Banned User
Joined: 5/11/2004
Posts: 1049
Have you considered doing a quick draft run just to make sure everything will work on the emu and what not? You might learn some things doing this too that would cause you to change earlier parts of the runs which you hadn't forseen. I'm really in favor a having a grand plan that will work before going through frame optimization.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 3/18/2006
Posts: 971
Location: Great Britain
This is a draft, albeit a slow draft Yah, I will have to enter the battle. Attack damage: 00F99EC (2 bytes) Cloud ATB: 00F5BBD - will be 255 for a pre-emptive battle Pre-emptive battle and Critical Hit brute-force script would be useful. I have not fully worked out how a critical hit can be predicted, so I just use the attack damage to compare to a known value.
Joined: 5/17/2008
Posts: 212
Location: Virginia
I wrote a few scripts. Unfortunately, PCSX crashes when I enter a battle in FF7 for me (probably an error in my settings). These have NOT been tested, but I'm hoping other people here can test them and improve on them. Find how many frames for a back attack http://www.freewebs.com/apocalypse123/backattack.lua Find the next hit over 100 damage http://www.freewebs.com/apocalypse123/crithit.lua Find the 3 highest hits in 50 iterations http://www.freewebs.com/apocalypse123/bestdamage.lua Fastest 5 battle escapes in 50 iterations http://www.freewebs.com/apocalypse123/escape.lua Remember, I can't test any of these so I'm counting on you guys to let me know about any problems.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Joined: 5/24/2004
Posts: 262
I see how those lua scripts work, but I'm curious because they don't seem to be doing any manipulation of input during testing. They just invoke the action and check the results. Does this mean that the only variable that is being tested for effect is the game's frame count?
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Feel free to suggest your own ideas :)
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
has there been any progress
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 5/17/2008
Posts: 212
Location: Virginia
Several bugs fixed (my files didn't save before uploading yesterday for some reason). All scripts should now pause after they finish. Download links are same as above. As for the scripts, it's just like the brute force bot I wrote except automated. Wait a certain amount of frames, hit a button, check a memory address, and repeat until the desired result is achieved. Edit: Changed the scripts around a bit. Now each one has a value, iterations_before_resave. Every X iterations, the state will resave with the current state (after waiting). If all goes well, it should be a LOT faster since it won't be waiting as long for each iteration.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Joined: 5/24/2004
Posts: 262
Any updates, antd? Did the scripts from the poster above help in your battle testing?
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Yes, they helped I don't have time for this game at the moment though. New college, etc.
Joined: 12/27/2007
Posts: 50
Location: UK
Noooooo... Somebody please tell me ill see a tas of this before i die... :(
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
How old are you? Don't worry, I bet we'll see a tas of this game someday, one way or another.
Joined: 7/31/2005
Posts: 128
Location: Virginia
I miss college; mine had a really nice small-town atmosphere and I had a lot of friends to hang out with. Here's hoping your studies go well. Oh and Jamma, no killing yourself on the forums =P
Working on a mod of an old favorite in my spare time. PM for updates!
Joined: 12/27/2007
Posts: 50
Location: UK
Captain Forehead wrote:
How old are you? Don't worry, I bet we'll see a tas of this game someday, one way or another.
You're asking me? I'm 26 on wednesday. I was at the most influential of ages when this game was released, hence why I'm whining about seeing it broken... :)
Time/SpaceMage wrote:
Oh and Jamma, no killing yourself on the forums =P
*removes noose from neck* ...Ok. Anyway. On topic. Has anyone found a way of avoiding the repeat Air buster battle yet? Is it an emulator problem or what? I'm seriously hoping the rest of the run goes smoother than this!
filwac
He/Him
Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
how do i steal first try with frame advance? sounds a bit odd i know. i can tweak the ATB bar for the beginning of fights, as well as make an enemy open with a certain attack, yet i can't figure out steal
Waiting takes too long
Former player
Joined: 4/17/2009
Posts: 88
filwac wrote:
how do i steal first try with frame advance? sounds a bit odd i know. i can tweak the ATB bar for the beginning of fights, as well as make an enemy open with a certain attack, yet i can't figure out steal
you need to find the address which randomly changes between steal and not steal
filwac
He/Him
Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
AndyD wrote:
you need to find the address which randomly changes between steal and not steal
ok, so how do i check the addresses? do i need a memory watch program and if so where can i get it? i could also use some useful lua scripts for this game
Waiting takes too long
Joined: 2/24/2010
Posts: 22
Location: Turku, Finland
Holy ...! This is something I can't wait to see. Hope it comes out as awesome as it deserves. EDIT: Hmm... Meaning if this run is still in progress.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
We may have found what is causing the repeating boss battle. This does mess up the current strat slightly. It doesn't appear to be an emulator bug. sorry mz ;-) We'll test to see if it exists on the console anyway. It seems i may have to accept an extra battle before airbuster. I will probably have time to continue this run properly in may/june, so check back for progress :-D
Former player
Joined: 4/17/2009
Posts: 88
good!
Tub
Joined: 6/25/2005
Posts: 1377
yay for more progress \o/ Could you explain what caused the repeating battle? Just a game bug when you didn't have any random encounters before, or is it something different / more complex?
m00
Active player (279)
Joined: 4/30/2009
Posts: 791
If the solution is as simple as just entering a random battle before Air Buster, then it seems like the logical thing to do in order to progress. Good news that this hasn't died though, can't wait to see more!
Joined: 3/18/2006
Posts: 971
Location: Great Britain
We are still working on a precise explanation for the repeating battle. It seems to be caused by the glitches that are used in the run. Current: http://www.youtube.com/watch?v=VWK4Btlt1t4 Airbuster down in 29 seconds To do: Aeris' house Total time: 108489 frames (30 minutes 8 seconds) Thanks to Apo123 for his very useful lua scripts
Joined: 10/11/2008
Posts: 64
Location: Kajaani, Finland
Can I have the current WIP, please? I can't find it anywhere. I'd like to watch the current progress.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
current: wall market time: 43:28 garland: 48:20
Banned User
Joined: 5/11/2004
Posts: 1049
Does anyone know if the Cosmo Canyon glitch still allows for you to complete the rest of the game without the game freezing anywhere or such?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."

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