Posts for sgeos


Experienced Forum User
Joined: 5/28/2010
Posts: 10
Is the DeSmuME LUA API documented anywhere? Google was not helpful, but maybe I'm just incompetent today.
Experienced Forum User
Joined: 5/28/2010
Posts: 10
I guess I don't see the point of a TAS of the patched English version. Shouldn't we assume that viewer of an RPG TAS is already familiar with the game? In that case, it would make sense for the viewer to initially play through the game using any English version if they can't manage Japanese, and then watch a Japanese version of the TAS. It shouldn't be hard to figure out what items or abilities are being used. The text is going to be scrolled quickly, and it's not like the viewer won't be able to make heads of tails of what is going on any more than any other TAS. To the extent equipment tricks are used, they can be documented. Just my 1/2 cent.
Experienced Forum User
Joined: 5/28/2010
Posts: 10
I remember playing this game, and I'd love to see a TAS.
Post subject: VBA-rr with Development Features
Experienced Forum User
Joined: 5/28/2010
Posts: 10
Is there a version of VBA-rr with the development features found in "normal" VBA? (VRAM viewer, memory viewer, etc.)
Experienced Forum User
Joined: 5/28/2010
Posts: 10
FWIW, my goal is not a TAS attempt at this point. I'm writing convenience scripts for normal play. I can only write them to the extent I hook into the game, and there is a lot of information I have not been able to find. Hence, if anyone has any technical information, a copy would be fantasic. FWIW2, I'm afraid to watch the BoF2 run, because it is not exactly short.
Experienced Forum User
Joined: 5/28/2010
Posts: 10
Re: Context The context is writing LUA scripts that automate tasks in emulated games. I meant to imply that by posting this board as opposed to a place where people futz with online games. FWIW, if anyone knows of a tool that allows the user to script forged mouse moves and key presses using LUA, I am interested in hearing about it. For example, I created a simple BoF2 auto leveler. All it does is repeatedly press left*15, right*16, left, A*2. Obviously it will get stuck (hunting grass patches, death) so to minimize the babysitting, I cheat and both set the respawn point in the area I'm fighting in and auto bank cash after battle. (Given more information about the game, I'd like to make something smarter.) Re: Mario AI Presumably all of this information is bundled together in some convenient place? EDIT: Found it. Thanks for the tip. /EDIT Re: Documentation Links Thanks. I read the first two, but I can't get into the last one. EDIT: I saw the last link using google's cached page. Thanks for the links. /EDIT
Experienced Forum User
Joined: 5/28/2010
Posts: 10
Looking for any scripts or technical data anyone can supply. I got all the stuff gamefaqs has to offer, and it doesn't amount to much. I'm specifically looking for ways to read the game state, ie, memory offsets of in game variables and anything to do with memory layout. I want to try botting with lua, and this is the game I picked to work on. (The FFs are better documented and probably would have been a better choice, but I haven't played this game in a while. =)
Experienced Forum User
Joined: 5/28/2010
Posts: 10
I'm less interested in TASing than I am in general botting with LUA. I suppose I may as well ask if anyone has any resources or scripts I should check out. (Proficient in LUA and a bunch of other languages.)
Experienced Forum User
Joined: 5/28/2010
Posts: 10
I'm not convinced that each player should have to reveal input after each frame in a competitive game. It might make more sense to force your opponent to figure out what you are doing. Secrets can make things more fun. Depending on the game, a dragon punch is going to take at least a few frames to pull off, but there may or may not be any immediate visual feedback during the input frames. FWIW, I've heard that there are people out there who can pull off a dragon punch faster than some machines can pick up the input. (I'll believe it when I see it though...)
Experienced Forum User
Joined: 5/28/2010
Posts: 10
Limne wrote:
Now, having two TASers play a 2-player game competitively, (Each frame would be a "turn" with each revealing their input value to the other at the end)... That might have potential for depth, assuming the game in question itself had deep enough play mechanics.
This could be awesome in the right fighting game.