Posts for qbproger


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Joined: 12/7/2004
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oh, so it was for the specific example...
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ah, i was putting it in a calculator, slipped my mind about the rounding because i usually work with doubles. still should be able to be reduced to something like: (rng.callRN()/8*100/256+95)/2
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I was looking at the source code you posted. I don't know if it's true for Java, but I know in C++ multiplication is slightly faster than division so instead of /2 you can do *0.5 get the same results and it's less assembly instructions. Also, on a line like this: int damage = (rng.callRN()/8*100/256+100-10/2)/2; You could do the math in a calculator and just put in a number (of what you can) the 10/2 in the end could just be 5 and 100 is then 95 then after all reducing you get something like this: (rng.callRN()*25)/1024+47.5 put in 5 for the callRN() both came out with the same answers, but the second one does much less math. I don't know if you're still using that program or not, but it could be faster... there might be other optimizations, i only saw what you posted.
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I think killing him off wouldn't ruin the experience. They killed off a character in the DW2 run and it was fine.
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yea, I doubt a pruning algorithm could become good enough to be feasable. This has been gone over before, but the number of button combinations at every frame is too great for it to be done using brute force. Even with a pruning algorithm, I doubt any algorithm would be able to recognize a bad path quickly enough to make the brute force workable. I may be wrong (someone is welcome to prove me wrong), but that seems to be the concensus.
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I think Ozmodiar had an interesting idea. Play through the entire game and save the route, then play through that route with small deviations and if the deviations result in a faster run then keep them... I think this is the most feasable idea. Bag of Magic (i think that's it) pointed that out also. It'd take a lot more AI knowledge to make something that could play through the entire game than I think any of us have. I wouldn't mind researching the AI more if i had the time, because AI interests me in general, but not right now. We could go through the entire game and deviate from the original path maybe 5 frames at a time and see if it gets us closer to the goal than the previous playthrough.
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Just getting caught up... When I was making my suggestions earlier I was looking at it from a minimax algorithm type of process. I think that's the same thing that Boco is thinking. Boco, might want to look into it.. it's not exactly the same, but could be altered to work. I haven't figured out exactly how though. The hueristics need to be greatly improved. I have it in the back of my mind currently. I have a little too much on my plate already to dedicate too much time to this. If I come up with something that I think might do the trick i'll post. I'll look into other AI possibilities when i get more time.
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Boco, I wasn't thinking of ways to interface with the rom at the time, what dehacked said makes a lot of sense. The whole multiple buttons at the same time really messes my previous theory up too... so how about no more comments on that. lol.
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JXQ. thanks, didn't think of that...
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Dehacked.. you posted while I was writing my last post, let me respond... yea that's a good idea. I was thinking more brute force algorithm. If you put the route in, and some basic training, you could just let it play every room. After it gets through each room the fastest, you move onto the next... If it can run on linux, I have a pc i can dedicate to it. It's not overly fast though. I'm not really up to date on how to manipulate zelda. Do your actions in previous rooms affect what happens in later rooms? We could make a bunch of savestates as you enter each room to and make it distributed that way... Could record a movie and make some way of finding where the next room needed to be processed is.... that's prolly easier on us...
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After thinking about this... we could search the entire game space distributedly if we did it right, and it wouldn't be overly overly hard. I guess the hardest part would be testing it? Maybe not even? Generating the entire tree for an entire game... you have what... 8 buttons and the possibility of not hitting anything, so 9 moves each frame. (I'm thinking brute force here) with 9 possibilities, you could encode that to characters ABCDEFGHI... then have a user start with A, and they do it recursively, all at the same time, because the way i see it that seems the easiest to code up... you can do a depth of 10 in about 5 minutes (i've done some stuff similar to this before in Java... so C++ would prolly be faster, but 5 minutes seems fair) Then you have every possibility for those 10 frames from the starting position they are given. It wouldn't be that hard to send around the data between a group of people. Getting a server might not even be out of the question. Just have to set up some mechanism for pruning. Since the human zelda movie is around 30 minutes, we could probably test at a certain point to see if a piece of the triforce is obtained and anything that doesn't get it would just return false. There might be a better way, I'm just going from the top of my head right now, but seems resonable. We could even make tester and generater nodes. Some nodes just for testing, and some just for generating. seperate programs... Could set up a database on the web to give out info to process, not entirely that hard.
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i know C++, Java and C, haven't done much with emulation, but I'd be willing to help out with something like this. I'm not that experienced with C++, but I'm using it at work so I'm learning new things all the time. I'm sure you've looked into it, but I'd suggest Python for the scripting language. From what I've heard it's a great language.
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i sure hope not.
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Joined: 12/7/2004
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At some point in the game, if you start out in first the entire screen will turn black. I've seen it happen. You can still see lights on your car, but it's mostly black. I'm not sure if it only happens after 32 levels though or something like that.
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Ouzo wrote:
Walker Boh wrote:
Heh, yeah that might be true, but on the other hand it can be easier to ask questions first. Also, I don't have the Gen-emulator and I won't get it because I don't really know that many Genesis games. I'm more of a NES-person.
Then you're really missing out. Gens is the best emulator on the site IMO.
Gens doesn't work with my motherboard :x so i wouldn't say 'best'
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any work being done on this one?
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post up when you finish the 2nd chapter, i'll take a look at it.... are you using the same rom the other guy was that was running this?
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a DW2 run would be cool ;-) hehehe
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is this only chapter 1? and is the dw3 run complete?
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i don't get any audio when playing the video. any suggestions?
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wasn't there a special version of an emulator made for zelda to deal with desyncs in it? Maybe try that?
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i'm really looking foward to see this run. Good Luck Phil.
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I hope this gets published soon because the Gens emulator doesn't work with my computer for some reason. It's a known issue, but no one is working to fix it :(
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does the file you posted desync at the spider fight?
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Tafatt, go to the workbench, watch the NES FF1 run. you'll get items that can cast spells early enough. The ONLY thing I can see you needing is emergency exits, that's only because, if my memory serves correctly, the game is the only place you can get them. Seriously, just running through it like the other game does will look cooler, especially 0 battles.