Posts for tetora_X


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natt wrote:
Give this build a try when you have a chance. It's expected that the joypad stuff is fixed. https://dl.dropboxusercontent.com/u/75355/BizHawk-developer.zip
Yes, it's fixed. Awesome work!
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hegyak wrote:
Do you know what version fixes this issue? Are there other issues that this new version introduces?
It was fixed at the latest version. (gambatte_qt_win32-r571, 2015-04-26)
natt wrote:
I manually patched in some joypad irq changes. Would you be willing to test them and tell me if they fix the expected stuff?
Awesome. Yes, of course.
Experienced Forum User, Player, Published Author (161)
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Can I request to update GBhawk core to latest Gambatte? I thought GBhawk core is updated at every major updates, but it's not likely so. A major bug on the joypad irq are fixed in April. it effects to memory glitches of DQ3, DQM2 and other games for sure.
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movie.setrerecordcounting() doesn't work on GBC.
movie.setrerecordcounting(false)
i put this at the top of a bot script, but the rerecording counts increases. movie.getrerecordcounting() returns False, so i think it's a bug or i did wrong use of the function.
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AVGN KO Boxing would be one of the best looking game in Atari2600. I'd like to watch a legit TAS of the game. lua: http://tasvideos.org/userfiles/info/2432316411148352 haha, AVGN icon is revived. lol http://tasvideos.org/AVGN.html
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Snake wrote:
Yeah i love the DQ/DW and the Monsters Series. I would watch it :P Alltough i would like to see a 100% run :DD But i think this isn't going to happen :/ ^^
haha, to be honest, I had seriously thought to make 100%(all dungeons, classes, befriending all monsters) run for DQM1 before, but abandoned in making the chart. 100% run of this game will be much harder than DQM1. it'll take 10 years for me to make. :p
Touch-me wrote:
Congratulations for acceptance! Thanks to incredible uses of glitches and luck manipulations, I think this run equals the most refined TASes.
Thanks :)
Experienced Forum User, Player, Published Author (161)
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good work! i vote "yes". I found this is much more comprehensible than the other Atari TASes.
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nice to see unrejected by neo-TASvideos standards. :) As a hardcore fan of DQ, I believe all DQ/DW games should be TAS'd. I'd like to see all versions(EU/JP/US) of all DQ series, though it may be still ridiculous in the new publication system. If USA run is demanded, I'm ready to start it. I'm bored. lol
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I've come accross defective emulation of graphics in GBC "Dragon Quest III - Soshite Densetsu e... (Japan)" after using a bug to enter debug mode. This game has a serious bug that we can go debug mode. When we use a bugged item called "なし"(nothing), junk data is written in RAM and we can sometimes go debug mode. On real console, the graphics are not broken, though on BizHawk, the graphics of the fields are broken. movie file: http://www.mediafire.com/?63gn1g4p1w5f2c7 (works on Bizhawk v1.1.1b and v1.2.0) http://www.nicovideo.jp/watch/sm19161625 (graphics broken from 5:25) VBA-M makes the same broken graphics too: movie file: http://tasvideos.org/userfiles/info/2162614622808571 The graphics are not broken on real GBC console: http://www.youtube.com/watch?feature=player_detailpage&v=oyjXuMf9nyI#t=594s (he uses GBASP?)
Experienced Forum User, Player, Published Author (161)
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natt wrote:
2. should already be fixed for next revision. I can't seem to reproduce 1; if I open a GBC rom and record a simple movie, the resulting file contains input and plays back. Could you give me checksum details for the rom you're trying to record, as well as the resulting broken movie file, and possibly any special instructions to reproduce the bug?
Sorry. It was on my side. dll or something should have missed here. after installing SVN and reinstalling v1.11b in the same folder, it does work.
Experienced Forum User, Player, Published Author (161)
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i've started to make a movie tonight and found 2 problems. 1. BizHawk-1.1.1b doesn't save a GBC movie properly. When I stop recording a GBC movie, the recorded movie is full of no input. It works fine for me in a SMS game, so maybe the problem is yet another GBC problem. 2. savestate.loadslot doesn't load slots. savestate.saveslot works fine, though. This problem might be already fixed in latest SVN by the fix of savestate.load issue.
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Mothrayas wrote:
turska's primary reason is that the game is just plain boring. Most of the run is just walking around and cutscenes, with only a small amount of the time spent battling, which doesn't really look interesting either. It's just that the Japanese text made the problem even worse.
