Posts for scubed

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Post subject: Finally submitted!
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I have finally submitted it! http://tasvideos.org/queue.cgi?id=495 I misread that it said bit 1 as bit 0. Whoops again. I cut and paste a correctly started empty movie over the beginning to fix it. Yay for cut and paste! I hope that everyone enjoys the movie.
Post subject: Hex editor
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I had started recording the movie with shift+F5, not the menu. I started a new movie using that menu and cut and pasted it over my old movie. Now it was accepted as a valid submission. I filled in the number of frames manually. The movie now has 02 = Recorded from reset and the first 2 actions are 81 = reset 80 = nop I don't know why it has a nop there, but the empty movie that I pasted had it. Or should I have put 82 = power ? It is a good thing that you have that documentation there. (I still think that explicitly saying what a movie should have would be useful. Are the above 2 the only requirements, or does it also check that the save state is empty? Depending on how strict it is, does it allow the movie to start with an 82 instead (of course allowing for extra bits set for skipping frames and such)?) It is good that FCEU uses run length encoding. That was one of my gripes with Nesticle. Thank you.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
That's the idea. I want the script so I can know what to change specifically. Also, I don't know how to start a movie in a way that it would like, and I don't want to submit a bunch of junk movies just to try to figure out what it likes and what it doesn't like.
Post subject: Removing savestate base from movie
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I have just recorded a movie and want to submit it. The submission form rejects it saying that it is from a savestate instead of from power on. I tried to make it from power on by hitting F11 (power). If it is not from the first frame, it should be possible to add a header saying that it is from power on and then adding some frames of me doing nothing until it coincides with the original savestate. I would like to know the details of how to do that. Also, is the validation script that checks if a movie starts from a savestate available? That way I could check my movie against it and fix it until the script accepted it before attempting to submit it again.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Okay, I have removed the entering my initials at the end. I have optimized the jumping a lot from the previous version, which saved a lot of time. There are some places where I jump a little extra to control my momentum. There are still probably some places left where it could be improved. I do manipulate the dropping of magic. That's why enemies are flying into me, dying, and giving me magic. Yes, you have to stand around in front of the treasure boxes to collect the item. It is very annoying. While playing, often I accidentally touch the edge and waste a key. The box opens, but as soon as it is off of the screen, it closes and costs another key to open. I waste a key and don't get an item for it. I did movie[0x8]|=(1<<0) movie[0x8]|=(1<<7) and neither caused the movie to be accepted. I get the same error. Is the validation script available so I can apply it to my movie and fix it in whatever way is necessary? ---------- Update: To make the movie submittable, I had to do: movie[0x8]|=(1<<1) and make the first byte of the movements 0x82 which means hitting power.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Thank you for that. Does anyone have information for how to fix a movie that is already made? I suspect it will be something like: Change value at 0x???? from ?? to ?? to mark as from power on. Remove save state from 0x???? to 0x???? Pad with 2n zeroes where n is number of frames from beginning. Can someone tell me the specifics or where to find them?
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I have finished redoing the movie. http://lingcog.iit.edu/~scubed/hobby.xml I hope that you like it. It is over a minute faster. I have a better strategy for the fire boss. The final boss is also defeated much more quickly. The jumping is much tighter, which saved a lot of time. I timed both ways of beating the Earth boss. It costs about 50 frames to use the glitch. I attempted to submit the movie, but got this: FCM error: Movie begins from a snapshot I recorded the movie by hitting F11, then shift+F5. According to the menu, F11 is power. I turned down the frame rate so the movie should start on the first frame. Maybe I missed? How am I supposed to make the movie start on exactly the first frame? There should be an easy way to convert this to a savestate-less movie, correct? I imagine that I strip out part of the file and pad it with 0's for the frames that I missed or something like that? Could someone please point me in the right direction? -------- Edit: Changed link to more persistant form
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Sorry about that. It seems that PSFTP got confused over a symlink. It should be fixed now.
