Posts for samurai_goroh

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Post subject: Neat script
Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
That program is neat neo_omegon, though there are a few things I would change on the "main" file (FFVFunctionList.lua)
--*************************************************************************
function Stolen()
--*************************************************************************
    local stolen = memory.readbyte ( 0x7E3CBF )
Seems that you missed a character, so I fixed it (it was 7ECBF instead of 7E3CBF)
--*************************************************************************
function CharOnMap()
--*************************************************************************
    ...
    local name = { "B", "L", "G", "F", "K", "", "", "" }
    ...

    for i = 0, 3 do
        ID[i] = memory.readbyte ( CharAdr + 0x50 * i ) % 8
        ...

        CharName[i] = name[ID[i]+1]

        ...
        end
    end
end
Changed how you checked for the name of the character using a single line. You where checking also the gender + row, which is irrelevant...
--*************************************************************************
function CharOnBattle()
--*************************************************************************
    local ID = {}
    ...
       ID[k] = memory.readbyte ( CharAdr + k *0x80 ) % 8
        ...
            if within (0, ID[k], 4) and within ( 0, MP[k], 999 ) and within ( 0, MMP[k], 999 ) and MP[k] <= MMP[k]
Same reason as above (The character) Also, on the same function, you can line the information with the enemy, though sometimes it overlaps itself with another monster's info...
a = bit.rshift(bit.band(memory.readbyte( 0x7E4000 + j ),0xF0),1) +  0
b = bit.lshift(bit.band(memory.readbyte( 0x7E4000 + j ),0x0F),3) - 12
I'm not quite convinced with the way you hide the enemy's information, as it seems it doesn't show it on some boss battles. I'll take a look at it & see what can be done. BTW, if the information was a little confusing, I can just upload the file with my changes...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Nope, I assumed that the list was complete, so I only removed the lines in between the if then else statements. No wonder why yesterday I was watching the TAS & noticed that at some point of the run, the group wasn't accurate as in the beginning... Thanks for the catch caitsith2
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Pasky13 wrote:
Here is the Lua script I made that shows the ATB for players/monsters, random encounter steps, and next encounter groups. Like I said, it isn't the prettiest or well optimized code, but it did what I wanted. http://pastebin.com/sbfm9yfK http://www.multiupload.com/A4EQBBCV5R
Since you mentioned that you won't likely change the code & that caitsith2 made some change, I incorporated it in this new version of your code: FFIV LUA script Basically the changes I did were 2, moving the enemy group information into a table, that should speed that part greatly. The other change was to reduce code, for readability & simplicity.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I was just thinking on PM you asking for this, thanks :D. I want to do something similar for FFV & this is what I currently have (most tables are NOT used at the moment, but I'm thinking on making the script as complete as possible, eventually...): FFV lua script, by samurai goroh I still have to find a sure way to determine how to hide or display the information while in battle & other small tweaks, but that can easily be added :) BTW, could you tell me which emulator version should I stick while making the script? I tried on the version I made my run (snes9x 1_43 v17), but tried on some newer versions & some functions don't work (like the transparency)...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
neo_omegon wrote:
I have some ideas about new run. Major improvements will be not entering Beginners’ House, skipping Twin Tania’s power up message and fewer battles. Though I have already planned extra steps on each screen, I have not tested setting Active and Battle Speed through the run. It is a long way to go. And which emulator version should be used, v1.43, v1.51, or later?
Nice to hear you plan on improving the run neo_omegon :) I didn't spend time calculating if changing the Battle Speed before battles was faster than leaving it for the whole run (as I didn't have a point of reference). My concern was that you need to open the menu twice (if you plan to change it back eventually), so that's something to take into account... I believe the greatest improvement would be when going to the Quick Desert, as capturing those Sand Bears surely took time in my run :( (and also when learning the AP on Val Castle). With all the little details, I'm sure that at least 3 minutes could be taken off, but perhaps subbing 3:30 is possible... BTW, with all the things you can do in LUA, I was thinking that it could be helpful to everyone making a file. So I made a quick LUA script that currently displays the enemy's Hp, Mp & ATB. I'm planning to expand it to display more information & perhaps also to include subtitles (like FatRatKnight did for E.V.O.) for those that are not familiar with this game ;)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Slowking wrote:
This FAQ http://www.gamefaqs.com/boards/562548-viewtiful-joe/27498099?page=1 says Silvia is fastest, Blue is strongest. Oh btw. an all rainbow run on Ultra-V would also be fun as hell.
When walking, she is. But I'm pretty sure Captain Blue goes faster than anyone when he's flying (at least he is when in slow motion)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
It's been a long since I'd played this game. From what I remember, using a higher difficulty changes the type of enemies, the higher the difficulty, the tougher the enemies will be early on. When playing in Ultra-V you no longer can see the skulls that points where to evade (also happens when playing as Captain Blue). There are obviously more tougher enemies & bosses have way more HP than before. The fastest character is Captain Blue (when flying), though you have to unlock him (but you would also have to unlock Ultra-V). I don't remember if he was the strongest too, but he was stronger than Joe or Silvia. BTW, these are some pages with some videos that might be helpful: http://www.vortiginous.com/joakley/ http://zemickey.free.fr/games/viewtifuljoe/index.html
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Your personality type is INTP... INTP: "Architect". Great precision in thought and language. Can readily discern contradictions and inconsistencies. They are good at logic and math and make good philosophers and theoretical scientists. 1% of the total population.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Manipular la suerte (o también conocido como manipular el RNG) va a depender del juego en especifico, pero generalmente uno de los factores que afectan es hacer las cosas con un retraso, como se muestra en esta imagen: Esto no siempre va a ser de ayuda, por lo que hay que experimentar también otras cosas como cambiar la secuencia de botones a presionar en un lapso determinado, matar o dejar vivo algún enemigo, tomar o dejar algún item, etc. Si mencionas el juego en especifico, puede ser que existan personas las cuales ya tienen el conocimiento de como manejar la suerte (o inclusive un tópico con información en general). Para mayor información acerca de la manipulación de la suerte, están la siguientes paginas (en ingles): Luck Manipulation Advanced Luck Manipulation
