Posts for jlun2

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That reminds me; are there actually any categories for all logbook scans? Or all scans + items? Also since there's no MP3 thread, I never played 1 and 2, only 3. On 3 there are these that also appear in game. Is there any runs that also collect them all (minus the green "friend" credits)?
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Sharkey91 wrote:
Please, came someone good at SM64DS TASing can help me to what RAM adresses are useful because currently I only use the RNG, the character's speed and the Bowser's spinning speed. I don't really know the utility of the other RAM adresses. Thanks to reading ! Edit : And please if someone can tell me how to hack the textures to see what are you doing in Out Of Bounds because I've never found it.
1. A tiny problem about that; the addresses change every stage. http://tasvideos.org/GameResources/DS/SuperMario64DS.html Here's the base addresses and the offsets. You'll probably need lua or lots of watch files to display them across the game. 2. The hack appears private, so try pming the authors of the current TAS.
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Experienced Forum User, Published Author, Skilled player (1787)
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Kurabupengin wrote:
Xenia running/trying to run some Valve games... https://www.youtube.com/watch?v=u3ftu_bt854
Hey, that means we're closer to getting those Half-life/left4dead TASes people requested back over here.
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3-1 underground was amazing 4-2 was meh, but the fact that this was possible was rather surprising. I honestly thought it would've led to another minus world or something. 6-2 was also quite clever. I almost wanted to vote meh, but that 000 time made it worth it. O_o 8-4 was funny. Sure the loop was shit, but the fact your team managed to trick this game to loop in 3 different ways was worth it. In fact this is one of the reasons why I think the loops should exists; it's showcasing 3 different ways the game messes up. That and the 000 time at 6-2. This TAS convinced me a run of all achievements AND maximum score for each stage for the GBC deluxe remake's challenge mode might actually be worth watching. Btw, not related, but: What? Edit: The zip file from the forum link is empty as well.
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feos wrote:
It's not me that you need to start taking seriosly, it's USA law that youtube and those bullshit pretenders don't care about. Simply because such a question was never raised on a serious level. Nach already succeeded to unblock TASVideosChannel once based on the arguments he gave to youtube. Your turn?
Teach us please. :o
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Can someone actually show game play as "evidence" that hard mode severly kills entertainment? Currently, even if this was true, people only saw the normal mode TAS and never the hard mode. If this game had an easy mode and you used it, assuming this TAS didn't exist, I'm sure people would argue "easy is more entertaining" simply due to the lack of comparison. tldr: video of a rough TAS why hard mode is boring or otherwise it's hard to argue about entertainment compared to this.
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Mothrayas wrote:
The spirit behind the difficulty guideline is pretty simple: choose difficulty according to what makes the most interesting run. That's all there is to it. By default, that would be the hardest difficulty because those are obviously more impressive to complete, but it definitely does not always apply. If raising the difficulty just means that boss battles take more repetitive action and damage-taking speed tricks have to be forgone, then it is definitely justifiable to pick a lower difficulty. I don't know why people are making such a big issue out of this. We get a more interesting run this way, so why force the change?
Is there even a hard mode TAS to actually compare, or is this just basing on assumption?
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Amaraticando wrote:
Be careful, your TAS that you spent months making can be summarily deleted by them...
That's why you (and others) probably shouldn't immediately delete the input file right after making the encode.
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Archanfel wrote:
I not agree with Mukki decision. Khv-user did everything right and there were no reasons to reject his run. P.S. By lucky accident, currently in workbench there is another non-hard-difficulty TAS. The reasons of difficulty choice approximately the same as my.
Thanks! I never knew that. Also:
The first thing that should be addressed is the use of Easy difficulty. Changing the difficulty reduces enemy HP and how many enemies spawn. It does NOT change anything else. So Easy mode is chosen for speed purposes
That's not the same reason as yours; that's an even more extreme case. >.<
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The first thing that should be addressed is the use of Easy difficulty. Changing the difficulty reduces enemy HP and how many enemies spawn. It does NOT change anything else. So Easy mode is chosen for speed purposes
Q: Easy Mode is for scrub noobs! A: Fine, do a run in the other difficulty modes and see how much fun you have. Easy Mode is the fastest mode there is, so I chose that.