Post subject: Shouldn't care how hard to make
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
>Just remember that the viewer shouldn't have to care about >how hard the run was to make. That is very true. I will try Earth both ways. It also occured to me that I could start running away, turn around and shoot him again, then continue running away to abuse the glitch. Hopefully that way, less time would be wasted running around. I would like to use as many glitches as possible.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Yes, you are right about the boss fights. Fire will be tricky. Does anyone know a better strategy than bouncing? Also, for Earth, I use the bug, but that does waste a little time. (But it makes not getting hit very easy.) Is it better with or without it? If I am not getting hit, I would probably need to jump a little and waste some time to not take damage (but possibly not as much). It took me around 5 hours to make it yesterday. The final battle should have lots of optimizations too. For earth, I took off half of its health with the multihit on the first shot. I hope that I can get more of those... Also, does anyone know any tricks that I missed?
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I just watched the movie. Great job. I wasn't aware of those shortcuts. (I always needed the high jump boots for the sister at that part.) It's great watching all of that crazy zooming around with lots of scrolls.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I have completed my rough draft. Here is the FCM of playing through the game: http://lingcog.iit.edu/~scubed/hobby.xml Please give feedback. --------- Edit: Changed link to more persistant form
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I have started working on a speed run of Wizards and Warriors 2. Since I am not very familiar with the tools yet, I am going to do a rough draft. I have just done the first 2 maps here: (FCM) http://lingcog.iit.edu/~scubed/hobby.xml Here is a sketch of my planned route: Area 1 (Wind) 1) Get key at beginning of mountain 2) Get egg by jumping over barrier 3) Talk to bird 4) Get Wind Bane 5) (Have some magic already) Get key from middle of cloud 6) Fight boss 7) Use area exit glitch to keep key and magic and skip animation Area 2 (Water) 1) Get bug with wind bane 2) Talk to frog 3) Get infinite magic (I don't know if this is necessary) (Skip water projectile) 4) Fight boss with wind bane (wind, water, close enough) 5) Manipulate luck to avoid flying fleeces (Usually they drain your health to 0, then it plays the death animation, then you can leave, I was very lucky here.) 6) Exit glitch Area 3 (Fire) 1) Go right to get crown with wind bane (Freeze glitch: have to not exit immediately when getting it or else the game will get confused and freeze) (Dodging volcanoes is going to be extremely annoying) 2) Give crown to dragon, enter volcano 3) Get fire projectile 4) Get key while falling to boss 5) Kill boss 6) Exit glitch Area 4 (Earth) 1) Get cup 2) Give to bear 3) Get earth scorch 4) Kill boss using long distance attack glitch (for fun) 5) Exit glitch Area 5 (Final) 1) Get key during ascent 2) Get 7-league boots 3) Trigger boss (I have not figured out how to efficiently fight this boss yet. I can try to take on all of them on top of the mountain, or I can do it the more cowardly way. For fighting fire, there is a trick that lets 1 shot hit many times. This may apply to other elementals too.) Please tell me what you think. Any feedback is appreciated. ------------- Edit: Changed link to more persistant form
Post subject: Speed control
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
For using the patch, I changed the speed settings and it said Speed 1% in the shaded oval, but it was still going at 100%. Is there something else that I have to do to make it take effect?
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Thank you! Your guide worked, and I now have a fully patched FCEU. The only problem was that for making the ^M character, your guide said to put CTRL+V M I am using Gnome's terminal. In it, the key sequence is INS ENTER (Just so you know.) The default key bindings are strange. Can you please point me to where I can change them or a description of the format of fceu98.cfg ?
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Thank you. Now it gets up to the compiling stage. However, it fails and gives this error several times:
drivers/pc/input.c: In function `KeyboardCommands':
drivers/pc/input.c:269: error: too few arguments to function `FCEUI_SelectMovie'drivers/pc/input.c:269: error: too few arguments to function `FCEUI_SelectState'drivers/pc/input.c:270: error: too few arguments to function `FCEUI_SelectMovie'drivers/pc/input.c:270: error: too few arguments to function `FCEUI_SelectState'
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I don't have either of those utilities. I think that both tr and grep have the ability to remove the '\r's. So, I ran this script to change it:
#!/bin/sh
#Convert all files from DOS to UNIX newline convention recursively

wipe()
{
  for i in *
  {
    if [ -d "$i" ]
    then
      cd "$i"
      wipe
      cd ..
    else
      tr -d "\r" < "$i" > "$i".2
      mv "$i".2 "$i"
    fi
  }
}
I checked the files and the ^M's were gone. So, I did configure, which worked properly. Now I get this error:
scubed:~/fceu-0.98.12-blip.src>make
cd . && /bin/sh /home/scubed/fceu-0.98.12-blip.src/missing --run autoconf
Can't locate object method "path" via package "Request" at /usr/share/autoconf/Autom4te/C4che.pm line 69, <GEN1> line 214.
make: *** [configure] Error 1
What should I do to make it compile?
