Posts for klmz


Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I saved 1 frame in Snowy Mountain then lost it luck-manipulating Walrus. however I saved the 2 frames previously spent on manpulation and 16 more in Walrus fight, and lost 1 for getting the glitch warp to work. Many levels have been tweaked for entertainment while saving no time. (So your previous savestates won't work and you'll have to watch over again.) The result is a run 17 frames faster. I'll submit it when I determine that no more frames can be saved. EDIT: I have no idea what affects the GO warp glitch. It appears to me that all the 3 warp glitches ie. Prison skip, Pelicon fight/Sister chase "Return to Title" and Walrus GO warp, are caused by the same programming flaw: a fadeout timer or something similar is misinterpreted as the target level/scene ID when you somehow interrupt the current fadeout with another level/screen transition. However only Walrus GO warp seems unreliable. EDIT2: It turned out to me that all of the warp glitches are resulted from the simple kind of programming error that the "current level" counter (03000B50) gets modified unexpectedly.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
MUGG wrote:
Are there plans for lua to output onscreen text in user-determined font and size?
The fixed size of font has been annoying me and I'd like to have it fixed "flexed". However that require an addition pass in graphic output if smaller sizes are desired, which might be easier than it appears though. Regarding user-determined font (loaded from a file?), it would feel incomplete without proper Unicode support, which might take more time to implement. Anyways the answer to the question? Yes, there have been plans, but not quite scheduled.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: TAS Movie Editor bug fix
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
This revision fixed the bug that "new" resets in VBM would not be saved. tas-movie-editor-v0-12-2m Source EDIT: It's now released at github.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
BTW, I know this is out of place, but I can't find the original thread for TAS Movie Editor for an update. This revision fixed the bug that "new" resets in VBM would not be saved. EDIT: Thank you Tompa, for finding out the thread. EDIT 2: Users please acccess the link in the original thread for downloads.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I got issues exporting Hg to git, so I would rely on cloud disk once more time: VBA-RR v23.6 svn480-LRC3 [url= https://mega.nz/#!cNUnXboT!tgL3lEWSELggdNE-OmGhaEQCeF0mtpuNUrjWKOYwiDM ]VBA-RR v24m svn480-LRC3[/url] Source The reported vulnerability has been fixed. However audio is still being emitted and dumped at wrong sampling rate. Therefore, in order to dump the correctly lengthed AVI file, one still has to dump the video with "altAviRecordMethod=1" set in vba.ini, then the audio, and finally combine them together with audio streched according to the length of the video (which is correct on its own). EDIT: I forgot to mention that this fixed two potential out-of-range bugs in movie recording. Hopefully the mysterious crash haunting svn480 and later ones will be dispelled.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
arandomgameTASer wrote:
What's the problem with the manipulation?
The collision "glitch" or something. You may take a look at the jump around Frame 42159. Without delaying the start of this boss fighting stage, such a jump would (normally) be blocked by the boss.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
MUGG wrote:
So is anyone working on this now? Because otherwise, I might pick it up sooner or later.
Well, I am not currently working on a glitch-warped run, because... I have finished it. The only problem preventing me from submitting it is the "luck manipulation" on the "final boss" (Walrus), which cost me 2 frames.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
This is great. PS: Why don't you thank me for being the true only maintainer of TAS Movie Editor since 2009?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Since the debug menu is glitched out, some features don't work at all, including "4531" options, which will freeze the game or just have no effects. "Staff Roll" works but it is just like the "Credits" feature in other games, which can be played but the games will not be considered "beaten" (in AoS nothing can be unlocked by viewing it). I haven't tried the glitch with the "2 in 1" versions.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Thanks for the report. I fixed it altogether with a similar issue wiht the "Cheat List" loading yesterday in VBA-rr. I'd like to fix one more issue before I publish a new "release" though. EDIT: It has been fixed.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Just trial and error? It's the method used in the past years, which works fine. More seriously, even if you knew what decides it, you might still have difficulty to get the factor for a favorable outcome. Anyways, it would help if you knew early whether your trial would work right. My guess is there is just a simple countdown fire timer whose initial value is set when the turret is activated first time or when its last bullet is fired.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Fortranm wrote:
If it's an any% run, it should be accepted for sure.
It's "100% souls" and "100% items (including all equipments)" at Lv45, all in the memory-corrupting glitch and DEBUG process. My concern is about whether using the DEBUG menu would be considered "cheating" like using a PASSWORD. EDIT: Speed-wise, I don't know how fast this could be to be. The glitching part takes more than 1 minute, while the the time spent on the way to the final room could be "a few rooms" less than that in the current "any%". Weapon firepower would be stronger than ever, but the glitching process would change the game mode to "NO SOUL", which means neither Red Minotaur nor Skyfish can be abused. My estimation is such a run could be a few minutes faster than "100% souls" but somehow slower than "any%".