Ok, isn't that the entire point of hardest difficulty? Seriously, of course easy mode will be fastest. How come no one bothered questioning this? By that logic, might as well quickly do a TAS of a game, say spongebob and obsolete it by using the easiest difficulty. Edit: In fact, when does "less hp" even draw the line? If less enemy spawning == not important, what's next? Have no enemies?
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This was posted before, but:
Mukki wrote:
The idea that prolonged boss battles alone provide a good enough reason to avoid the highest difficulty is absurd. Most, if not all, harder difficulty levels in gaming are so because of either stronger enemies or weaker attacks
In other words, the entire point of it. I never played this game, so can someone please explain why normal difficulty would severely boost the entertainment value of this game? I asked about the difference in terms of time for the 2 difficulties, but I don't recall seeing an answer for it ever.
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Arc wrote:
I got the "good zombie spawn" using FCE Ultra 0.98.16. I haven't been able to get it in FCEUX 2.2.2. The converted .fcm to .fm2 doesn't sync. I've tried adding and removing frames. (In FCEU the screen changes from grey to black on frame 3, whereas in FCEUX it's on frame 8.) I've tried using different inputs and timing. But I always get the "bad zombie spawn." So I'm stuck until a solution is found.
Does emulator timing affect RNG? Is that "good spawn" even possible in an actual console?
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Hey, I'll make a temp encode. Edit: I initially can't get it to sync because when I reset, it says "Backup data corrupted" at the end of the Chapter 8 boss. Eventually I discovered how to get it to sync: 1. Go to the battery folder. Delete the .dsv for this game 2. Copy paste the movie twice. 3. Run the copy, pause it at the first frame or so. 4. Make it read-write, now make a save state. 5. Load the save state. 6. Immediately stop movie recording 7. Play back the original move 8. Load the save state from above. If steps 2-4 doesn't work, make a new movie, use the exact same RTC settings, then make a save state at the first frame and load that when playing back my movie. It'll give an error, but it'll work. I apologize to anyone encoding for this convoluted way to get my movie to sync. Edit2: Link to video After seeing this for the first time with fog turned on, I admit - it's pretty bad in terms of entertainment. I'll expand the submission text to room by room so other's will know what's going on. Edit3: I'm conflicted whether or not to upload an encode with fog off. On one hand, it makes the movie much more tolerable. On the other hand, it has a chance of influencing the votes to "Yes/Meh" solely because of said encode rather than the original.
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http://dehacked.2y.net/microstorage.php/info/909917951/test2.dsm Wrong warped from chapter 14 to chapter 9. No idea why it happened. Delaying 1 frame prevents that.
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1. Welcome to TASVideos! 2. What GBA core are you using? That's a bug and you should report it either on the BizHawk forum section or the bugtracker (if you can). 3. Technically, there's a built in RAM watch and search feature built in on BizHawk, but I guess it's your choice.
Post subject: Re: Reply Arandomgametaser
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Gay wrote:
Please troll me. This TAS is like crippled snail movement. It is click agonizingly slowly through dialogue. Are you entertained by videos of people slowly reading through books? Face it, this game sucks for TAS, the vault not even take, regardless of what the player does.
Well, I'm not sure how different a TAS of this game could be compared to a real time run because I never played this, but regarding reading slowly, there seems to be a demand for that for some reason I never understood especially in the context of beating games as fast as possible.
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Not sure if this game is console verifie-able, but if so maybe that could be tested using the same input from an emulator?
