Posts for slamo


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Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
I looked into the code a bit. There is exactly one frame before every shoot-off (3502 for the first one in this submission) where it runs a subroutine (0xB1AC) which checks to see if the Start button is pressed (by checking bit 3 in 0x58) - if the button is pressed, it returns from that subroutine which begins the code that starts up the break (0xC253), otherwise it continues with the shoot-off and doesn't start the break until after it's done. This specific subroutine seems to be only called in the frame before the shoot-off, and is not called for any other part of the game, as far as I have searched. It's not used for any other instance where the Start button can be used, such as the title screen, main menu, or when exiting the game. This leads me to believe this is some sort of undocumented code to skip the shoot-off. For this reason, I'm requesting that the shoot-off skip is not used for this run. I'm setting the submission to Delayed until this is sorted out.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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Some more info about the shoot-off skip: it turns out you only have to hold Start to skip it, Select is not necessary. This skip is not mentioned in the game's documentation, but Start is used in-game to open up a prompt to exit the game. It's possible that this skip is just some bug with how the screen transitions interact with the exit menu, and it's also possible that this is some leftover debug code. Since Select is not necessary, this is looking less like a code and I'm leaning towards the former. I'll look into it more.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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Synced this one as well. Is the ROM name right? capbowl.zip does not sync but bowlrama.zip works perfectly.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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I can confirm sync on this (using WSL temporarily, and on MAME 0.247). I'm not super familiar with MAME but this was fairly easy to set up, I don't really see anything wrong with allowing this so far.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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Ok, so I think there was some version confusion here. I suspect libTAS 1.4.3 may have been used for the new movie, because it now only syncs on that version and not 1.4.2 anymore. I've updated the movie and publication can go ahead now.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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I added a temp encode, please check it out if you're interested.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Here's a 24 frame improvement on just level 2: https://tasvideos.org/UserFiles/Info/637968731123521231 Sorry but some of the momentum management is just sloppy. Some of the touchdown/takeoffs when rescuing someone look like they have just not had any effort put into them and are easily improvable.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Update, I added a temp encode for anyone who wants to take a look at this.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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brunovalads wrote:
I have the movie for these improvements.
  • 1-5 Alyosha's suggestion: 21 frames
  • 2-3 Extra Ceiling Clip and better maneuver in the clips: 20 frames
  • 3-5 Alyosha's suggestion: 29 frames
  • A couple of lags shaved here and there: 2 frames
  • TOTAL: 72 frames
So is this the version you want to use? Or is there going to be a resync for v1.2?
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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That file desyncs for me in the Graviton again. Looks like the game hash matches the debug version and not the regular version - and it does sync on the debug version, but not the regular version.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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Hooray! I've been wanting some things to change regarding this. 1. Agreed 100%. When I was judging the Resident Evil 4 Mercenaries runs, I never liked that they had to be Moons to get published. A game mode is a game mode, whether it requires SRAM to unlock it or not. I think the simplest way to allow these that would fit within our framework is just to consider them independent game modes. This would not only cover unlocked modes like the Mercenaries maps, but also New Game+ modes that are unlocked after completing the game. It also means that these modes could have their own Full Completion runs, or any other Standard category. Obviously a New Game+ run would be a separate mode from one with a fresh save file. 2. I think obviously we accept it as-is right now, but I think I might prefer the SRAM one, because it's faster and doesn't detract anything from the normal run? I can see why others might feel differently though, from a legitimacy standpoint. I also thought we were going in the direction of not superseding Standard branches even if content overlapped, so maybe both would be ok. 3. This is one where I don't think there's going to be a neat solution. I get that some SRAM can be a huge burden to make (some examples were brought up before that I forgot), but what's the alternative? Hacking the SRAM can bring up a host of issues, since you would still have to prove that such a state is achievable, which would need a complete playthrough of the game anyway. Sorry, but I don't have any good ideas on this at the moment.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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Thank you, that syncs! The settings also matter for sync on this run: the fake loading screen must be turned on, otherwise the RNG isn't right. I'll update the file and get this moving again.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
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Elomavi, we have been fooling around with a debug version of VVVVVV a little bit and found that some of the in-game settings can affect RNG. Can you please post the contents of your settings.vvv file? It's going to be in the ~\.local\share\VVVVVV\saves\ folder.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Still having some problems with the GUI. I forgot to mention last time that I've gotten this error ever since it got ported to an external tool: Here's the full contents of the error window: https://pastebin.com/ZwEZ97cE The GUI issue may be related to this, not sure. I can press continue and get a window identical to the one I posted yesterday - notice how it also has the wrong title on the window. Stretching the window out doesn't help. Maybe this is a Windows 11 problem. I'm also still not getting any best results when I start with a cleared state and use < or <=. The value option works now, though.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Why are the Ly's Punch Challenge levels not done in this category?
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
I've tested this a bit and it does indeed save the correct attempt! I'll play around with this more in depth and see what I can come up with, thank you for your efforts. I'm not sure if you know about this or if it looks normal for you, but the GUI looks fairly messed up to me: Some of the objects are on top of each other. It's still completely usable though.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
So, are there any plans to resync this on NTSC? And how difficult would it be?
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
It's behaving kind of strangely. If I clear the previous best, run the bot for one attempt, and then try to play back that "best" attempt, it looks completely different, often making up an attempt that I've never seen before.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
It's not just short by 1 for me, it's short by a lot. And I just figured something out - it only plays back the current attempt, even if it's not finished. That's why it's stopping short.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Thanks! It generates proper inputs now. After testing some more, there are some issues with playing back the best attempt. It seems like it's not being saved correctly. Only a portion of the input is played, for example if I set the frame amount to 50 it will stop short of that. Also if I try to play it back, the input roll in the Bot window doesn't match what's played back in TAStudio. The attempt # is also always at 0. Otherwise, it looks like it's actually coming up with some good solutions. I just wish I could play them back!
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
I tried this out for a little bit but it doesn't seem to want to work correctly. I'm somewhat familiar with Basic Bot so I don't think I did anything too stupid, like I remembered to turn on recording mode. The problem is that the bot only writes an input on only one random frame, no matter what you set the # of frames to. It also doesn't adhere to the input probabilities you can set; if I have R set to 100%, it still only presses it for one frame. I'm trying this with Pac-In-Time for the GB, if that helps.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Do you want to use the newer movie you mentioned in your submission notes? You can upload it to userfiles and I can replace it.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Hash info can be seen by opening up the bk2 like a zip file and looking at Header.txt.
ROM SHA1: 1A8FB488AAC9AF4D3D42046750BDF429F48AC391
GBA BIOS SHA1: 300C20DF6731A33952DED8C436F7F186D25D3492
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
Looking into this a little deeper, the NTSC version runs tangibly faster than the PAL version, you can tell just from listening to the opening music. The NTSC version does have more lag frames, but the higher frame rate still makes it faster overall. Although one nice thing is that the amount of non-lag frames is nearly identical, so runs on different regions wouldn't be that hard to compare. I'm not opposed to allowing PAL here, but a similar NTSC run should outright obsolete this.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
Joined: 5/21/2013
Posts: 414
I agree, it's been moved to Playground now.
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