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Wow, huge progress indeed.
Almost looked like you were just playing around. :D A lot of really funny parts (this was my favourite :P).
By the way, it didn't desync for me. It ends right at the beginning of the Metal Gear Rex fight. It may have desynced for you if you used fast-forward while replaying (that's a known issue).
I hope those desyncs don't demotivate you; can't wait to see the final bosses. Keep it up.
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I answered that here: http://tasvideos.org/forum/p/210096. (Short version: it's not very useful.)
Comparing mine with darkwasabi's run, he had one fight less so far. I wonder why he didn't get that extra fight there (at 7:20 in Part 4); he doesn't seem to walk or anything, and I tried various things to skip it, but couldn't find anything. (And I'm already watching the RAM addresses for danger, offsync, and stepID...)
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Each guard has 105 HP, but Seifer only does ~90 HP damage (95 being the highest I could get).
It seems you're right. I made a quick test and it was at least 200 frames faster.
I haven't tried this one yet, but sounds reasonable.
Thanks.
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Mainly for L Mag-RF (Refine Life/Recovery Magic). I don't know if ST-Def-J or ST-Def-Jx2 can be useful for a TAS, since you can manipulate enemy attacks.
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I uploaded some new segments to Youtube: Part 4, Part 5 and Part 6 (pxm). The movie length so far is 1:00:42.
That's an interesting question. darkwasabi said it was slower, but I think it might be faster in a TAS. I will surely test it the next time I have to do those fights.
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That fix must be the most important line I ever wrote in PCSX. :P
There's still one cause of desync left (at least in the case of Final Fantasy VIII): when you use fast-forward there's a very minimal chance that your run will go out of sync. I haven't bothered to debug it yet, because I only use FF when I'm replaying from the beginning (and the desync happens very rarely), but it probably has something to do with the speed hacks in the frame-skip functionality.
I'm very happy anyway: I'm almost 30 minutes (100k frames) into a very complex game, and no desyncs yet since I applied that fix. :D
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Here's part 3: http://www.youtube.com/watch?v=o-u9xu7RLyg (pxm): from getting the fish fins to right before Dollet (pretty boring segment, if you ask me).
I already got most of the useful RAM addresses for battles:
The only thing missing for writing a semi-decent bot was to know what made the RNG advance, and I figured that out by the last turn of the first fight, and perfected it by the end of the second fight. If you play the pxm file, you can see how I press the circle button there like a madman (even before the dialog boxes appear) just to get the needed extra fish fin (~5% chance), to get the Rough Divide animation (~50%) and to get the Fastitocalon out of the ground (this was the hardest one).
Knowing how to easily manipulate the RNG, I should do the three fights again, but this is only the test run and I'm too lazy to bother yet. :P
That sounds entertaining. I'll probably do various of those things to make the ~8:30hr movie more bearable. Also, I won't abuse Selphie's The End; I promise. :P
That's what darkwasabi did, and I'm still following his steps. :P I will play cards once in a while, though; especially to get the high level ones later on.
I'm not sure (probably Toothache or Kyrsimys know better), but I think it's mostly the latter.
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I was able to make it sync using SDR's config folder (couldn't make it before.) I'll investigate for the next version of FBA-RR what settings were needed to be saved in the movie file.
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Actually, it needs HP lower than 32%, a party member dead or some bad status to come up.
And it seems the game doesn't like giving limits in every turn at the first try, because I couldn't get the last one to do that. It might be manipulable with some even early actions, perhaps.
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Yes, I've been reading a little that thread before starting this run. In my tests (and I think darkwasabi said the same somewhere in that thread) I've been able to just delays some random encounters, and that hasn't been useful so far. There's also a menu trick that can delay RE, but it's useless for a TAS because of this:
Well, I tried, but couldn't get with a faster way than the current attempt. I'm not sure how the RNG works for various things (like the Rough Divide animation), but it would save many minutes if I could crack it.
There is support for analog, but I can't TAS seriously with a controller; I use tons of keys. :P
If someone could make something like the N64 TAS Input plugin, it may save quite a few minutes in the run.
