Posts for phi


phi
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Joined: 8/20/2015
Posts: 31
Warepire wrote:
Kurabupengin wrote:
I would love to see all PuttPutt games getting a published TAS here just for lulz. :P
Only the first 2 came out for DOS.
Win311 might work in jpc-rr
phi
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Joined: 8/20/2015
Posts: 31
Hurray, so it means my understanding of english is not too bad \o/
phi
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Joined: 8/20/2015
Posts: 31
As far as I understand, DPCM is the unit on the NES that play sampled sound. There is a bug in early version of the NES that corrupt data read from the controller. Many games have a workaround. They fetch data from the controller until it reads the same value two times in a row. If you change every time the controller state, it goes in an infinite loop and corrupt things. I don't know the details about the corruption. In SMB3, at one point, the NES began to execute a part of the memory that is the same at the part where the controller state is stored. You can then execute arbitrary code, as what was done in SMBW. Am I right ?
phi
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Joined: 8/20/2015
Posts: 31
Is it the first time a TAS works on console but not on emulator ? Is it console verified but not emulator verified ? D
phi
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Joined: 8/20/2015
Posts: 31
That quad run was epic. Congrats !
phi
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Joined: 8/20/2015
Posts: 31
As far as I remember, it was early 90's..., so I guess it is not compatible with win95. Arg. Is there any early clone of TIM ?
phi
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Joined: 8/20/2015
Posts: 31
MUGG wrote:
Mothrayas wrote:
MUGG wrote:
Is there a Sokoban solver that can calculate the least steps needed to beat a level?
This Sokoban clone/editor has a solver and optimizer which were used for the Sokoban DS TAS. It says the solver is designed for small levels, but it may still help out.
Looks neat. But the funny thing is, I tried that on the first level of GB Soukoban (aka. Boxxle), and I think I have found a faster way by 2 steps than the software (edit: I confirmed it). It's a bit difficult to describe, but if you want, I will make some video about it. When I clicked on the solve button, it showed a result immediately. I expected it would compute for a while before showing results. Maybe I need to look at the settings more? What is the "optimizer" anyway? Edit: Looks like if I turn off the "small optimizations", it comes up with my solution. Funny
As far as I remember, solving sokoban is a NP-hard problem, meaning it is really difficult to determine the minimum number of steps in the general case. Just my 2c
phi
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Joined: 8/20/2015
Posts: 31
I looking for a "incredible machine"-like. I have only a few memories. It had a cat, a mouse, boxing glove on scissor-mechanism and a spear on scissor-mechanism (actually, a triangle) I think it was a dos game. "Incredible machine" games does not have "spear on scissor-mechanism". (And incredible machine toon does not look right) Any idea ?
phi
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Joined: 8/20/2015
Posts: 31
Well, I'm sure it is impossible for gigahertz processor. But the SNES run at 21Mhz which give a wavelength of about 9.5m. I'm sure we are well under these dimensions. More over, skew is not so important if you inject the clock at the same point the crystal oscillator was before. So, there is a small non zero chance that it could work with two same versions SNES. I don't have any SNES around there, I can't test it )
phi
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Joined: 8/20/2015
Posts: 31
I'm not sure if it's a good idea, but could it be possible to desolder the crystal oscillator of the various consoles and feed them with a common clock signal ?
phi
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Joined: 8/20/2015
Posts: 31
By the way, do someone know if the joystick is different than the keyboard for GOT ?
phi
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Joined: 8/20/2015
Posts: 31
I'm still working on it, I just had IRL stuff to do ^^
phi
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Joined: 8/20/2015
Posts: 31
According to jpccrr, this game turns at 59.71299810246679 Hz (125875/2108) Its native resolution is 320x240. But it is not a standard VGA resolution (320x200 is for example). My guess is that it doubles each pixel just before displaying, with some tricks only dos games know how to do. If this is the case, its refresh rate must be 60hz, since it's the standard refresh rate of VGA (actually, exactly the double of NTSC, for easier conversion of a monitor into a TV). Many monitor screens in early 1990 era couldn't show any non vga mode. As far a I know (or wikipedia knows), 70 hz is for 640x400. jpccrr displays the game at 640x480 and dosbox at 320x240 (by detecting the line doubler ?). I still think having a handy button that makes the emulator advances a not round number of frames is stupid ^^
phi
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Joined: 8/20/2015
Posts: 31
I don't know. I focus only on the first episod for now. I guess it is the same engine for each episode. _G1.EXE _G2.EXE and _G3.EXE are very small compare to GOT.EXE or GOTRES.DAT (_G1.EXE do not work if you remove GOT.EXE) 4,0K CONFIG.GOT 60K _G1.EXE 60K _G2.EXE 60K _G3.EXE 384K GOT.EXE 724K GOTRES.DAT 4,0K VERSION.GOT But I don't have any difficulties now to search for memory addresses. I think I will be able to find them again.
