Joined: 10/3/2005
Posts: 1332
Zero100 wrote:
Oh wow, sorry then. I wonder then, if it doesn't use javascript, then why did they rate it badly? I should rate it well then to try to balance it out.
The only reason I can conjecture is that other subdomains on 2y.net host malicious sites. Anyway, the movie you linked seems to be valid, but your link has an extra dot on the end. Also, welcome to the community. I'm glad to see people working on this game. I don't want to seem too unfriendly. ;) Edit:
EDIT: Wouldn't this be possible if one were to open up the movie file, and change the button input on the frame that you wanted?
Yeah- we have a TAS movie editor for that. There's also a VBM header spec if you prefer a hex editor.
Joined: 6/16/2009
Posts: 30
Thanks! Also, sorry if I'm asking too many questions. And was the video playable for anyone? EDIT: Is there an faq on how to use the video editor, I checked, but I couldn't find anything.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Zero100 wrote:
1.) How can you view re-record count?
It should come up when you open the movie file in VBA. We don't really care how many rerecords a good TAS has, it's just sort of a reference value. You don't need to pay attention to it at all when TASing. I was able to view the file taking the period off the url. Good Things: - You changed the message speed. - You didn't walk all the way over to Garet. Bad Things: - You aren't going to be able to use turbo during conversations in the final product. Since it only attempts to close the box every other frame, you lose a frame half the time. -This may be a game where you can turbo A and B on *opposing* frames and close the dialog optimally, which is acceptable if you're sure it closes as fast as possible every time. What does everyone think about leaving the "speech" on? I personally like the silly voices, but I could see how it would get annoying to some.
Joined: 6/16/2009
Posts: 30
Kirkq wrote:
Zero100 wrote:
1.) How can you view re-record count?
It should come up when you open the movie file in VBA. We don't really care how many rerecords a good TAS has, it's just sort of a reference value. You don't need to pay attention to it at all when TASing. I was able to view the file taking the period off the url. Good Things: - You changed the message speed. - You didn't walk all the way over to Garet. Bad Things: - You aren't going to be able to use turbo during conversations in the final product. Since it only attempts to close the box every other frame, you lose a frame half the time. -This may be a game where you can turbo A and B on *opposing* frames and close the dialog optimally, which is acceptable if you're sure it closes as fast as possible every time. What does everyone think about leaving the "speech" on? I personally like the silly voices, but I could see how it would get annoying to some.
Okay, I'll start with the easiest thing first by saying, I like the voices too. And sorry for being so newbie/inquisitive, but turbo'ing A and B at the same time would be faster that holding B? I'm sorry, I don't quite understand what you mean by this. I'm really sorry for being so new and not knowing this stuff, when I feel like I somehow should.
Joined: 6/16/2009
Posts: 30
Kirkq wrote:
Zero100 wrote:
1.) How can you view re-record count?
It should come up when you open the movie file in VBA. We don't really care how many rerecords a good TAS has, it's just sort of a reference value. You don't need to pay attention to it at all when TASing. I was able to view the file taking the period off the url. Good Things: - You changed the message speed. - You didn't walk all the way over to Garet. Bad Things: - You aren't going to be able to use turbo during conversations in the final product. Since it only attempts to close the box every other frame, you lose a frame half the time. -This may be a game where you can turbo A and B on *opposing* frames and close the dialog optimally, which is acceptable if you're sure it closes as fast as possible every time. What does everyone think about leaving the "speech" on? I personally like the silly voices, but I could see how it would get annoying to some.
Okay, I'll start with the easiest thing first by saying, I like the voices too. And sorry for being so newbie/inquisitive, but turbo'ing A and B at the same time would be faster that holding B? I'm sorry, I don't quite understand what you mean by this. And why can't turbo in the final product? I'm really sorry for being so new and not knowing this stuff, when I feel like I somehow should.
Joined: 10/3/2005
Posts: 1332
Zero100 wrote:
And sorry for being so newbie/inquisitive, but turbo'ing A and B at the same time would be faster that holding B? I'm sorry, I don't quite understand what you mean by this. I'm really sorry for being so new and not knowing this stuff, when I feel like I somehow should.