Well... what kind of ridiculous things did he expect in a classic RPG TAS? :/ It's just a run-faster, avoiding needless encount, and kill boss asap by critical hits and tricky method. it's same for most of the other non-glitched RPG TASes submitted here.
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jlun2 wrote:
Wait, you mean if you trigger the credits with the debug menu, there won't be a "the end" screen at the end?
yes, the final event doesn't start without the flag and no "The END…" screen. However, it's confirmed by cheat code. it might be possible, when the bug fills the flag.
Experienced Forum User, Player, Published Author (161)
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hmm, US version fixes the cloakroom bug, which will technically make minutes longer. That's why I did JP version. anyway, how on earth can a TAS with 100% reputation be rejected? i see the language problem, but it should be better to add this as JP branch at least. This is the fastest in all the versions of the game. I could make US version TAS, but it will be longer with the bug and longer lag (and dialogue :p ).
jlun2 wrote:
I think a new TAS of this game (that probably wouldn't get rejected) should somehow trigger the debug menu.
no way. I had scrolled much with bot, but i'd never come across it again. :( Anyway, it's impossible to call "THE END" from debug. All we can do with debug is a warp near the last boss. We need the flag, which we've beaten Darck.
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Odongdong wrote:
I love TAS when it has detailed comment and on-screen explanation, though I couldn't figure out what's going on this time due to my illiteracy in Japanese... Anyway, you did great work on this! It surely deserves publication.
:) When we publish the movie on youtube, it's nice to translate them like DQ5 TAS. A bad thing is that we can't use the in-game font for English, because of the length of English words. The entire design would be a bit poor.
King Zenith wrote:
I've been looking forward to a TAS of this game for a long time now. Thanks, and nice work!
I'm glad to hear. :) This game is worth TASing.
Experienced Forum User, Player, Published Author (161)
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Suggested Screenshot: Frame 21983 (The mid-boss and the king are in the bugged field.) Frame 103000 (Walking through mountains) Frame 124959 (Ignoring a continent with the glitch) Frame 130623 (The party is split funnily) Frame 179503 (The last boss got 598 damages)
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jlun2 wrote:
It's sad that you weren't able to trigger the debug menu. It would've been quite funny to have another run like the glitched Earthbound TAS. :P
i believe this TAS is more legit than debug, warp and kill the last boss. :p and, yeah, i still need someone who can analysis where the junk data came from and how we aim to a specific value. it's beyond my z80 skill.
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jlun2 wrote:
Can you please tell me the address for the 2nd point? Also, how did you know when it can't go to debug? Will this movie work? Edit: Oh, and vba-m is ok for submission, since I submitted 3+ movies with it, and they got published.
I meant the 2nd time point. After frames from the time when junk data is firstly written, junk data is written again. >Also, how did you know when it can't go to debug? i couldn't launch debug by pressing buttons. >Will this movie work? no :( even the flag is 01h -> 21h -> 40h. i don't think the weird sounds are related to debug. when we enter there with cheat code(0100DBC5), there is only normal BGM.
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jlun2 wrote:
I tried both not using the scrolling bug and using the scrolling bug, but both gave me alot of opcode errors which turns off the game, so I switched to vba-v24m-svn422 (which doesn't shut the game off in a freeze) and resynced the run. I hope you don't mind. Also, I came up with this result. The "Debug Mode Flag" is 0, and you can press A,B,Up,Down to hear something that sounds like menu scrolling, but I'm not sure if it's really the debug menu.
thx for checking. i don't know if vba-m is ok for submission though, it would be better for checking and analyzing. the freezes and errors are nasty Too bad thing is that it seems to be bad. we can't go debug. :( after many frames, the flag changed again. It looks like there are 2 points, when junk data are written, and the later point seems to be important. when i cheated the flag at the 2nd point, the debug launched.
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jlun2 wrote:
I can try once I'm back from school. What VBA version did you used? Edit: One more thing, How does the debug menu look like?
thanks in advance for analyzing. :) VBA version is VBA-rr v23.5 svn421. the debug menu is like this. but, on launching the debug from field or somewhere else, the graphics of the letters are broken. we need to press up and A to choose "-RETURN-" to re-launch debug. then the graphics is fixed like this.