It might actually save ~5 minutes. :P I don't think it's possible, though.
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And ever another new version: pcsx-rr-v012.7z.
To give you an idea of what the fix in this release does, I was having around 10 or so desyncs every few seconds of gameplay in FF8; now I've recorded 20000 frames and I haven't had a single desync yet. So, you probably may want to use this version if you ever plan to use PCSX-RR to make TASes.
The "no sound in FMVs" is a known issue, and to fix it should have the highest priority now.
About the music, you probably need to use a different CDR plugin if the game is using CDDA.
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No.
There is no PCSX support team, in fact, there is no PCSX team at all since the year 2003, and even then, the team was only linuzappz, so I wouldn't even call it a team.
(All I've seen in the official project page on SourceForge is a guy called "pixels" commiting only a pair of minor patchsets in the last 6 years.)
Now, if you load your savestate in PCSX (not PCSX-RR), it happens exactly the same as in my version.
All I've seen so far from you is a savestate in the middle of the fight, which doesn't mean absolutely anything. Not to say, you already had this issue before with the previous fight, which was occurring because you didn't use a certain limit break or something. Also:
Also:
So, yes, you can see why I can't take this very seriously. If you really want me to take a look at this issue, upload a .pxm file that starts from power-on, with no savestate or memory card bullshit. I won't submit your movie with my name on it, I promise.
By the way, I'd appreciate if you could stop spreading lies about my version of PCSX.
It should be in your system temp folder, I think.
The best way would be to just save a table with the input made, in my opinion, so you don't have to make a 4MB savestate for every attempt.
You need to save something before loading a temp savestate. :P
Also, I've always seen they put "emu.frameadvance()" at the end of the while loop, so you may want to try moving it to the end too.
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That's what those "reset in the middle of a SRAM save" bugs do, in my opinion. I don't really like them (they're not very "legal" -they depend a lot in the used emulator- and it's not much fun seeing the memory values being freely manipulated like that), but they've been accepted before.
If that's the case, I think the cheat in the first post should be allowed and recommended to use. It can be made in a real console and doesn't affect the difficulty or the route taken in the game.
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It is possible, but it wouldn't be very practical. You'd have to be switching discs a lot of times, which would become very boring and annoying. Also, the movie file format only supports 256 disc switches.
No, I'm not. Also, I'd never ever recommend compiling from the SVN: it may contain even more bugs than the official releases and it will be much slower, unless you want to PGO every time you make a new build.
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Oops, you're right. That doesn't work at all. I'll try to fix it as soon as I can and upload a new version. I only tested joypad.get, and forgot about joypad.set... Hopefully I didn't forget to test other functions too. :D
I'm using the same code from other emulators, so you could start with that... People have written a lot of examples for FCEU/X, Snes9x and Gens; and they're much better than anything I could ever write. :P
There's also this very useful page, besides the official documentation from the other emulators.
Thanks for reporting the bug.
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A couple of good SNES movies:
Virtual BartClue
That Virtual Bart movie is one of the most entertaining ones I've seen lately. Too bad it was cancelled...
EDIT: This Arcade game is nice too:
Puzzle De Pon! R! (screenshot)
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New version: pcsx-rr-v011.7z.
You can find all the supported Lua functions on this wiki page: LuaScriptingFunctions; I used the "LuaEngine.c" from FCEU .28 (it was the only one written in C :P) and added a few more functions from other emulators.
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Bug report, I think:
gui.register( function()
gui.text(10,10,"stay")
end)
while (true) do
gui.text(10,20,"disappear")
FCEU.frameadvance()
end
If you pause the emulator, only the "stay" line remains on the screen. Other emulators work correctly, only FCEU/X works like this (and PCSX, but I'm using the same code as FCEU :P).
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gia and Aqfaq did something like that for this movie, I think. Note how much CPU power and time it took to process a few seconds on a very simple game... It should be possible with most games, but not very practical.
On the other hand, I think most Lua coders on this forum are always making bots to test every possibility on smaller tasks (such as luck manipulation to make enemies behave this or the other way, drop certain items after killing them, etc.)