Posts for mapler90210


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Joined: 3/22/2008
Posts: 84
Decided to experiment with the onloadstate() event and the results are a little weird. I want this to be toggle-able, which the simple one-liner doesn't accomplish. Once I load the script, the event seems to be registered until I close the instance of the emulator. I attempted to address this by combining the script methods, and it MOSTLY works but has one key flaw. First, here's the code I have so far:
local function_name = "randomize_rng_on_load_state"

function randomize_rng()
	local new_rng1 = math.random(0, 255)
	local new_rng2 = math.random(0, 15)
	memory.usememorydomain("Combined WRAM")
	memory.writebyte(0x040FB4, new_rng1)
	memory.writebyte(0x040FB5, new_rng2)
end

function clean_load_state_event()
	event.unregisterbyname(function_name)
end

event.onloadstate(randomize_rng, function_name)
event.onexit(clean_load_state_event)

while true do
    emu.frameadvance()
end
The flaw is that approximately half the time when toggling the script off, it throws a scary looking error message. It still toggles off properly and you can close the error without the instance crashing, but I'd love to stop that from happening at all if possible
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Joined: 3/22/2008
Posts: 84
just to close the loop on this, that solution worked completely, thanks
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Joined: 3/22/2008
Posts: 84
cool, I'll try this out, thanks
Post subject: LUA Script triggers on savestate load?
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Joined: 3/22/2008
Posts: 84
I want to create a practice tool that will allow me to load a savestate while also randomizing the RNG. I already have the RNG address for my game and I've created some simple LUA scripts to display my current RNG value (and speed and position and such), but I have no idea if it's possible to trigger a LUA script on savestate. Has anyone attempted to do something similar?
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Joined: 3/22/2008
Posts: 84
Haven't watched yet, but regardless of the category, this run should be faster. The 100% non-TAS record is 46:53. Yes, the timing method is a little different, but it's been shown that 46:3x is perfectly reasonable in real time. It goes without saying that this is much too slow for an any% TAS.
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Posts: 84
http://tasvideos.org/Movies-C3040N.html These movies all have something in common. Edit: didn't refresh before posting this. Meant to be a response to comicalflop
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Joined: 3/22/2008
Posts: 84
Bounceball doesn't break gravity. The game keeps track of two "downs". One is absolute down (which can actually change in the case of Crazy Gadget). The other is where sonic's feet are. Whenever you leave the ground, the game has to transition from sonic's feet to absolute down, but it's possible to delay, interrupt, or even completely prevent this transition. The bounceball is merely the most versatile technique for that purpose, as it can be timed for any of those purposes. Rail transfers are actually the most likely to prevent the transition entirely. Homing attacks can rarely do more than delay. I don't know whether cancelling a HA with B or X changes that.
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Posts: 84
Video works for me.
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Joined: 3/22/2008
Posts: 84
I thought it was turbo bounce and gravity bounce. when did we start making these names long and ugly?
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Hexing is kind of iffy. It works in general, but some of the more precise things will just barely fail. there's also the issue that some odd things are RNG dependent, such as the amount of time between the final missile in Iron Gate exploding and when the door actually breaks.
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Posts: 84
ALAKTORN wrote:
http://www.youtube.com/watch?v=PO4hQkrQU8g a fantastic freerun of BitDW
BitS
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Posts: 84
N. Harmonik wrote:
What if a Dreamcast run was doable? Would it then take precedence over this run? If this is done without a memory card, how come the game doesn't lose your progress when you softly reset?
If a DC run were doable, it might take precedence in the sense that the advantages are larger and the run would end up being faster if made at roughly the same quality. Both Sonic Adventure games maintain the entirety of your playthrough until you shut the system off. As SP said, a soft reset just sort of takes you to the title screen.
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Posts: 84
N. Harmonik wrote:
hegyak wrote:
I would say that the GC Version of SA2 is preferred since the black market is already built into the game instead of it being online only for the DC version. About the WIP: Why no A rank on Eggman? The Hunting stage got p3nd SO hard.
But the black market has nothing to do this TAS. Incidentally, are the ones doing this run certain that it's faster without a memory card?
GCN version has less lag, better emulation/TASing support (there's a reason there are no DC games on the site), and Eggman/Tails have an 8 frame delay between locking on to separate targets instead of 12 like on the DC. The disadvantages are that they fixed Knuckles and Rouges Uppercut attacks so that they no longer break the game. There are also small level differences, the only significant one I'm aware of being an invisible platform that was removed in Green Forest, preventing a DC shortcut from working on GCN. No memory card means no delay from the game trying to save. It also means we don't go insane TASing this game since we would have to delete the memory card file every time we play the movie back. Dolphin is slow enough without having to do things before we can even play the file.
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Posts: 84
If you have skype, add me. same username as here. If not, get MSN and add nicoshdw@yahoo.com