Post subject: Dragon Warrior Monsters 2 (need help with glitches)
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I've been making DWM2 TAS and find a glitch that can call debug mode. We can go straightly to ending credit from the debug mode. But it's uncontrollable for me. I once succeeded to go debug mode, when i had tested it. However, I couldn't reproduce it... and i don't have enough knowledge to analyze such a complex thing. It would be highly appreciated, if someone help me with analyzing and utilizing the glitch. This glitch seems to work only on Iru(Tara) version of Japanese version. I used two glitches to make the glitch. 1. Cloakroom bug (預かり所バグ); It's fixed in USA version. It's known as Cloakroom bug in Japanese DQ sites, because the cloakroom is the most known place where we can do the glitch. Where a person is next to a door or a well or a stair, then press A repeatedly in entering. The conversation will start before the map loading. The map ID will change to the next map, but the internal map is same as previous map. So, we can go where we can't go originally. We use the glitch here. the glitch is used at 0:54 of this tool-assisted movie. http://nicoviewer.net/sm17803880 2. Scrolling bug; I used this, when I succeeded to go the debug mode. but it might not be needed for the glitch. Before when we go down and the screen is scrolling, press up and down. then the character's location will slide out the half of the grid and we can go where we can't go originally. the glitch is used at 0:48 and 4:07 of this tool-assisted movie. http://nicoviewer.net/sm17803880 OK. Now, I explain the main glitch. 1. Start the game and proceed scenario We're asked to go to the cloakroom to take her grandmother's handmade pie. After taking the pie from the clerk and going out from the cloakroom, Warubou and the prince will prevent the way. go down and talk with Warubou. then go right and talk with the prince and Warubou. Warubou try to grab your pie. 2. Scrolling bug after Warubou and the prince went into the well, we ignore the well and go right to the next floor. then, go up to the next floor and do "scrolling bug". then come back to the well. It would be skip-able... 3. Cloakroom bug Entering to the well from the upper with pressing A repeatedly. If the glitch is succeeded, the screen will remained to be white. After finishing the conversation, go right till the x location is 90h. When we used scrolling bug, we need to go up 1 grid before going right. 4. press right. then the charactor moves and the game will be bugged after many lags. In many times, it just freezes. Sometimes it returns to the title with bugged graphics. and i had come accross to the debug mode at once... The result will be different by the frame of pressing right and the input before the freeze/restart/debug launch. the RAM seems to be filled with junk data. I think when we could fill address C5DB with 00h and avoid freezes, it will work. but i couldn't find any regularity and I'm tired of hundreds of trial. It often freezes. It would be cool, if someone can find out how the glitch works. Thanks for reading this long composition. data: debug mode flag: C5DB 00h= debug mode FF8F, FF90, FF92: MAP ID FF8E: X location of the charactor FF91: Y location of the charactor Movie file till before the last step of the glitch. (works on a proper dump of Dragon Quest Monsters 2: Iru no Bouken (J)): http://dehacked.2y.net/microstorage.php/info/1046937017/DQMiru-bug.vbm Lua script to show the MAP ID and character's location. http://www.mediafire.com/?f4bujbdudnz971e My DQM2 Testrun movies (no glitches) http://nicoviewer.net/search?cx=partner-pub-9766425680241064%3A0803841926&cof=FORID%3A10&ie=UTF-8&q=DQM2+tas&sa=%E6%A4%9C%E7%B4%A2&siteurl=nicoviewer.net%2F&ref=nicoviewer.net%2Franking%3Fc%3Dg_culture2
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Suggested Screenshot: Frame 24881 (The hole, a meat and Terry are next to each other) Frame 35395 (D class arena, crazily under-leveled. inspired from the screenshot of current run) Frame 90314 (S class arena monsters are killed by Defeat magic) Frame 94669 (A monster of the last battle are killed by Defeat magic)
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Kirkq wrote:
My face when I see this run:
lolz
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ledauphinbenoit wrote:
Ok, well I will go ahead and just use (unknown) for subtitles which is what is done for TASEditor movies.
thx for the encode!
mklip2001 wrote:
Since I don't know Japanese, I found this a little less entertaining than the current run because I couldn't see what kinds of attacks the enemies were trying. However, the fact that you've skipped more of the game and fought faster far overshadows the entertainment hit. This time, all your battles finished before the music looped, for instance. Very nice going, and congratulations on such an impressive first submitted run!
thanks for the appreciation. :)
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ledauphinbenoit wrote:
Uh, is there a typo with the re-records? 5.4 million would be a new world record. I'm working on a YouTube encode, but won't do it until I know the correct number.
nope, it's not typo. but majority (more than 90%) of the rerecords are done by bot. it took really tons of times and rerecords to find fastest in every attacks in battle.
feos wrote:
Bot's rerecords shouldn't be accounted. Current Megaman 1 has also some millions of rerecords provided by botting. But only real rerecords were left finally.
Yeah. A problem is that there is no way to know the precise amount of the real rerecords.