GhostSonic
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Spikestuff wrote:
I won't be making it a YouTube module, so bare with me here on how I'm going to explain it. First Semi-TAS that was created, by using a special name in the name field.
I'm pretty sure that was just done by using the slowdown feature in Cheat Engine. Still no input taken while running through Hourglass.
Spikestuff
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GhostSonic wrote:
I'm pretty sure that was just done by using the slowdown feature in Cheat Engine. Still no input taken while running through Hourglass.
It was a custom script in Cheat Engine apparently. Due to input with Hourglass not working, as stated in the description.
WebNations/Sabih wrote:
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Spikestuff
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I need to ask someone who still has/runs on a Vista or XP operating system who owns the game. With the Steam copy you can extract Undertale.exe into a folder and once you open that you sprout out several audio files and another Undertale executable. What happens when you load the extracted version?
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Pokota
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I can set up a vista box and test it Followup Edit: The VM I used as a test environment failed with "unable to create the direct 3d something or other," so yeah I can't test it at present.
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Spikestuff wrote:
First Semi-TAS that was created, by using a special name in the name field.
I don't think "frisk mode" qualifies for a TAS run, though. It is an unfinished hard mode that only lets you play the first area out of five. So it doesn't actually complete the game. Also, if the aim is to finish the game in the hardest way, then clearly that needs either the Omega Flowey or the infamous Sans battle at the end. Neither of which works in frisk mode.
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Spikestuff wrote:
I won't be making it a YouTube module, so bare with me here on how I'm going to explain it. First Semi-TAS that was created, by using a special name in the name field.
Aside from falling down in the leaf labyrinth room, getting hit, and the obvious hangups on the terrain, I've read that in the room with three rocks, you only need to interact with the third rock (i.e. the top two can be left alone).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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So....I went and had a look at this game. Since this game appears to use files to check if you saved or not, along with other events, how exactly would hourglass work once some fix is made to it?
Spikestuff
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jlun2 wrote:
Since this game appears to use files to check if you saved or not, along with other events, how exactly would hourglass work once some fix is made to it?
C:\Users\(USER)\AppData\Local\UNDERTALE Has the game data. Now assuming... 'cause I haven't bothered checking, this might be at root with the extracted version.
WebNations/Sabih wrote:
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Pokota
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Nope; extracted version was still looking in the same folder as my steam version (Flowey still told me off afterwards for making him reintroduce himself despite extracted version being the fresh start and steam being a later play)
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Spikestuff
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Okay, so everything does go to AppData then.
WebNations/Sabih wrote:
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AntyMew
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Spikestuff wrote:
I need to ask someone who still has/runs on a Vista or XP operating system who owns the game. With the Steam copy you can extract Undertale.exe into a folder and once you open that you sprout out several audio files and another Undertale executable. What happens when you load the extracted version?
It works exactly the same. The internal UNDERTALE.exe is basically a renamed GM:S runner which automatically loads data.win if it's in the same directory. You can delete or rename steam_api.dll to prevent Undertale from connecting to Steam, too
Pokota wrote:
I can set up a vista box and test it Followup Edit: The VM I used as a test environment failed with "unable to create the direct 3d something or other," so yeah I can't test it at present.
Direct3D isn't installed. If you're using VBox the process is: Enable 3D Acceleration (Display settings) Boot in safe mode Install Guest Additions (Devices menu) Install Direct3D Support Full game doesn't accept input under VM or not. Demo works but from my experience savestates are horrifically slow in VM Hourglass needs an update to work with GM:S at all
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AntyMew
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There isn't a PC game resources platform besides DOS yet sooo triple post data dump scr_steps: Calculates the amount of steps until the next encounter
// argument0 = base steps
// argument1 = rand steps
// argument3 = area kills pointer
global.flag[kills_area_pointer] = self.argument3
if (self.argument2 - global.flag[self.argument3] > 0)
{
    self.populationfactor = self.argument2 / (self.argument2 - global.flag[self.argument3])
    if (self.populationfactor > 8)
    {
        self.populationfactor = 8
    }
    self.steps = self.argument0 + round(random(self.argument1)) * self.populationfactor
}
else if ((self.alldead == 0 || self.alldead == 1))
{
    self.steps = 20
}
else 
{
    self.steps = self.argument0 + round(self.argument1 / 2) * 5
}
random(n) returns double x, where 0<x<n round() uses banker's rounding, which rounds to the nearest even number, or 0 The maximum and minimum rand step counts are half as likely as any other number, due to using round instead of floor or ceil All of the objects which call scr_script can be found here Also, in every relevant room in the game, the base steps and rand steps from entering the room are much lower than the same from the same after getting an encounter. So while grinding, exiting and reentering the room is faster
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AntyMew
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Link to video
  • Walk up to the side of the dog food
  • Hold left+right, hold up to bounce off the wall, then interact with the dog food after a moment
  • Skip through Mettaton's dialogue until you automatically step forward -- If desired, you can walk a few tiles forward while mashing through the dialogue. This saves about a second, but if you don't get to the fridge in time, you fail the glitch
  • Interact with the fridge, and continue the dialogue up to the choice to get the noodles
  • Hover over "Leave it"
  • Mash through when Mettaton's dialogue overlaps the existing textbox
  • Optionally, open the menu and attempt to equip the pan before the cutscene completely ends -- You have to be quick with it, since when the camera locks back into place movement is enabled again, and the menu stops working
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Post subject: sure, why not
AntyMew
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Pokota
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Anty-Lemon wrote:
Full game doesn't accept input under VM or not.