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Oh yea, seems you're right Zeupar. Guess I got confused with the rules in English XD
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Nach wrote:
Can each of you who is expert in your language write how to say "<language> forum" in your language? I'm going to use it for a link on the site. Thanks.
"Spanish Forum" -> "Foro en español" Edit: changing the capital letter as noted by Zeupar
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I guess I was thinking ahead and that the idea would be to eventually have the main page translated in several languages, like Wikipedia (for mentioning a page)... I suppose that, as you mention, not everyone writes with good grammar, so you should expect the same in these new sub-forums. But if you're the one that is going to be helping the newcomers, you should be writing the best you can, otherwise you could confuse them. (It would be like a blind man leading another blind man) Is there going to be a plan on which subjects should have a topic? (Like to make a sticky with a FAQ) Or just randomly create topics with subjects one thinks should be mentioned?
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Post subject: Re: Non English Forums
Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Nach wrote:
If you speak one of these non English languages, please help these new members transition into our TAS community. Help these members understand TASing, and how to submit videos to our site. Or how to submit WIPs. Perhaps offer to clarify feedback to them, or explain TASing terms which isn't covered by your standard English courses in school.
I can help on the Spanish forum as is my native language. I already posted there btw. I think it would be easier, at least for me, if someone can provide a text to translate rather than post what one thinks is ok. As since it would not be in English, not many could catch there's something misleading or similar...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
How about a dual run with the game "Chavez" :P
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I've only seen the old video, but that was King Tut's puzzle
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Maybe not, but I would like to see it anyways :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Glad to see you're planning on another run of this game, alucard. Good luck with it :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
Well, I was never good at aerial tricks, so I can't help you there, but I could give you JKT's MSN so that you could talk to him personally ;)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
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Location: Aguascalientes, Mexico
Already saw the newest run (1:03:074) on MFO and it was terrific, thumbs up :D I have one question, will you be making the tracks separate or are you planning on doing a WIP of what would be the final version?
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Lord Tom wrote:
Looking to get some help from MrFixItOnline re: steering in the air, but can't post links until I make 10 posts and 1 week passes...doh!
Ehem, there IS a way to post links in MFO for new users w/o all that trouble, is mentioned on the menu->Help->How to insert a link... http://www.mrfixitonline.com/viewtopic.php?t=3227 Anyway, I wish you luck with the run Lord Tom :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
A run that aims for a perfect score (extra points not included, only the 300 pts from speed, power & technique) would be best appreciated, but sometimes it would take quite some time to do so (as there are quite amount of maps), making the movie to long to be enjoyable for people that are not fans of this series... As for the skills, you should already know ALAKTORN which skills can save time, so what you should do is to create a table where you could track which COs you have available at which point & estimate how much EXP they could potentially have. Because maybe you don't need at certain point determined amount of EXP, but doing so will let you have a skill you could use earlier, which would save you more time overall... (So in general, you should stick with the least COs you can, unless their powers come handy) I see that for strats is better to mention them on WWN, so I'll keep an eye there to see if I can catch something...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
TASeditor wrote:
http://www.youtube.com/watch?v=4ne0UkJqVRI this is better.
Knowing the game very well, this would be a NO for me if you where going to submit something like this. There are to many things you could improve in the run that it even looks like just a pro playing rather than an actual TAS run. I really recommend you to check MFO's site and ask for help if you don't know how to perform a strat, or at the very least, just look at the video section for some ideas... I know that you didn't wanted to use cheats to unlock everything (or maybe you just didn't knew there was one!?), but if you're going to use slider settings rather than jumper settings, take advantage of it (BTW, Red Gazelle is a good car for jumper settings). Since you're playing the Grand Prix, kill some cars in order to replenish your energy (and also, just for the heck of it, because is more entertaining that way). Also, try looking if getting hit when you kill a car can give you some impulse, of course you'll have to keep an eye on your energy too. Don't be discouraged by this post, I really want to see the day when this game sees the light on this page, just want it to be like it really should be done, that's all.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
While it isn't much appreciated, when you enter the Design Maps option, if you press L+R, there will be a preloaded map. If it not troublesome to edit the movie (and doesn't lose time), I would recommend it to include it... [URL=http://smg.photobucket.com/albums/v205/SamuraiGoroh/Advance%20Wars/AW1/?action=view&current=SecretDesignMap.png][/URL] As for the movie, yes vote :)
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Editor, Experienced Forum User, Published Author, Player (53)
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Location: Aguascalientes, Mexico
You said it Professor Oak: "POKéMON LEAGUE champions are honored for their exploits here!" Yes vote
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I just checked your run criticaluser, I've never seen the bug applied the way you did, could you elaborate about it?
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