Posts for mozkf

Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
I have made TAS of this game before, and there is such a movement in TASVideos, too, so I am very glad. I think the optimization is very difficult, but support you as much as possible. ↓My TAS. http://www.youtube.com/watch?v=zmZ7O32vMJA
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
Anyway,I try to remake it from a beginning.So I am glad when I have you give update plan!
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
eddalius wrote:
I started to attempt to examine this game and pull it to pieces. Mozkf, anything you can tell me about the RNG system? I know that is cycles 1 time when an animation of the digimon finishes, which results in 2 changes when you scold/praise and 3 or so when you feed it something. Do you know if it resets on saving and then reloading? Or not? I'm trying to apply what you have done in the TAS into an RTA run. :D
As for the RNG system of the this game, the random number did not change at the time of save, and when you reset it, the game begins with a specific number (it varies according to emulators etc.). In other words,when you use a saving and reloading, you cannot reproduce the same running from there of the point compare with without using saving and reloading, but,a past random number is reset from the position that you saved ,so you can make a planned running easily.
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
AngerFist wrote:
mozkf, are your runs ready to be submitted? Please say yes :)
If you say this is just good, so I am to be ready to submit it.
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
Uploads have been completed! any% → http://www.youtube.com/watch?v=XP5ZoCa_sfg prosperity degree 100 → http://www.youtube.com/watch?v=SREV4WGCp5s
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
eddalius wrote:
I take back my comment. That is brilliant, do you think it is applicable outside a TAS?
In training, I think that this method is possible enough outside TAS. However, of course the technique to stop a slot precisely is necessary.
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
The record of my video any% is 328862F, Prosperity degree MAX is 589216F. When there is time, I contribute it. I adjust it by basic movement moving a chief character as an adjustment method of the slots which I performed (whenever digimon stops movement, a random number changes one by one) and use the effect of the floppy when time suffers by the method and move a random number at a stretch. Because I prepared the following video, look at the detailed thing (part of prosperity degree MAXTAS that I made). http://www.youtube.com/watch?v=_Yj11va6i3U
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
Drakodan wrote:
I myself would like to know how exactly one would go about manipulating the slots on Bonus Try during training. Playing this on an emulator, sometimes its possible, sometimes it isn't. There's something that seems to pre-determine whether the game will allow you to line up three golden poops on the slot machine. Anyone examined the code and figured out what decides this?
I have settled TAS of this game for a past (in Japanese-version), and various things seem to be decided by four kinds of random numbers somehow or other. I did not understand the detailed thing after all, but the address that a random number is stored is like 0x9010 - 3.
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
Patashu wrote:
Have you tried emulating Digimon World on different computers/someone else's computer? It may help narrow down the cause of the problem.
I had not yet tested it with other computers, but this phenomenon seemed to really happen to other people.(I confirmed it in the latest edition of pcsx-rr and psxjin) http://www.youtube.com/watch?v=T9uqA-Ws8gY&feature=youtu.be
Experienced Forum User
Joined: 8/20/2012
Posts: 10
Location: Japan
I'd like to make TAS DW. However, a large quantity of rags sometimes occur when I play this game with an emu and may not accept operation during several seconds. Because this phenomenon has a big influence on the speed run, I am troubled, but I want you to hear an opinion how it is a thing that produce with holding the malfunction of the emu as TAS, but how will? (It is hard for me to express in English, so I think whether wrong points including the grammar is seen, but please permit it(>_<))