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http://i.imgur.com/yua8BN9.png I made a map of the entire route. It's not complete; For some reason, I can't seem to find chapters 2 and 14 maps anywhere in game other than the use of cheats. I also didn't list key items, ammo, health, etc. Edit: 02266000 is text for the buttons Edit2: The weapon/item/map flags are all binary. 204FEA8 - Changing this to FF makes you unkillable for some reason. 204FEE8 - Seems to be some kind of offset; changing it to a high value pushes me far from the map while a value like 0 makes me walk through walls. 22234A23 - No idea, but changing it to certain values cause it to always display the chapter titlecard every time I move through certain doors. 22234A60 - Control Type, Y Axis Invert, Heart Beat (Quiet) flag 22234A61 - Brightness, Heart Beat (Normal/Off), Music flag 22234A70 - Weapon flags 22234A71 - 1,2,3,4,5 floor west building map flags; Also flag for if notepad exists 22234A72 - 6,7,Roof west, 1,2 east building map flags 22234A73 - 4,5,6 east building map flags 22234A74 - Top item list flags (except for the notepad) 22234A75 - Bottom item list flags Edit3: There's an ammo on the floor at the last room of Chapter 10 that's unreachable. Also: This door for some reason is glitched, and reentering the previous hall takes me back to other side for no reason. Edit4: Here's the original map with almost every entrance encountered: http://i.imgur.com/IEDROLh.png I also updated the first link to reflect new exits found. Edit5: I can confirm it's completely possible to kill a 32 HP banshee using the nightstick WITHOUT slowing down whatsoever, but it really requires the Banshee to be at the right spots at the right times. Worse case scenario will be it approaches at a wierd angle, and I'm forced to use the machine gun (which slows down every shot due to recoil).
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1. That's what happened for games like Monster House as well, and it really helped refinding addresses every single floor no matter how annoying. 2. The RAM search is similar to Cheat Engine's in a way, so the tutorial that comes with that program will help you know the basics to this as well.
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Kurabupengin wrote:
PLSFEEDBACK
Ok. Have you found any RAM addresses yet or are you just rushing through?
Experienced Forum User, Published Author, Skilled player (1787)
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Hey, it seems google code is now read-only. I tried visiting the emulator's github, but the issue tracker link takes me back to google code. Where do people report bugs now?
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CoolKirby wrote:
jlun2 wrote:
I can't seem to upload my WIP since it went over 2MB.
You could go old-school and upload it to Microstorage. It appears to support movie files of up to 8 MB. Does that Chapter 12 strategy really skip the boss entirely? That almost seemed too easy.
I never knew that. Thanks! http://dehacked.2y.net/microstorage.php/info/1075280082/test2.dsm Also I was surprised as well it works, and only found out after I left and re-entered the area when bored just to discover the cleaver respawned. Edit: The green-tipped banshees have 32 HP, and other than being lucky and having them at certain spots there's seem to be no way to kill them without losing time. After messing around a bit, I discovered that not only do they don't seem to have any weak spots (so no x3 damage), but also the nightstick hits them rapidly without cooldown (once again, if aim is right and they're at the right place). I'll try to reduce the slow down so it won't be as noticeable, but... Edit2: It seems the green zombies, if they spawned at rather bad locations, can still be avoided. They stop moving when they use their ranged attack, so by manipulating them to use that they could potentially be avoided.
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I can't seem to upload my WIP since it went over 2MB. Anyways... The 4th room of chapter 10 seems to be the only room outside chapter 3 to use the keycard, and it's only if you wanted to backtrack to the previous room. I waste 10 frames at that room to avoid getting hit since the leeches at the end of the chapter would kill me otherwise with the current RNG. I cannot splice the input from chapter 5 to chapter 11 because apparently the fences are of a slightly different length. Also: Link to video I honestly never seen anyone post nor mention this so I assume it's obscure. Edit: For some reason, changing 022661F9 at certain rooms allowed me to walk through walls.
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Alyosha wrote:
EDIT: I can't get the current publication to sync at all, if anyone is able to please let me know how you did it. EDIT 2: seems like holding 'A' in between levels changes the mountain layout, will have to test to find the best one. EDIT 3: I tried playing my movie on neshawk and it desynced right away. All the loading frames lined up correctly, but the mountains were different. The game must be doing something every cycle with RNG.
If the RNG is found, I wonder does it for some reason change different for different emulator (cores)?