It was running fine in my vista VM once I enabled the acceleration.
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Radiant wrote:
Spikestuff wrote:
First Semi-TAS that was created, by using a special name in the name field.
I don't think "frisk mode" qualifies for a TAS run, though. It is an unfinished hard mode that only lets you play the first area out of five. So it doesn't actually complete the game. Also, if the aim is to finish the game in the hardest way, then clearly that needs either the Omega Flowey or the infamous Sans battle at the end. Neither of which works in frisk mode.
Photo Shop Flowey is actually incredibly easy so long as you strafe left/right constantly. I've yet to ever die to him myself.
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
AntyMew
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Pokota wrote:
It was running fine in my vista VM once I enabled the acceleration.
Hourglass just doesn't support xinput, GM:S's input library. There is a direct input library in the GM:S runner, though, so it's at least possible that with some obscure setup GM:S decides to use direct input instead
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Seems the author attempted to design the game such that it's impossible to speedrun and get a good ending. He might have even succeeded. He's saying not to post speedruns because if you are even trying to speedrun the game, you are playing it wrong, you horrible monster. :) If i were the author i'd combat this by forcing the game to close if you manage to be too perfect, placing an upper bound on the time possible for a pacifist TAS, to make that endeavor pointless.
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zaphod77 wrote:
Seems the author attempted to design the game such that it's impossible to speedrun and get a good ending. He might have even succeeded. He's saying not to post speedruns because if you are even trying to speedrun the game, you are playing it wrong, you horrible monster. :) If i were the author i'd combat this by forcing the game to close if you manage to be too perfect, placing an upper bound on the time possible for a pacifist TAS, to make that endeavor pointless.
Elaborate? How is it impossible to speedrun? Or did you mean TAS for now. Also playing it "wrong" lol.
Samsara
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zaphod77 wrote:
If i were the author i'd combat this by forcing the game to close
Great idea, I'll forward that idea to him straight away. Can't believe he never thought of forcing the game to close while you're playing. What a huge oversight.
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Spikestuff
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I'm just going to re-link my two posts. Here's post number one and here's post number two. It shouldn't be that difficult to read every post here. Also, there would be something for that auto closing stuff, assuming the hard working hourglass can be amazing at running games that do that. But alas, it has been outdated and unable to run most games (even with a mouse) for some time.
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Spikestuff wrote:
I'm just going to re-link my two posts. Here's post number one and here's post number two. It shouldn't be that difficult to read every post here. Also, there would be something for that auto closing stuff, assuming the hard working hourglass can be amazing at running games that do that. But alas, it has been outdated and unable to run most games (even with a mouse) for some time.
I know, its called "Flowertale", but how does auto closing prevent real time speedrunning? How would this game even prevent real time runners? Crash the computer?
Fortranm
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https://twitter.com/undertale?lang=en
Toby Fox wrote:
DRM-free builds will be updated as soon as I can. They're rendering now...
Fortranm
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Well if i had the same ideas as he had, i'd not only have a force close (with a clear message that it's intentional) but a forced delay after the close, if the close was triggered by going too fast. Anyway here are the current issues as I'm awate of it. 1) you can't get the golden ending without getting a neutral ending first. SO any attempt at the pacifist ending needs to start from a save. 2) the game's content changes with each reset. Yes, the game is aware that you are starting over. 3) only the genocide ending can be reached th first time through without the game closing on you. 4) the genocide ending actually taints the golden ending, if you do it first, you monster... The closing down invalidates anypercent, which is the fastest. Genocide will be slower, but can be done the first time through. The only way to make a TAS entertaining that I can think of is to use tas only glitches. And i could easily wrote a program that interferes with real time speedrunning of itself without crashing. Two ways. 1) unfriendly RNG/dynamic difficulty, that gets more unfriendly as you progress, and gets friendlier with time passed. 2) put in enforced delays that anyone who is even trying to speedrun will run into.