Posts for samurai_goroh

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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
It accepts integer numbers, is just that is common to input them in hexadecimal, but you can simple put its decimal form. http://tasvideos.org/Bizhawk/LuaFunctions.html
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
Here are some addresses that might help you:
7E008A XX           Stage
7E008C XX           Scene
7E0098 XX           Current Lives
7E1C64 XX           Speed Up    (Up to 6)
7E1C66 XX           Missile (2nd Ability)
7E1C68 XX           Options     (Up to 4)
7E1C6A XX           Shield  (last Ability)
7E1C6C XX           Power Up lv (Up to 7)
7E1C6E XX           Invincibility (Huge ship)
7E1C70 XX           Double/Laser power
7E1F48 XXXXXXXX     Score (In hex w/ dec numbers)
Found a few more, but I don't think they'll help you out (like menu settings, ship, etc.)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Recently there was a TAS that reminded me of this game and a few days later this TAS gets submitted, hehe. I remember playing this game long time ago trying to get all the keys, fairies and bells. Can't remember whether or not I was able to get them all, but sure it was fun searching for them. Any though on trying to go for a 100% run? Anyway, I liked the run. Thanks arandomgameTASer :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
The coordinates of your ship seems to be located at these addresses:
7E0B88  X coord
7E0B8C  Y coord

7E0BD8  X coord
7E0BDC  Y coord
Both have the same value as far as I could tell while testing. So either one should work. Note that for Bizhawk instead of starting with 7E, you start with 00. You can try drawing a line in LUA using those values. Then maybe add a box to simulate collision box... Edit: Ok I was playing with a LUA script and there seem to be some correspondence with the values having a separation of 0x50. Still not sure why both of those I mentioned before do the same, but if you keep adding 0x50, you'll get the position for your Options (those little helpers), the enemy position and even some other graphical positions... (I believe there's an address that classify which type they are, but haven't looked for that yet)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Funny, a recent submission just reminded me of this game. I really liked playing this game & I'll be wishing you luck on your run arandomgameTASer :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Interesting game, the red balloon reminds me of the game Twinbee: Rainbow Bell Adventures, where you can fly by charging the jump button... Anyways, it was a nice game to watch, voting yes
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
Those bots are usually greedy, so if you can find an opening with a sacrifice (thinking they are ahead in material), they will likely fall for that trap. I bought Absolute Chess for the DSiWare and despite using an opening book, it'll fail miserably after it ends (because of sacrifices).
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Thanks for the code Bobo the King, it worked just as I needed to. It seems (well with a sample of just 1 battle, but I'm positive to assume is the same case for all battles) that the RNG doesn't change much and there are a lot of repeated cases (only around 40 of 4096 different cases or ~1%). Guess that's good news to test by hand, but unfortunate for manipulating RNG as pleased. Edit: A bit hasty with that conclusion. It seems that while counters A & B are the same; there are other variables, such as enemy's initial attack gauge and some unidentified enemy addresses, that will change therefore affecting the outcome a tiny bit. Guess some more research on battle addresses will be needed for my purposes...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
I was going to create a new topic, but it's about the same subject (help on LUA, also for SNES9x). On the Lua Scripting page, there's a TODO section to cover about joypad.set (which is what I'm interested on). I want to create a script for Final Fantasy V where you press every single combination of buttons (all 12: up, down, left, right, select, start, B, A, X, Y, L, R) in a single frame to see how the RNG advances when entering a battle. When I try this manually, it doesn't seem to act like each button advances the RNG by determined amount, so I can't calculate it and must go with trial and error (hence a need for a script to automate this part). I want to try to see if I can get a lucky path to beat Omniscient as Solo Berserker using Mage Masher to silence him. Since Berserkers doesn't need any input when playing (and doing so doesn't affect the RNG in any way), only part you can manipulate is the startup (which any other Job setup can benefit from, so the script could be used later for any other battle in particular and not just for this case...) Here's the steps I want to try:
1. Load save state
2. Press new combination of buttons for 1 frame
3. Advance (say 30 frames) and check values of 2 addresses
4. Send information to a file so I can analyze
5. Repeat steps
If the output is to big to try manually, then it'll be both good and bad news. (Good because fights can have many paths, hence more outcomes; Bad because it wouldn't be practical to test manually, so the script would need to updated, but I suppose that would be easy - just need to wait more time before trying a new input...) I know these are some of the instructions, but I'm not sure how to use them: 1. savestate.load(object savestate) -- <-- Guess I replace with the name of the save 2. Update "ButtonSequence" -- <-- This part is where I'm most lost Joypad.set(1, ButtonSequence) 3. emu.frameadvance() -- <-- Place it inside a FOR to advance X frames? A = memory.readbyte( 0x7E003A ) B = memory.readbyte( 0x7E003B ) 4. print (ButtonSequence, A, B) -- <-- Since BS is likely a table and not a number, this isn't straightforward I would later check the first instance of A,B having the same value in different button sequence, or maybe could be included first and print the results at the end... 5. Repeat until every button sequence is covered (2^12 times). Any help or better suggestion would be appreciated.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Nice glitchfest video you posted there Patashu. There's a bug on the last level (Halfmoon) when the air lifts you, if you use Parasol, you can fly from standing on the ground (by just pressing Up, IIRC) and when you reach the ceiling, the game think you reached the floor and can start walking. I suppose is not your video, but I though I was going to see this bug included.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Sand Ocean TAS by jagg2zero in 0'32''501 Link to video