phi
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Joined: 8/20/2015
Posts: 31
Hmm, the encode video is set to private. Could you set it to public
phi
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Joined: 8/20/2015
Posts: 31
I make my apologizes if I am spamming too much. 0x2F206 screen number 0x2C85F X position (16bits LSB) 0x2C861 Y position (16bits LSB) 0x2C85D direction (0 = N, 1 = S, 2 = W, 3 = E) I cannot find where is the speed vector. Max velocities 2px/frame. Moving in diagonal is 2px/frame in each direction (about 2.82px/frame) I have consistency issue when I ask Thor to make a U turn. The time he takes depends. I strongly suspect the R button, which make jpc advances exactly .2 sec, which may not be a round number of frames. So I push a direction arrow sometimes before the poll loop, sometimes after. Also, there is a two frames lag between the indicated position and Thor position on the screen. Since I have turbo off, I suspects that GOT makes an interpolation of Thor position between each frames to smooth out his movements. Baby steps I have to find the RNG. Edit I think I found it 0x2FEE6 (16 bits, LSB ?) I have to check. This value seams to change randomly each frame. Hmm... Edit Resetting the value generate the same sequence. Frame based RNG ? Edit Found it. Not very secure. I hope it is really the RNG xn+1=xn+19866 (mod 2^16) Edit Arg, it is not the RNG...
phi
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Joined: 8/20/2015
Posts: 31
God of Thunder, a DOS game. It has similarities with zelda but it has different mechanisms and humor. The main weapon is a hammer that you throw and wait for it to come back. A few dialogues are hilarious (such as a guy who explains that you have to accept a deal, otherwise you cannot finish the game). It is a freeware nowadays, I highly suggest you play it. It is not very long.
phi
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Joined: 8/20/2015
Posts: 31
After further investigation, you have to change only 2F206. Changing 2F208 messes things. A few frames after changing 2F206 (with jpcrr.write_byte(addr, byte)), Thor is teleported to the new screen. I updated the maps with the secret cave I forgot (119) and a few screens I discovered while teleporting. Without links between entrances With links 77 87 It is just a house with two people. I cannot talk to them. Leaving the house teleports Thor in the middle of nowhere. 89 It is just a house with a guy. No dialogues possible. Leaving the house teleports Thor inside a wall in 98 118 Yes, it is a spoiler. The boss from chapter 2 is present. It does not move, its eyes glow and it instakills if Thor touch it. 22 A screen full of void. It is not possible to move inside. Those discoveries are not very useful but are funny nonetheless.
phi
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Joined: 8/20/2015
Posts: 31
So, 2F206 is the next screen during a transition 2F208 is the current screen (2F206 is set 5 frames before 2F208) I will try to explore now screen that are not reachable... edit Nop, these are not the correct addresses. It allows me to wrap, but it changes the map. It makes new connection. Weird ^^
phi
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Joined: 8/20/2015
Posts: 31
Yes, it matches. I just forget a room with diamonds, at screen 119 accessible via a hidden hole under a bush at screen 2
phi
Experienced Forum User
Joined: 8/20/2015
Posts: 31
silly me. Just run memorysearch in lua console. I still hope there is documentation somewhere for lua in jpcrr.
phi
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Joined: 8/20/2015
Posts: 31
Hmm, something is strange in screen 105 (the one where you get the lighting power), there is a row of pots with an arrow to protect you from the spiders in the way back. In the shareware version I played when I was a kid, there wasn't any pots. It is the same thing for the hintbooks (page 6). I wonder why they change this screen. Too difficult. Should I search for the correct version ?
phi
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Joined: 8/20/2015
Posts: 31
I just found an interesting way to cheat screen 79 Link to video Since I can also grab the top key, I can cheat screen 68 Interesting
phi
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Joined: 8/20/2015
Posts: 31
Hi, Is there any way to do ram search on jpcrr, beside dumping the ram at each frame and using an external comparator ? Maybe in lua ? I didn't find any documentation on lua for jpcrr. Am I just bad at RTFM ?
phi
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Joined: 8/20/2015
Posts: 31
Hi, I'm TASing with jpcrr, and I don't understand the joystick emulation. Is it just too emulate the presence of a joystick or can you use a joystick as input ? There isn't any mention of a joystick besides the module on PC Settings. Thanks