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Posts: 84
Since both stories end in credits, you could still do Hero and have it be submitted. Honestly, that'd be the biggest help for full-game anyways so that route planning is done by the time we get to it. We started with Dark because it's influenced less by the lack of upgrades at the beginning. we're edgy. That gives us more time to finish testing Hero, but we wouldn't need to if you guys go through and do it.
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Can I just ask that you make sure the Air Shoes actually save time? I was always a little skeptical about that.
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I don't think he'd do a no-upgrade run of Iron Gate. Otherwise I'd only give it a week. Maybe 6 days.
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Indeed. Anything you can think of, we will test. if you have time, I can even stream those attempts so you can tell me if I'm doing it wrong or possibly think of new ideas.
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Posts: 84
To explain the sequence of events: Last time we started this, I figured out you could walk on the slopes of the elevator areas. This allowed a number of neat momentum tricks, including being able to build large amounts of backwards or forwards speed. Many failed ideas later, I concluded that you would need to be able to land on the side walls briefly in order to reach the small ledge in front of the door. In a week or two of testing, I failed to accomplish this, and gave up. In 20 minutes of dicking around, SP did just this. And reached the door. The only thing that makes me feel better is that he's the one who needs to optimize this ridiculous trick.
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Posts: 84
BrainStormer wrote:
BrainStormer wrote:
Can someone test if this works yet? (it's been 5 years) if it doesn't work now it probably never will because mupen improvements have nearly come to a complete stop. And don't ask why I didn't bother testing WTF PEOPLE!!! NO ONE HAS STILL REPLIED??? IT"S BEEN LIKE A WEEK WTH!!! SO FREAKIN ANNOYING!!!!
HELLLLLLOOOOOOOOOOOOOOOOOOO???????????!!!!!!!!!!ANYONE???????????????????
That glowing light on your keyboard right now is probably the caps lock. You don't need to worry about turning it off though. I'm pretty sure it's an LED and those things last a really long time.
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Posts: 84
I'm starting a TAS of this. The beginning will be more or less this: Every character waits during the Snowball Fight. Change settings during the first character's turn. 2-turn Lizard Men!? fight. Montblanc may or may not need his second turn, depending on how much I can do with a critical hit. (No idea where to place Sprohm. If anyone has any ideas for region setups, please let me know. I can provide links to existing setups and general information about how region create works to anybody interested) Expel either the Nu Mou or the Viera before Herb Picking to trigger Human Wanted afterwards. I'm leaning towards the Nu Mou so I don't have to buy a Rod from the shop, change his class, and equip him. The Viera might be faster simply because she isn't that useful. It will probably depend on whether her critical hits do decent damage. (No idea where to place Lutia Pass) Expel whichever member you did not before, raising the average level of the clan to 3. Buy Dueling Sub (3day dispatch, human soldier, Kaiser Knuckle as a reward), Thesis Hunt (Atmos Blade, Firewheel Rod, or Thunder Rod as a reward) and Human Wanted (5day dispatch, Bangaa white monk, guaranteed recruit from the Human set). From Dueling Sub, you also want to pick up a recruit (this will be from the Basic set). For now, I'm planning on a level 3 Nu Mou with high Matk to replace the level 2 I start with. From Human Wanted, I'm planning on getting a level 3 Fighter. Go to the shop, buy a Rod and a Sweep Blade. Equip both, and give the Kaiser Knuckles to the White Monk (NOTE: If testing proves it to be more efficient, I will get an Atmos Blade instead of Kaiser Knuckles, ignore the sweep blade, and keep the Hard Knuckles on the white monk. this is a matter of whether I need the extra money, and whether the Sweep Blade is useless. I forget how much Watk it gives, and its ability is useless since I can manipulate critical hits). Just checking Watk, I think I'm going to stick with Kaiser Knuckles first. I'm going to change Montblanc into an Animist and give him a Glass Bell for Sheep Count. This means I only need one Atmos Blade and one Level 2 Rod (for now), so that's what I'll get from The Cheetahs. A minimum of 9 days will have passed by the time I finish Thesis Hunt, making it Kingmoon 10. If I have to avoid laws or need to get a certain Treasure Hunt result, the highest would be Kingmoon 12, I believe. Getting back to a town will be either 1 or 2 steps, I think, making it Kingmoon 11-14.
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Even without Galleon's strat, it seems sub-5 hours is still possible. MoogleBoss achieved a time of 5:07 with limited save state abuse (never during a battle), which can be seen here: http://www.youtube.com/watch?v=NoicMhKfVRM&feature=list_related&playnext=1&list=SPE6319A2C918F63DD
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Well, that answers that, then. Do you know of any version differences that might affect a MetaKnighmare run?
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MUGG, did you do that run yourself? If so, I'm curious why you haven't submitted it for publication. It looks amazing.
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I haven't seen the run (desynchs with the ROM i have, and I'm too lazy to look for yours), but a lot of people watch runs like this because it shows off the entire game. When you remove one game-breaking glitch only to make use of another, it seems pointless. Even worse, in this case, is the fact that the "other" glitch you use functions so similarly to the one that you chose to prohibit. I don't really think either side is correct in this argument, but that fact that it's so divided somewhat of an issue itself.