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Well, I don't have the files on the emulator folder and the reason is that since updates comes relative frequently, I would have to move the files each time I download a new version instead of having them always on the same place. Thanks again for the help
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
That seems to fix the problem of modifying the auxiliary files and changes taking effect immediately. However, the problem with using sessions still remain, now I got a shorter error message:
LuaInterface.LuaScriptException: cannot open FFVtables.lua: No such file or directory
I guess I'll remain away from using sessions in the meanwhile, thanks Scepheo
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Post subject: module not working
Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
I was trying to adapt my old LUA file I made for Final Fantasy V to run on BizHawk 1.9.1 and have stumbled with some issues. It seems that when you create a session & you have a file that imports data from other files (using "require"), you might have some issues with the other files. (Not that I don't have them on the default path, but all 3 files are on the same folder)
require "FFVtables"             -- Imports file with all the tables
require "BasicSNESFunctions"    -- Imports generic LUA functions
For example, if I use "Autoload Console" and "Autoload Session", I get the following error: Also, If I modify either imported file, I'll need to close the LUA window (or even the emulator) in order to take the changes in effect, toggling or refreshing the script wont read the changes. I've uploaded the files in case you want to look at them: https://drive.google.com/file/d/0B3c0L5Unm8PGNWZ0aUVaM1hwOW8/view?usp=sharing_eid&invite=CKGpvIAL
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Always love to see Metal Slug TASes, well done x2poet. My only "problem" with them is that you can't have a run that save all the PoW (because of the frames lost at the end of a level) and having a category that does save them is a bit redundant to have XD
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
I followed the thread but remained away from the WIPs since the 3rd world so I wouldn't spoil myself :) Gotta love how you make Pocky and Rocky skirmish (or dance) while waiting.
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Editor, Experienced Forum User, Published Author, Player (53)
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diggidoyo wrote:
A bunch of time saving tactics can't be utilized in this TAS because weapon switching takes so long. So many tricks that I'm sure MegaDestructor9's 19:18 in-game time might not be beaten with this TAS. After this TAS is complete, I'll probably do a run through of all the time trials aiming for in-game time as I've already done for Magma Man. It might not get accepted here, but I think it would be fun to watch regardless.
Yea, that's what I feared when going for in-game time wasn't appealing because of the time wasted changing weapons. But I will still enjoy both runs whenever they get finished, so keep up the good work guys :)
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Editor, Experienced Forum User, Published Author, Player (53)
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There's some info on this page that it might help a bit: http://shrines.rpgclassics.com/snes/dbzlotss/
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Editor, Experienced Forum User, Published Author, Player (53)
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Nicos wrote:
Inzult wrote:
Morimoto's SMB3 run.
Same I was looking for more information about how this was done, so I stumbled to this site.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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I played this game as a kid (and still have the game, though no console to play it with). I remember that I wasn't playing it with the appropriate controller, so I wasn't able to shoot, so I always believed it wasn't possible to shoot... So freeing the hostages was an odyssey because you had to use their tanks to shoot at the prisons, which wasn't that easy as the game progressed (because you had to evade more things). Few years later, I played with a different controller and learned that you were able to shoot, which simplified things a lot. Still, I was never able to free all 64 prisoners (with no lives lost), because usually I ended smashing a few of them by mistake XD This was the game I was expecting the most for the Atari. Thanks CoolKirby :)
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Editor, Experienced Forum User, Published Author, Player (53)
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Is always nice to see improvements on this game, thanks for the run McHazard :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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When I saw the ~30 secs I though that was the in-game timer of the run, until I remembered that it consisted on the length of the input XD Voting yes, of course :) BTW, I would had liked if you ended the run with a spin attack, but that's just how I used to end when playing this mode :P
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Editor, Experienced Forum User, Published Author, Player (53)
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I'll watch the video later, just hope is not from PAL because the timing is different & you can get lower records there...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
I forgot to comment after watching the run. I liked the run, though there were things left out (obviously, since is a speedrun & not a 100% run, which I wouldn't mind watching). I played this long time ago so I don't remember well, does the casino sell any armor? If so, would getting more coins to buy it would had saved time or would it be still slower?
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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I've played this game before & I liked it, I'll watch the run with high expectations :)
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