly to expect that people with power but without agreeable points will go away with ignoring such a community. Regular users will nitpick things to death if they don't agree with you, regardless of whether you are a regular user or an admin. So, to work with such a community and not make it fall apart, one needs to understand things from actual experience, and to be able to word things with accuracy and politeness. Which is what we've been learning here for all the years we've been here.
OtakuTAS wrote:
I would put "putting in a controversial opinion about TASVideos and winning", especially as somebody newer or not "in" with the group, into the same category as "winning the lottery".
Is this based on experience with our site? It's true that it looked that way in the past, the common notion was that tasvideos looked absurdly "elitist". But in actual discussion we still try to work with facts and logic, not whether someone belongs or not.
OtakuTAS wrote:
Now, if a large number of people were polled and agreed, that's basic decision-making and majority rules, but there isn't a very big pool of people that chime in and most who do have individual relationships with each other as well as positions of power.
If several parties all rely on facts and logic, there is some room for a compromise, especially if they agree to acknowledge their respective differences and feelings, and to resolve them in a future proof way. I don't see how "individual relationships" affect this.
OtakuTAS wrote:
It gets to a point where decisions being made behind the scenes are basically like asking your grandma if you're right, she's always going to say yes, regardless of how right or wrong you are.
What was the last decision we made behind the scenes and then repeatedly ignored community feedback? And who's our grandma?
OtakuTAS wrote:
I cite the Nach thing again cautiously (I'm not well-versed in the lore enough to know about too many other similar situations), where it seemed like it was causing a lot of problems to be constantly debating, wherein the solution was deemed to just eliminate the resistance/Nach. Our government is always arguing, but removing an entire half to stop the arguing would undoubtedly create more problems (and dangerous ones) than it would solve. Removes the checks and balances but also any good ideas that get thrown out with the bad.
Debating has always been a part of the (volunteer) job. Haven't I linked the subforum where we debate things even more now? The problem is when somebody is barely possible to reach every time to actually have a debate (no interest in what's going on and how things are evolving), and when acknowledging facts happens ever more rarely. Did we mention all the problems with sticking with all the old technology? Did we need to post all the negative facts about someone, making sure everybody hates them? Also can it really be that one person who stopped participating in talks was the only one who could check and balance us, and the rest of the community can't? Finally what makes you think Nach's contribution to all the site operation was one half (or comparable to that), and the rest of the staff did the other half?
OtakuTAS wrote:
feos wrote:
It also so happens that the people who wanted the policies to be xxxxx, are the head of the staff team now
This kind of sums up my point, and can vaguely be applied to anything hence the edit... "So let it be written; so let it be done."
What edit?
OtakuTAS wrote:
If two people who adamantly wanted to the site to be hot green colored got elected to admin positions, there is a high likelihood the site would be hot green colored
First, why is it about only "two people" in your point? Second, did the community hate it, prior and after?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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OtakuTAS wrote:
I mean, any other scenario looks like this: #6236: alex_ik's NES Contra in 08:48.36
Dacicus: Processing... feos: Sorry for the delay, but now this movie can't be published, because an improvement has been submitted, and this record has been beaten. So I have to reject it in favor of the new movie.
Mothrayas wrote:
If the site publishes a movie knowing that a faster movie already exists (and is on the submission queue), it's violating its own rule. It's unfortunate whenever this happens to an already-accepted submission, but this is not the first time it has happened. No movie is confirmed for publication until it has reached the movie publication list. Accepted movies can still be rejected in light of new evidence.
Nobody liked how it happened back then, but legacy policies of the site (we've been a part of them) have evolved since 2019. These days we try to be content creator focused, and to judge things according to what makes sense to us, the community. https://tasvideos.org/Forum/Subforum/3 https://tasvideos.org/MovieRules/History It also so happens that the people who wanted the policies to be less strict and more humane, are the head of the staff team now, so yeah if we can reach a consensus about some change, we implement it. The main problem is that we need actual problematic situations to occur to start a talk about it, because otherwise everyone is busy with regular site duties (and real life).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Another idea.
Movie Rules wrote:
The movie must be complete Your submission must beat the game, or reach the most suitable endpoint the game allows. Single-level or otherwise incomplete movies are not allowed. Examples of suitable endpoints are:
  • A definitive ending, such as a credits sequence.
  • A kill screen, assuming it is impossible to complete even when TASed.
  • If there's no clear ending, end after all unique content (enemies, level layouts, game mechanics, etc.) is exhausted.
    • Alternately, after completing all unique content, you may end when the in-game difficulty (enemy speed, AI, etc.) stops increasing.
    • Alternately, in games with a score counter, you may end when you reach the maximum score the game allows.
I've been wondering if a rejection should still happen if a movie only completes one loop. Will that help us get a more complete movie anytime soon, if ever? What about accepting one loop and then as usual obsoleting it with a more complete version if somebody makes it later? Example: #5994: klmz's NES Circus Charlie in 03:21.35
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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EDIT: feos is currently working on a script in order to beat this game faster.
