Posts for petrie911


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Joined: 7/16/2006
Posts: 635
If there are wandering NPCs in the area, you can let them advance the RNG. If there aren't...well, there is the option of opening the journal to advance the RNG, but if too many advances are needed, it's probably best to just take the battle. Ideally, if such a battle is forced, we can make it be against a pokemon we need to catch anyways. Which reminds me. Bidoof and starly should be caught early on. This gives us Cut, Rock Smash, and Fly. Later, Chansey will fill in Strength and Rock Climb, and *insert water type here* will handle Surf and Waterfall. Chimchar probably should not be taught Rock Smash. It takes up a moveslot, and crit Blaze Embers should take out Roark's pokemon just find. As for what kind of Chimchar to get, I think a 31 across-the-board Rash Chimchar is best. Most worrisome early-game attacks are physical, and we definitely need all the special attack we can get for Roark. 31 IVs are for durability, speed, and power, which we need all of. Unfortunately, this is impossible, but it is possible with a 28 IV in sdef, which should suffice. So, now we just need to work out the start time which will seed the RNG properly so that Chimchar comes out 31/31/31/31/31/28 Rash.
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beenman500 wrote:
so how is the original seed decided?, and if it generates based on clock signals and works from there. It's gonna be a long wait to get something like a lucky egg (some 1 in 1000 or so event) from a chansey. as there are about 4 billion generations to go through. also you may need two numbers to generate as i beleive thats how Pokemon id's, natures and items held are determined. thats a lot of manipulation
The RNG is seeded off the DS clock (it's a bit complicated how, but it's entirely known). It advances by 1 every time you step in tall grass, 1 time every time a wandering NPC moves, and 7-8 times for each wild battle. Not sure about trainer battles, though. Strangely enough, it seems to advance every frame during battles, but then rewinds itself to the proper location at the end of battle. See the Smogon article linked above for more. Lucky Egg and Chansey are 1/20 each, so it's 1/400 to get both. Worst-case scenario, we save and quit to reseed the RNG.
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I tried patching my ROM but it doesn't seem to work. Is there some sort of headered/unheadered thing I'm not aware of? Or perhaps it doesn't use the (U) ROM?
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I realize double posting is frowned upon, but I figured this was notable enough to warrant a new post. I have found the PRNG in memory, thanks to the helpful data provided at Smogon. Its current value is stored as a long integer in address 021C4D48. The actual output of the RNG is the highest 4 digits of the value in that address. The RNG advances through the following method. If seed is the value in 021C4D48, then...
new seed=(41C64E6D*seed+6073) mod 100000000
Where all values are, of course, in hex. This RNG is used, at the very least, for Pokemon creation. It may also be used for battles, though I'll have to check that.
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Joined: 7/16/2006
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Zelda Master Quests (better than N64 types(Kinda))
Master Quest was a N64 game. You can already TAS it on Mupen.
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Joined: 7/16/2006
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After testing it, we're definitely going to need to save the DS Clock settings into the movie file somehow, as as it stands, it's not deterministic. So, instead, I give you a TAS up to the point where you get your starter, the first random event in the game. Hooray for menu manipulation! http://files.filefront.com/DiamondTAStestdsm/;13763119;/fileinfo.html Looks like until the clock problem is fixed, we're stuck to route planning.
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There needs to be a way to fix the time on the DS clock at the beginning of a movie, as well as probably a few other things in the DS. That first one is particularly important, as Diamond and Pearl seed their RNG off the DS clock. This means they are non-deterministic under the current recording method.