If you can dismiss the text by pressing either B or A, then pressing B on odd frames and A on even frames (for example) ensures that you dismiss the text on every frame. Turboing B means you're not pressing anything half the time, so there's a 50% chance of losing some frames during the dialogues. ...And that's if. I don't think anybody's checked yet.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
You are able to use turbo, you just have to make sure you are initializing the dialog to close on the first frame possible. Turbo A does this. A_A_A_A_A_A_A_A_A If the dialog is able to close on an in between frame, turboing won't close it until one frame later than you could, because it only attempts to close the dialog box every other frame. I'm going to look into a memory location you can look for to close it effectively.
Joined: 6/16/2009
Posts: 30
Oh, I see. I thought turboing was every frame, that's why. Unfortunately, b doesn't close text boxes, holding B like I was, however makes it speed up. Here, i'll post what I have so far (try not to laugh): http://dehacked.2y.net/microstorage.php/info/365531763/upload2.vbm I made a mistake at the end, but I'll just rerecord over it later. And no, that battle is unavoidable, and is a scripted encounter, so is the second one, and there is one more after that. And thanks to your awesome script, Kirkq, the first RNG is set to 57 for the first battle, and the second is set to 48. Also, if I'm right, then you also always attack first.
Joined: 6/16/2009
Posts: 30
And I'd like to not let you guys do all of the work/I want to be able to look into memory and all of that good stuff too. Could you guys point me in the direction of a good assem guide (and or lua/anything else I'll need). Thanks in advance
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Assembly might be a bit much if you've never done it before. We will need to use it to decode battle mechanics later though. I'm not very effective at it currently. You should have VBA 21. Here's a bunch of resources for SNES9x: http://dehacked.2y.net/snes9x-lua/ http://dehacked.2y.net/snes9x-lua.html Here's the commands as applied to VBA (also the emulator if you don't have it): http://code.google.com/p/vba-rerecording/wiki/LuaScriptingFunctions Memory watch is mostly in the emulator. I made a post explaining an example here: http://tasvideos.org/forum/viewtopic.php?t=8169 You can use lua to read and write bytes. I use SciTE to write my lua scripts http://www.scintilla.org/SciTEDownload.html, but you can do them in Notepad if you want. Save files explicitly as "FileName.lua". I have really generalized examples of most things you'll want to do if you want me to post them somewhere. If you want to discuss this a bit more quickly, feel free to hop on IRC and private message me: irc://irc.freenode.net/tasvideos EDIT: Try not to double post in a short amount of time, just edit onto your previous post.
Joined: 6/16/2009
Posts: 30
Kirkq wrote:
Assembly might be a bit much if you've never done it before. We will need to use it to decode battle mechanics later though. I'm not very effective at it currently. You should have VBA 21. Here's a bunch of resources for SNES9x: http://dehacked.2y.net/snes9x-lua/ http://dehacked.2y.net/snes9x-lua.html Here's the commands as applied to VBA (also the emulator if you don't have it): http://code.google.com/p/vba-rerecording/wiki/LuaScriptingFunctions Memory watch is mostly in the emulator. I made a post explaining an example here: http://tasvideos.org/forum/viewtopic.php?t=8169 You can use lua to read and write bytes. I use SciTE to write my lua scripts http://www.scintilla.org/SciTEDownload.html, but you can do them in Notepad if you want. Save files explicitly as "FileName.lua". I have really generalized examples of most things you'll want to do if you want me to post them somewhere. If you want to discuss this a bit more quickly, feel free to hop on IRC and private message me: irc://irc.freenode.net/tasvideos EDIT: Try not to double post in a short amount of time, just edit onto your previous post.
Okay to everything, and thanks (except, I might not be able to get onto IRC atm). But about assembly, I'll be fine, I know java, html, I've worked with other languages briefly. Programming is no problem for me, except maybe GUIs, which I know assembly doesn't have (and even if it does, we're not working with them).
