klimmesil
He/Him
Joined: 8/9/2017
Posts: 3
Location: France
Hey I'm actually TASing Monster Tale and got seriously pissed because of it's RNG system (just joking, I only mad 7000 frames yet) Monster Tale's RNG is based on time, and I'd like to set a time every time I reset the game, so that it does not screw my run again. I know I can set window's clock to a different time, but that's not precise enough Another problem is that I won't be able to speed up the game nor load savestates since that's going to alter time (but not frames) I got some basic skills in programming, but I'm afraid it's not enough to make my own script Thanks a lot!
Thanks a lot!
Judge, Skilled player (1288)
Joined: 9/12/2016
Posts: 1645
Location: Italy
Hello and welcome to TASVideos. Setting a timer externally from the emulator sounds completely wrong. Also, you need loading savestates in order to rerecord, which is the very basis of TASing. I think the solution for your need is simply using RAM watching, a feature found in DeSmuME and most rerecording emulators. All games have one or more internal timers that keep track of the amount of frames from the last reset. Use RAM search for a 4-byte value that do increase by 1 every frame, and add it to RAM watching. Then open the RAM watching window, and save the addresses list. I suggest you to add both an address that does increase every frame, and an address that does increase only for non-lag frames. Read these if you didn't already: Wiki: MemorySearch Wiki: RamSearch Wiki: RamWatch Good luck.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
klimmesil
He/Him
Joined: 8/9/2017
Posts: 3
Location: France
Thank you for your answer I know how to look for specific values, and how to change them... But what's the point? That's not going to change the time counter (even if I change that, desmume is just gonna fix it every frame with windows clock right?) And the "frame counter" or "non lag frame counter" value just counts the number of frames that have passed since the game started or the number of "real" frames, not the real time
Thanks a lot!