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Toothache wrote:
Bear in mind that the IVs/natures are generated with the same PID methods used in the GBA games, it is possible to get the IVs that you want on a specific frame each time. However there are more factors involved, mainly reliance on the DS's internal clock. It is much harder to pinpoint, since unlike Emerald where the games always give the same IV/nature at a specific frame every time after resetting, there is no such common reference point to rely on. However, if you're aiming to get high IVs for a starter, Machoke or Dialga/Palkia (depending on which you choose to use), it is somewhat easier than it might first appear. If you want more info this is a good resource to explain better what I'm referring to: http://www.smogon.com/forums/showthread.php?t=45097
Yes, I was thinking about this. It actually presents an annoying problem. We'll need to make sure that when the DSm starts, the internal clock is always at the same time to make sure the seed is the same. Of course, it also presents another rather interesting problem: we can choose the initial seed for the RNG this way, and a good seed choice could greatly reduce the necessary RNG manipulation. EDIT: Also, I'm wondering what we should do about names. Letting the game assign you a name (by just pressing OK when it brings up name entry) saves 20 frames over not doing so, but you lose frames every time your name comes up. Since as far as I can tell, the shortest default name is "Ash", you lose 2 frames per appearance. So 10 appearances and the two are tied. More and a single letter name wins, less and the default Ash wins. As for the rival's name, you lose a lot more by not choosing a default name. Namely, 165 frames. However, since the best default name (Barry) is 5 letters long, we lose 4 frames for every appearance. So if it appears 41 times or more, a new name is better. If it appears 40 times or fewer, a default name is better. EDIT2: You and your rival's names each show up about 20 times before you even leave sandgem town. So yeah, single letter names for both. Same goes for Chimchar/Machop. Of course, that brings up the question of what to name them. Naming the protagonist I is always fun, but any single letter is equally good. Perhaps they could be named T, A, and S. Also, of the Pokemon you mentioned, Kadabra might be a good catch. Teleport could be very useful, and its high speed, satk, and STAB psychic moves would be good against galactic's poison types.
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Does tweaking lead to any significant sequence breaks? I realize the hours it takes to perform would probably outweigh any skips, but it would still be interesting to know. Anyways, I've been thinking about what one would do in a TAS of this game. One option is manipulating a Lucky Egg from a Chansey. The 1.5x experience boost would put your starter's level into the 60s by the time you reached the E4, making Dialga/Palkia probably unnecessary. Guts Machop needs Quick Claw, so it can't use this strategy. This makes Diamond>Pearl, as Dialga's typing allows for a OHKO with Close Combat from Infernape or EQ from Torterra.
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antd wrote:
No I should say that you can TAS any game that works on gamecube/wii there are limited features, but enough to make a decent, although short, TAS video. I would make some, but I don't have time at the moment
Oh. So, which build has these features, and what about it limits the duration?
Post subject: Sonic Adventure 2: Battle
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So, I finally got around to getting Dolphin and a SA2B ROM. As you may or may not know, I have a speedrun of SA2B up at SDA, so I decided to take a look into what can be done in this game. Unforutnately, Dolphin's keyboard plugin leaves a bit to be desired, and I don't as of now have a controller to use for it, but I can say with certainty that Sand Ocean is improvable by at least 10 seconds through better platforming. Said platforming would be absurdly hard in real time, but hey, it's a TAS. I really can't wait for Dolphin to have rerecording.
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antd wrote:
You can TAS ssbb with the latest dolphin svn (modified for tas)
Let me guess...you're using SSBB's built-in replay function to substitute for rerecording. Though that doesn't quite explain some of the recent SSBM TASes floating around that didn't use AR. EDIT: nvm, fixed that problem.
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Comicalflop wrote:
Looks like JPeal10 is 10 steps ahead of us. Is Dolphin closer to full TAS capabilities than I was aware of?
He may have been just editing the replay file, though I don't know how possible that actually is.
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So, I finally got around to making a table of speed values for most forms of movement in the game. http://zeldaspeedrun.dreamhosters.com/mm/general/speeds.php Also, over long distances, backwalking>sidehopping.
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Slowking wrote:
Also anything that is even temporarily put into the inventory by RBA is counted as an item so I don't rlly see why people object to it.
