Posts for ixfd64

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KennyMan666 wrote:
They were openly sharing roms on their Discord, had the actual Switch SDK on their Google Drive, and when Tears of the Kingdom leaked two weeks early, the Yuzu build that was able to play it was only available to Patreon subscribers—and they saw a huge increase in subscribers in that period of time.
Yeah... that is a huge no-no.
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I know this is an old thread, but Cemu 2.0 has been released: https://reddit.com/r/cemu/comments/wwa22c/cemu_20_announcement_linux_builds_opensource_and It's also under an open source license!
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I must admit I've never used bsnes, but this is very sad news. :-(
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I currently have "Livin' on a Prayer" by Bon Jovi stuck in my head.
Post subject: AI plays Magic Jewelry
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Has anyone ever played the Columns clone Magic Jewelry for the Famicom? Someone made an AI program that plays the game. I thought it was pretty cool.
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Some time ago, it was established that power-up incrementation could only be done with a Yoshi. So if no Yoshi is present, then it would not be possible to get a Cape Feather out of a Fire Flower. But with the advent of arbitrary code execution, does anyone know if it's now possible to get a Yoshi or Cape Feather in a level where one isn't given? I'm guessing it's still not possible because such tricks still involve a Yoshi, but I'd love to be proven wrong.
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I think video game music is highly underrated.
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Snes9x 1.53 is still buggy in some aspects. For example, rapid loading and creation of save states often causes the emulator to freeze, and in one case even corrupted my SRAM file.
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Anyone else here a member of the EEVBlog forums? They have a lot of useful information.
Post subject: using test frameworks to TAS Android games?
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Part of my current job involves running automated test cases on Android applications. We use a program (similar to Robotium) that gets information about the active UI elements on the screen via instrumentation and sends commands accordingly. This got me thinking: would it be possible to use these tools to TAS Android games? Has anyone here ever looked into this? On a similar note, would it be possible to use a program like Selenium to TAS HTML5 games?
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Does power-up incrementation always require a Yoshi?
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Sorry if this is an old topic, but does anyone know if there are any tricks for obtaining a cape feather if none are provided? Such a trick likely wouldn't be too beneficial for Super Mario World as it's fairly easy to obtain a cape, but it could be useful for TAS'ing hacks that do not provide feathers at all.
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I haven't been on this site in ages, but I'm extremely impressed with the progress. Keep up the good work, everyone! :D
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Does anyone know if version 1.53 has the desync'ing issue that 1.52 and below have?
Post subject: if you could "superplay" any game in real time...
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If you could play any video game "perfectly" (like in a TAS) in real time, which game would it be, and why? For me, it would be Super Mario World, which has always been one of my favorite games. The game's unique mechanics allow for many awe-inspiring tricks - not to mention the plenty of opportunities to show off!
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I got bored, so I decided to make a tool-assisted "playaround" run of Forest of Illusion 1: http://dehacked.2y.net/microstorage.php/info/194449382/MARIO%20FoI-1%20TAS.smv It's pretty unimpressive, though.
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AndyD wrote:
you could fix desync by using these commands PixelGetColor Retrieves the color of the pixel at the specified x,y coordinates. PixelSearch Searches a region of the screen for a pixel of the specified color. these can be used to check if a level has loaded, or if the character on the screen has reached a certain point on the screen
A similar concept is already in use elsewhere. Some RuneScape (a popular MMORPG) players automate their in-game tasks with a "smart" macro called SCAR. The program tries to recognize in-game objects by detecting patterns on the screen. It then uses a script to determine where to click next. The RuneScape policies actually prohibit the use of bots and macros, but such a program could be useful in other browser-based games. The only problem is that the run time probably won't be the same on every computer.
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Thanks for the information. I was afraid that I had a bad ROM, LOL.
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The "tricks" page says that releasing → when Mario is in mid-air will make him travel at his current until he reaches the ground. However, when I release → at the desired speed, it will change two more times before being locked in. For example, Mario's sprinting speed oscillates in a cycle of 48-47-48-47-49. However, if I release → at 49, Mario speed will change two more times, stopping at 47. Am I doing something wrong?
Post subject: Do any of these YouTubers post here?
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I've noticed that some YouTube users are pretty good at making tool-assisted speedruns. Does anyone know if any of the following folks are members of this forum? It would be useful if we could get input from these guys.
Post subject: Re: can't view 0x7E13E4 on Snes9x
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ixfd64 wrote:
According to the tricks guide, the variable for the p-meter is stored at 0x7E13E4. However, 0x7E134 does not appear in the list of memory addresses. I'm using Snes9x 1.51, by the way. Am I doing something wrong? Thanks.
It now works for me. Odd.
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MUGG wrote:
TAS = TAS like in task (with a short a) TASing = Taysing TASer = Tayser But I never ever said TAS in reallife. Perhaps I once referred to it as tool-assisted speedruns, but not as TAS.
But don't TAS me, bro!
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Another good place to ask for help is the "Help in Hacks" thread at SMW Central.
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"Tee ay ess."