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
This game has embedded DEBUG mode hidden in the ROM. I am wondering if a run that activates it with a glitch and abuses it could be acceptable here. EDIT: More specifically, this may glitch the full asset of souls (aka. "100% souls").
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I fixed the frame rate of VBA-rr, which might help with encoding.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: VBA-RR updates with ~59.7275 frame rate
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Well I changed the frame rate. Now everything runs at ~59.7275 fps. Old movies should still synch with these if they synch with previous revisions. AVI also dumps at ~59.7275 fps. Some other problems like loading a Lua script would push a new video frame to AVI dump is also fixed. Temporary downloads (might get the GitHub thing working later on): [url= https://mega.nz/#!ABE0wTjC!uQ1MjILJaj_rqb3xLUODQ0FHgnKL7BoqLEGg8RqXsr8 ]VBA-RR v23.6 svn480-LRC2[/url] [url= https://mega.nz/#!YZMSkJaJ!_Q_iaZR1M5jCwLs8hznChF6N7PWdfgT0_s4eDcilBrg ]VBA-RR v24m svn480-LRC2[/url] [url= https://mega.nz/#!IMUxHTxB!pj9BnxycNY51glPvdou4Y-I9DTPFNibUySgz-v4N41w ]Source[/url]
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
MUGG wrote:
WIP is coming along nicely. But currently I'm stuck in level 21, trying to find the most optimal way to do this puzzle.. Edit: I think I figured it out.
GameFAQs wrote:
The puzzle here is not too bad. Just be sure to dig 3/4 when 1 starts to regenerate then dig 5/6 when 3 starts to regenerate and wait a half- second after you can dig to start. So the order is: Dig 1, 2. Dig 3, 4, 1, 2.(from the left.) Dig 5, 6 from the right then 3, 4 and run to the left for 1, 2. Drop down the center, go right and left, climb up the stairs and wait for parts to get filled in again. Go to the spare room.
Simple "reverse digging" puzzles like this are usually bottlenecked at reforming of certain blocks. In this GameFAQ it's the reforming of Block 3 (you'll have to wait for it when returning to the door). You could try altering the waiting such as: (Left)1,2; 3,1,2; 4*; 3,1,(Right)5,6,(Left)4,2 ->Key Note: The bottleneck could be any the reforming of 3, 4 or 5 with this tactic. It could be slower or faster mostly depending on how much time you could save by digging 4 early and/or whether/how long you would have to wait for 5 after getting the key.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: LibTAS to provide TAS recording and tools?
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I am think of a reusable standalone "standand" TAS library that provides TAS recording ability and related tools like RAM Watch for integreting with existing/future emulators. EDIT: The library should provide at least the facilities for implementing TAS movie recording, in either the frame-by-frame or timestamped way, though bullet-proof-ness is still up to the core. Tools may include Lua scripting engine and its common TAS-wise libs, TAS Studio(tm), RAM Search/Watch (midware?).
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I really appreciate the references to my run, but I too think there are many possible improvements e.g. Crushing Boots can be skipped. Movement precision seems much better than the currently published "all furnitures" run, but I haven't yet decided whether to judge this in the first place.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Soig wrote:
Heidman and I both have shooted enemies.
It was unavoidable to shoot certain enemies for Heidman, but not for you. Therefore your "unnecessary shooting" was interpreted in a different way.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Unfortunately, this run is now obviously suboptimal.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Movie ratings invisible even to self if not set public?
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
BTW, why all of a sudden everyone has been defaulted to non-public ratings?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
All "pacifist runs" that beat the games are hypocritical! The true Peace only comes when everyone Rests In it!
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Duplicated entries in Movie Statistics
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Movie Statistic: Lowest number of ratings I saw duplicated entries of 2109M, 2079M and 2031M.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
subanark wrote:
I guess I didn't notice this thread until the system got deployed...
I did't notice this thread either. I don't think any new change would be too late, though.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Published Author, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Hmm, there seems to be a quite old buffer-overflow bug in the GBA sound-state-loading code which could result in various glitches depending on the the compilation settings. Yet there seems to be a more serious bug in coding that depends on Standard C/C++ Undefined Behaviour Behavior, revealed with thanks to the recent "mis-timing build". Yet there is still a cause of desync to be found...
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do