Posts for lapogne36


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Insomniac Museum Glitch, basically you use the shortcut to the museum (via the pause menu) on the first planet, and when you come back you are on Boldan, so there are only 7 planets left to complete the game
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How many card games must you play to upgrade 1 card ? It looks like it will take forever to do so, but good luck anyway... oh wait there is no luck in a TAS ;)
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Bonjour Tout d'abord, comme un TAS de ce jeu existe déja, je te conseille de t'en servir comme base de référence pour les stratégies et autres techniques possibles. Si je compare ta WIP et le TAS actuel, je remarque que tu finis le boss environ 80s plus tard que le TAS, est-ce dû à des temps de chargement plus long sur Bizhawk (ce qui est tout à fait possible), un détour que tu as fait en plus qui te permettra de gagner du temps plus tard, ou bien une perte de temps réelle par rapport au TAS (combat plus long, combat aléatoire supplémentaire à cause de l'émulateur différent, etc...). A noter que tu n'as pas à t'inquiéter de toute perte de temps qui serait exclusivement due à Bizhawk "plus lent" que PCSX, on ne prend pas ça en compte lorsque l'on compare 2 TAS. J'ai vu un début de cinématique juste après le logo Playstation qui n'est pas présent dans le TAS actuel, est-ce une erreur de ta part ou bien un problème nouveau venant de Bizhawk ? Pour les valeurs dans la RAM, le rng est en général une valeur très dur à trouver pour un RPG, car changeant de valeur très régulièrement. Idéalement, il faudrait trouver un moyen de stopper le rng (exemple : est-ce que le rng continue d'avancer quand tu es en combat dans la sélection des sort/objets/etc...). Je te conseille aussi fortement d'essayer de contacter l'auteur du précédent TAS, il est le mieux placé pour t'aider sur ce point. Sinon, la méthode brute est peut être plus longue mais reste efficace. En espérant avoir répondu à tes questions dans ce pavé ^^
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Lil_Gecko wrote:
In fact I got a question. I'm not sure what to do with the optional boss Hades. I can fight him as I pass right in front of him and defeat him in 2/3 turns. Freya and Quina both have the right equipment to absorb the exp. But I can also wait til the end of the game, that my Thievery, Frog Drop, and Dragon kills do 9999 damage, finishing him in only one turn. I was considering a speed/entertainment tradeoff and go with my low level characters, but what do you think ?
Well if possible I would prefer you to wait the end of the game just for the "holy crap you defeated Ozma" sentence
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Yeah I assume it must be that, although I am not sure it would have helped me. For this game the double-word (dw) formula is dw#(x+624)=f(dw#(x+1),dw#(x+397)), with f a function that I do not understand but that I "recreated" by trial and error
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Last 10 seconds : now I guess serious business can start
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So basically what will be left after Excalibur II ? I can think of grinding (against dragons I guess), finish all the cards/letters/chocographs/blue magics stuff and defeat Ozma/Hades
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Looks good so far, even if it's hard to judge how hard it is to luck manipulate the pieces
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Yeah the lag frames were specific to PCSX-rr/PSXjin, however the game could still be played to the end (the biggest lag I got was like 2 minutes long...), that's why I created this topic when I confirmed that the game is working well on PSXhawk. Right now I can predict any upcoming RN as long as I have the 624 first RNs. Currently I am on the process of finding a good seed (e.g. the 624 first RNs, which are determined by the frame when you press "new game") to get the following : -A good Map 5 RNs (as it is mainly an ennemy phase map, so I am limited on manipulating the outcome) -a RN string that allows me to get two 8% display crits on the same round of fight on map 6, on enemy phase. The true odds are only 2% chance of crit, so it's a 1 of 2500 chance, and "on enemy phase" means that this RN string has high chance of not coming with the right timing (like 1 RN too soon or too late for example) -"Decent RNs" on the previous maps (not burning too much RNs) Obviously I am focusing on finding a seed that match the second point (I know when the RN string must appear with a more or less 500 RN margin), and then check if it works with the other two points
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The odds in Fossil Roo are so stupid, thanks to your HUP it's more than clear why some parts of the game just cannot be done the same way by RTA runners.
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Just to know, what is the meaning of "Odds of Encounter" ? Is it the odds for a normal player to have a fight from the beginning of the screen to the current point ? Or the odds of having a fight on the next encounter check ? Or something else ? And good luck with Tetra Master, let's hope someone may be able to help you.
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While the route seems well planned, the movements look quite improvable (well since it's a 3D game I am not expecting perfect movements, but I am pretty sure you can do a lot of optimizations without spending so much time)
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I think it's most likely the controller not set on "Analog" on the Controllers settings. Else, he should try to go to "Open Analog Control" and see if it works when "Enable Analog Control" is checked/unchecked
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A voir si tu peux réussir ou non à te faire éjecter du mur une fois que tu es rentré dedans, ce qui n'est pas vrai pour tous les jeux
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Congrats to all teams, it was fun and I hope there will be another one this year.
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Wouldn't it be faster to list the teams which have not yet submit any movie ?