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
It is worth noting that Garet's "*Hah* *Hah*" Text right at the beginning can be prompted to go faster by hitting B after the first *Hah*. The fastest way to clear it is B One frame and A the next. (B two frames in a row is the same as holding it. B on alternating frames is rapid pressing, so alternating B and A in this case allows it to clear faster.) Autofire A and B on opposing frames causes problems in some dialogs. I'm trying to find a good way to do this. Wall of text regarding memory: -------------------------------- Counter until text autoskips: (150 if waiting for user input, 0 if yes/no confirmation.) The button needs to be hit about 2 frames before this becomes nonzero. 0x020330f0 0x020330f1: If Value = 3 Text can clear, if staying 0 probably waiting for yes/no confirmation: 0x020330fc: If Value = 1: Yes, No confirmation 0x02000060: If 16 it seems that we are either transitioning screens or in a dialog. Note: Most of the time the button needs to be hit two frames before these values appear, so I'm going to write a script to do that. As a general rule it seems if you hit A 2 frames before 0x020330f0 becomes 150, the phrase seems to clear as soon as possible. X Position Double Word: 0x02030ec4 Y Position Double Word: 0x02030ecc -------------------------------- Walking Straight Right and Straight Up takes exactly as long as walking Diagonally "Up and Right". The game measures this accurately enough that I wouldn't worry about any subpixel gains, you might gain a frame after hours of effort. I made an automatic text skipping lua script that still needs some polishing, I'll probably put it up when I get it working much better. It is worth noting that holding B doesn't "Speed up text", it only clears out time waits like Garet's "Hah ......... Hah" Anyway regarding your test run, I'm not really sure why your rerecord count is so low unless you're only doing things one time through. 12 rerecords isn't exactly a TAS, unless you managed to reset them messing around with the file. If you're trying to be optimal that segment should take more than 100. If you're just testing things, don't worry about it obviously. The screen you exited at 6465, I was able to exit at 6427. Part of the difference might have come from the fact that I better lined up Garet to join me, the other part was simply exiting text boxes accurately. I'm going to to to clean up my text skipping script so it doesn't take a minute to run through every conversation. It also managed to get 6000 rerecords in quite a short time, which I can clean up.
Joined: 6/16/2009
Posts: 30
Kirkq wrote:
It is worth noting that Garet's "*Hah* *Hah*" Text right at the beginning can be prompted to go faster by hitting B after the first *Hah*. The fastest way to clear it is B One frame and A the next. (B two frames in a row is the same as holding it. B on alternating frames is rapid pressing, so alternating B and A in this case allows it to clear faster.) Autofire A and B on opposing frames causes problems in some dialogs. I'm trying to find a good way to do this. Wall of text regarding memory: -------------------------------- Counter until text autoskips: (150 if waiting for user input, 0 if yes/no confirmation.) The button needs to be hit about 2 frames before this becomes nonzero. 0x020330f0 0x020330f1: If Value = 3 Text can clear, if staying 0 probably waiting for yes/no confirmation: 0x020330fc: If Value = 1: Yes, No confirmation 0x02000060: If 16 it seems that we are either transitioning screens or in a dialog. Note: Most of the time the button needs to be hit two frames before these values appear, so I'm going to write a script to do that. As a general rule it seems if you hit A 2 frames before 0x020330f0 becomes 150, the phrase seems to clear as soon as possible. X Position Double Word: 0x02030ec4 Y Position Double Word: 0x02030ecc -------------------------------- Walking Straight Right and Straight Up takes exactly as long as walking Diagonally "Up and Right". The game measures this accurately enough that I wouldn't worry about any subpixel gains, you might gain a frame after hours of effort. I made an automatic text skipping lua script that still needs some polishing, I'll probably put it up when I get it working much better. It is worth noting that holding B doesn't "Speed up text", it only clears out time waits like Garet's "Hah ......... Hah" Anyway regarding your test run, I'm not really sure why your rerecord count is so low unless you're only doing things one time through. 12 rerecords isn't exactly a TAS, unless you managed to reset them messing around with the file. If you're trying to be optimal that segment should take more than 100. If you're just testing things, don't worry about it obviously. The screen you exited at 6465, I was able to exit at 6427. Part of the difference might have come from the fact that I better lined up Garet to join me, the other part was simply exiting text boxes accurately. I'm going to to to clean up my text skipping script so it doesn't take a minute to run through every conversation. It also managed to get 6000 rerecords in quite a short time, which I can clean up.