Uh, no? You'll have to test picking up coins at different times manually. The only thing I noticed is fceux taseditor doesn't want to keep markers intact if you load branches, so it would be easier to do this in hawk, marking frames when coins spawn and using branches for different routing.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ViGadeomes wrote:
Here is the same movie in GBA mode for Console Verification, no change in the inputs, same rerecord count, Author noted : User movie #638128316808155798. To late to modify the actual submission.
We can still do it if the author agrees and especially if the numbers are the same.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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And here's a movie that reaches the score of 22 60 frames sooner: User movie #638128340520305920 Turns out dependency between coin grab and next coin spawn is non-linear, and sometimes it's more optimal to grab it later, and the next one spawns sooner. Hard to tell how this affects the whole movie, but having to test a few more of the same button presses for every coin sounds easy, just a bit time consuming. If we blindly extrapolate this to the whole movie duration we get 00:20.77 seconds of potential improvement, and for the overall required score we get 00:45.32 seconds. Of course it's impossible to know if in practice actual time saved will be more or less that that. But what we know for sure is you can't just fall on every coin ASAP and be sure the next one spawns optimally. There's a bit more room for manipulation. And in a game as basic as this (you just move left and right), it's fair to expect a bit more attention to details. Also since you can manipulate the coin's X position and you have 9 lives, it would be worth checking if you can manipulate the last few coins to align so you could collect them without input while losing all the lives. EDIT: In theory it should also be possible to manipulate coin spawns a few coins ahead if it takes too long even after all the tries on the immediately previous one. But that makes it a much bigger project.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Welcome, and have fun!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I made a script to check for missed coins, by breaking when address $01:CB59 is executed, which is when a coin reaches the top border and disappears, because it hasn't been picked up. https://github.com/xram64/falling-nes/blob/fb8937ce3405cafb22e468925d45b3f95cc73e4e/source/falling.asm#L2018
Language: asm6502

Pkup_CoinCheck: ; Pickup activation check: Coin 01:CB46: AD 2D 00 LDA $002D pkupcoin_flag = #$01 01:CB49: C9 01 CMP #$01 01:CB4B: D0 28 BNE $CB75 Pkup_CoinCheckRoll ; S_PKUPCOIN 01:CB4D: A2 04 LDX #$04 01:CB4F: 20 36 CE JSR $CE36 Pkup_Move 01:CB52: 8D 2F 00 STA $002F pkupcoin_y = #$13 ; UI_CUTOFF 01:CB55: C9 14 CMP #$14 01:CB57: B0 39 BCS $CB92 Pkup_CoinCheckDone ; otherwise, a wrap occured >01:CB59: A9 00 LDA #$00 01:CB5B: 8D 2D 00 STA $002D pkupcoin_flag = #$01 ; PKUPCOINY_INIT 01:CB5E: A9 FF LDA #$FF ; SPRITE_RAM_PKUP+S_PKUPCOIN+0 01:CB60: 8D C4 02 STA $02C4 = #$13 01:CB63: 8D 2F 00 STA $002F pkupcoin_y = #$13 01:CB66: 20 11 CF JSR $CF11 prng 01:CB69: 20 47 CE JSR $CE47 Pkup_RandomXGen ; SPRITE_RAM_PKUP+S_PKUPCOIN+3 01:CB6C: 8D C7 02 STA $02C7 = #$A0 01:CB6F: 8D 2E 00 STA $002E pkupcoin_x = #$A0 01:CB72: 4C 92 CB JMP $CB92 Pkup_CoinCheckDone
Download missed.lua
Language: lua

memory.registerexecute(0xCB59, function() gui.text(100,100,"MISSED!!!") emu.pause() end)
And you've missed 2 coins, at frames 12744 and 45324. Was it intentional/unavoidable?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Darkman425 wrote:
It's still experimental right now but will be in BizHawk 2.9 when that releases to try it out. Since it would be in BizHawk that means there are a number of tutorials for using BizHawk that can help.
It's actually been considered ready per consensus, and it will become acceptable after 2.9 is released. So yeah we recommend it now, and it may obsolete other ways to tas with MAME.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Joined: 4/17/2010
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Darkman425 wrote:
I got sync to work for this homebrew game. The creator of the game has it available for download here: https://github.com/xram64/falling-nes
I got the rom from there (headered) MD5: 2F33019F51624CA94FD952A8B2673DD2 SHA-1: 5E85705B07AA931F729D6B7A85D4CD4B686F5E2F (headerless) SHA1:D2F6BCC7B3337715E3DFBA672F11895B7E9BD0FE MD5:1229D51277BE89D2F9C8BA2024021D0E but it doesn't sync and the movie has a different rom hash (b30b07cf2dd1e812143d636be4fe7143). EDIT: The right one is here https://www.romhacking.net/homebrew/96/ EDIT: Ah it's also here https://github.com/xram64/falling-nes/blob/master/assets/falling.zip
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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