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Hi JorWat254, overall it looks good so far, except maybe the box you used to cross the bridge because it looks like you could have throw it sooner (but I may be wrong). I tried to TAS this game a loooooooooong time ago, and from what I remember if you end a level without any extra HP left, the game will give you one before you start the next level. And this is where the game starts to be hard to planned, because you can take damage to save time pretty much everywhere, but you obviously can't take every possible time saving damage (note that a 1-up bonus gives you all your HP back). For example for the first 2 levels combined, you can take either 4 hits (3 hits on level 1 and 1 hit on level 2) or 3 hits (2 hits or less on level 1), so you should ideally test how many frames you can save for each of these potential damage, and then decide your final route. Yeah, it's not really funny to plan this game.
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I think it' a known trick but it also has serious side effects like not resetting the DangerValue and repeating the next scripted battle a second time
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Je te conseille de t'en tenir à la dernière version officielle (1.9.1). Pour en revenir à ton problème, c'est juste le bios gba que tu as dû mal installer. Il faut que tu ouvres l'émulateur, puis tu vas dans Config -> Firmwares, tu fais ensuite clique droit -> Set Customization devant le bios gba, et enfin tu lui indique où se trouve ce bios sur ton ordinateur.
Post subject: TearRing Saga
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TearRing Saga is a RPG which basically is a Fire Emblem game (it was designed by the creator of the Fire Emblem series after he left Intelligent Systems). It was only released in Japan. I wanted to TAS this game for a long time, but for some reasons the game isn't emulated well with both PSXjin and PCSX-rr (it is playable, however from time to time there are weird lag frames which prevent you to do any inputs for several seconds). But I tested the game with Octoshock (PSXHawk) and it looks like the bugs are gone, so I think it's time to create a topic for this game (let's just hope I am not the only one here to know this game). RNG mechanics It's a RPG, so yeah there are some rng involved. I understand some parts of it so I will try to explain. The memory address 0x000CC270 is a pointer which increase by 1 each time 1 random number is used. Its possible values go from 1 to 624 (it resets to 1 when it reachs 625). The 2496 bytes from address 0x000E9848 to 0x000EA206 (so that's 624 groups of 4 bytes) are used to determine the 624 next random numbers (for example, if the pointer is equal to 54, the 54th group will be used). They are changed each time the pointer come back to 1, and I don't know how the game calculate the new values, however it seems that for 624 given groups, the 624 next groups will always be the same, no matter what you do. Only the initial 624 groups can be manipulated, when you press "new game" in the main menu. Then some "strange" (from my point of view) calculations are done on the 4 bytes group to choose the random number from this 8x16 "random number board" :
{01;08;10;12;13;14;15;16}
{17;18;19;20;21;21;22;23}
{24;24;25;25;26;27;28;29}
{30;30;31;32;33;34;35;35}
{36;37;38;39;40;40;41;42}
{43;44;45;45;46;47;48;49}
{50;50;51;52;53;54;55;55}
{56;57;58;59;60;60;61;62}
{63;64;65;65;66;67;68;69}
{70;70;71;72;73;74;75;75}
{76;77;77;78;79;80;80;81}
{82;83;84;85;86;87;88;89}
{91;93;95;98;NA;NA;NA;NA}
{NA;NA;NA;NA;NA;NA;NA;NA}
{NA;NA;NA;NA;NA;NA;NA;NA}
{NA;NA;NA;NA;NA;NA;NA;NA}
So yeah, this board is the summary of all the (100) random numbers you can get in the game. NA means that the game will calculate the next random number (so the pointer increase by 1), and so on until it finds a valid number. As you can see, it is impossible to miss an attack with a displayed hit of 98% or more. On the other hand, there is no difference between a displayed hit (or crit) of 1% or 7% (in the two cases, you only have 1% chance of success). That's all for this post (here is the lua script I use to display the next random numbers if someone want it, however I didn't put any useful description in it) but there are obviously other things to talk about (like the route planning for example...)
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Here is the documentation about this function I found for the FCEUX emulator (I assume it must work the same way with PSXjin)
gui.gdoverlay([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0]) gui.image([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0]) gui.drawimage([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0]) Draws an image on the screen. gdimage must be in truecolor gd string format. Transparency is fully supported. Also, if alphamul is specified then it will modulate the transparency of the image even if it's originally fully opaque. (alphamul=1.0 is normal, alphamul=0.5 is doubly transparent, alphamul=3.0 is triply opaque, etc.) dx,dy determines the top-left corner of where the image should draw. If they are omitted, the image will draw starting at the top-left corner of the screen. gui.gdoverlay is an actual drawing function (like gui.box and friends) and thus must be called every frame, preferably inside a gui.register'd function, if you want it to appear as a persistent image onscreen. Here is an example that loads a PNG from file, converts it to gd string format, and draws it once on the screen: local gdstr = gd.createFromPng("myimage.png"):gdStr() gui.gdoverlay(gdstr)
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I will join this one too, if someone wants to team with me, just tell me.
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Did you try to make a lua script to do this bruteforcing automatically ?
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That Thorn & Zorn fight, even random encounters take longer than that...
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Nice and fast progress so far, keep up the good work
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