Post subject: Obtaining patched FCEU
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Currently, I am using the unpatched FCEU. I would like to get the patched version. (I use Linux, by the way) I downloaded the source code from the given link. It was using the wrong end of line convention, as previously noted in this thread. I converted most of the makefiles and related files. It still does not compile. Does anyone have a patched version that I can download and do make and have it compile? Or does anyone know what else I have to do besides converting the ends of the lines for the makefiles?
Post subject: Tetris movies
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
For arcade versions, there already are some movies. You might want to take a look at them. http://www.macobserver.com/article/2004/01/14.1.shtml http://home.comcast.net/~arcthelad/
Post subject: Playing ROM
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I like this game also. It works just fine in FCEU and Nesticle. I have beaten it many times in both.
Post subject: Legacy of the Wizard
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
I would also love to see a speed run of Legacy of the Wizard. There already is a complete map of the game: http://www.rpgclassics.com/shrines/nes/lotw/images/mappics/dungeonfull.gif I've beaten the game with using save states. For conserving magic, you can use the star shoes to make it like Mario where you just jump on enemies. For the mother's area, I still like to stay at inns to keep the magic high, even with using save states. Money isn't strictly necessary. The only item you have to buy is the shield, which you don't need anyways. All other items can be found, but buying is usually faster. With some luck manipulation, having money should be easy. Keys shouldn't be such a problem. You get the 20 keys early on, and the only place really heavy with needing keys is the mother's area, but she has the magic key.
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Thanks for the link. I have finally beaten all 4 final maps. The only 2 I haven't beaten yet is 29 and 34. 29 is just a matter of speed, right?
Post subject: Table explanation
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
The table shows what internal values in the game correspond to which "fields". I experimented on the save file and typed in different values for the field that it was supposed to be a movie of. This, of course, is on the assumption that you can record movies of playing on any field. I tried all values from 0 to 40, and got the chart that you see above. The values not listed do not correspond to maps. The game checks for error conditions in this case, and will direct to field 00. For other values above 40, I only tried a few. They all froze the game or showed gibberish. (So they were not valid map data). So, this list should be a complete list of all maps that exist. So, it is confirmed that there is no map 9 (nor the other ones), it is not just that you haven't figured out how to reach it. You don't have to be not sure anymore. You can repeat the experiment by trying those numbers or other ones to see what maps do (not) exist. This list agrees with the one on the website in that those maps don't exist. While playing today, I tried the first elevator, and found that you can't squeeze through. Sorry for missing that. From the above list, I can edit the save game to show that particular field. (So, now I have seen 40 and 35, although I still can't seem to get there on my own.) Hints would be appreciated!
Post subject: Verified that other fields don't exist
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
Just to be sure that the other fields don't exist, I figured out the save format. I editted the saved movies and set them to the different maps. I can post what I figured out about the save format, if anyone is interested. Here are the values that it uses for the map number:
Value Field
00    00
01    01
02    02
03    03
04    04
27    05
06    06
07    07
08    08
05    10
09    11
0C    12
0A    14
0B    15
37    16
0D    17
14    18
0E    20
0F    21
10    22
33    23
25    24
3D    25
12    26
34    28
38    29
1C    30
32    31
31    33
2C    34
26    35
3F    36
35    37
16    38
3B    40
36    41
2B    42
2E    43
24    45
39    46
29    47
28    48
3C    49
2D    50
3A    51
2A    52
30    55
3E    56
2F    57
So, no map 9.
Post subject: 30 minute warp
Experienced Forum User, Published Author, Former player
Joined: 7/6/2004
Posts: 155
After trying it some more (wow, am I glad for fast forward) It looks like most doors go to 28. Maybe it is something like it takes you to the end of your current path, or if there are multiple ends, it takes you to 28.
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