Yeah, I was just testing things out because you said that I need to redo it turbo alternating A and then B. 38 frames saved with 6000 rerecords? Wow, that's pretty... amazing. Anyway, you seem better suited to handle this TAS, if at any point you want to take it over feel free to. I get that vibe that you might, but don't want to discourage me. It's cool though. :D Hey, could you also post you .vbm file of your run please?
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
http://dehacked.2y.net/microstorage.php/info/144611116/Beginning%206427%20Fade.vbm The 6000 rerecords were mostly due to my inefficient scripting. I just did one run through of most things to give you something to compare to. It's probably beatable by 5 frames or so. I don't really have time to do this TAS myself with my current projects, so I'm just trying to lay some groundwork for anyone to work with. EDIT: In response to below: I hit the button 2 frames before 0x020330f0 becomes nonzero. I made a script that does this. Any time it is in a conversation and sees that byte, it reloads two frames previous and hits the button it needs to. I used B for midtext, and A for endtext. B is on anything less than 150, A is on anything more than 150. Just copy and paste that byte into the basic memory watching script I wrote if you want to watch it. I think my script actually clears it in my movie before that byte can be seen, so watch your movie with it, or just play around with text. EDIT: More: I think there is a way to change other story characters names at the beginning if this TAS does go that route. (To maintain consistency.)
Joined: 6/16/2009
Posts: 30
Okay, thanks, I'll look at it now. :D And I might have missed it, so I'll check now, but is there a guide to the movie editor? TIA EDIT: After watching that, all I can say is wow. How do you keep the button input so clear, or put more clearly, when do know when to press A for like that one frame that you do?
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
if you really want to be quicker than him you can also call the hero as "I" insthead of isaac
Joined: 6/16/2009
Posts: 30
Yeah, Kirkq suggested I not, but that extra minute saved does look very tempting...
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
Zero100 wrote:
And I might have missed it, so I'll check now, but is there a guide to the movie editor?
there this page ? I think there sadly no movie-input editor front-end, so you have to hexaedith by yourself most time... but for most rpg game this appear to be a bad idea if you want to keep sync with the rng in battle.
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
I think he was talking about this. But a guide is not really necessary, I guess.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 6/16/2009
Posts: 30
Well, I didn't recognize the file extension, so what do you run it with/how do you run it?
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
Are you talking about that TAS Editor page? Get 7-Zip.
Joined: 6/16/2009
Posts: 30
oh okay thanks
Joined: 3/3/2007
Posts: 53
I think the Force Gem can be skipped. 1. Just use a map for the Forest 2. Garet kicks the log in Altine Mines(sp?) if you don't have Force. 3. Only usefull place to use force is in the Coloseum, i think.
Player (208)
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Posts: 798
Location: US
A note about colloseum. According to pkGamerB, the time it takes for the opponent to get to the end is always the same. As long as you get to the end first, there is no reason to go out of your way to speed up the sequence. Party members should be placed in the closest areas, and no psynergy should be used unless necessary. In the case of the final fight, he claims it is faster to kill yourself. (You only lose the lure cap supposedly.) I think the real issue is how many Djinn can be skipped. In pkGamerB's run, certain Djinn are highly necessary for boss fights. As the game progresses I think the random battles will become 1 round of minimal damage followed by an escape. We will probably want to utilize sacred feathers as well. It probably cuts the step increments in half, this is easy to check.
Joined: 6/16/2009
Posts: 30
okay. Honestly, I don't feel suited for this run... I fell like I need more knowledge that I don't have. I'll put this to the side for now, and go acquire that knowledge. If anyone wants it, they can have it.