See I can see the rule to not use RBA, but imo counting deleted items is crap. It's what's in your menu at the end that counts, not what was there in the meantime. Let's say there was a long and a short trading route that both end in getting the bigoron sword. Would that mean that you would have to use the long route to achieve 100%? No the goal is to have the bigoron sword, as fast as possible. For MM the 100% definition doesn't include keys, maps, etc. because those things vanish with a time travel. Are you saying that they should be collected anyway because even if they get deleted they count as x%? So counting items that were there but aren't anymore is imo just stupid.
No, chaos is right. low% is about completing the game with the fewest abilities. If you get some item, use it for the entire game, then get rid of it, you still had the ability at some point. If you get the Hylian Shield for hovering and Power Crouch Stabs, then let a Like Like eat it in Ganon's Castle, should that be equal to a run that manages to not get the Hylian Shield at all? you're also somewhat wrong about 100%. We could RBA ourselves a surprising number of items, but in a 100% run, we won't. Also, the Gold Skulltula glitch. It's faster to get 100 tokens that way, but what's the point? Lastly, don't try to compare MM and OoT in this respect. Those items aren't included in 100% not because you can lose them, but because you can't keep them. Even though the game saves after you beat the game, letting you keep the FD mask, those items will be gone. Oh, and the maps are included in 100%, as they don't vanish.
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keep in mind the shards aren't always in the same location, so you might need to use a copied file for this. Also, it might be a good idea to try to figure out when the game sets the location of the pieces. As far as I know, it could be anywhere from file creation to when the map gets translated.
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You'd still need to beat Forest Haven to have full access to the Great Sea. As for whether you can dredge up the pieces without the chart, I don't know. I'm thinking no, but I haven't really looked into WW that much. Also, first link is broken. Anyone got a video of the Moblin carry thing he's talking about?
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Here's...something http://www.youtube.com/watch?v=emLAUC0Zz8k If we can find a way to gain access to this without cheating, it could really help with speedruns.
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*sigh* I'd help with the route planning, but the number of explosives things take seems to be changing constantly. This was so much easier when I was the only person discovering MM stuff. Perhaps I should work on 100% tricks. And on a different note.
eternaljwh wrote:
julianface wrote:
why is their no *sophisticated* 2nd person plural word in english?
Because the old singular "thou" got abandoned. Pretty sure that "you" was informal-singular and plural only, and thus often an insult in the wrong circumstances (like tu or du in French or German...?) but only count me as hearsay- I ha'e no verifiable source.
Other way around, actually. "Thou" was informal and "you" was formal. not sure about the plural thing. Anyways, there is a plural 2nd person pronoun in English. It just happens to be the same as the singular one.
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No, Azorae is right. Woodfall in 2 parts adds only 1 Song of Soaring. Woodfall in 1 part: Warp out of Woodfall, Warp from CT to GB Woodfall in 2 parts: Warp out of Woodfall, Warp from CT to Woodfall, Warp from Woodfall to GB We deathwarp away from the bow.
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EDIT: nevermind. in addition to the below, hookshot>bow simply doesn't fit with the route at all.
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he's trying to kill himself while activating the cutscene. But I'm not sure if it'll work. I tried something similar once... http://www.youtube.com/watch?v=_riLD9iJOTw&feature=channel_page
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I've gotten red rupees from bushes before as well. They seem very rare. I've also gotten them from rolling snowballs, but they have the same dropset as bushes IIRC. The Takkuri (bird outside the ranch) has 24 HP. The most you'll be able to do to him is Deku stick jumpslashes/Elemental Arrows (4 damage) or arrows/jumpslashes/boomerangs/Hookshot (2 damage).
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MrGrunz wrote:
what the heck is the bio baba?
Those are those enemies that hang off of lily pads. Anyways, the HP I'm talking about is in W. Termina Field, under a rock and just outside the GB Fence.
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In relation to the 100% route, we have a small problem. The Bio Baba heart piece can only be gotted with the Zora mask, but there doesn't seem to be a good place to put it. Perhaps while we're gathering rupees in Termina Field on cycle 4? Any better ideas?
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