Post subject: Request : Break on value equal something
Joined: 8/27/2006
Posts: 883
It would be nice if you could watch at the memory address and tell gens to freeze when the value is equal to something. i.e. : I'm looking for information about Shining Force 2, and I found out that when a memory address is 53, i will do a double hit. It would be nice to be able to break on that value, and then attack to do a double hit. I hope it is clear enough for you to understand.
Post subject: Re: Request : Break on value equal something
Player (37)
Joined: 9/9/2006
Posts: 388
ZeXr0 wrote:
It would be nice if you could watch at the memory address and tell gens to freeze when the value is equal to something. i.e. : I'm looking for information about Shining Force 2, and I found out that when a memory address is 53, i will do a double hit. It would be nice to be able to break on that value, and then attack to do a double hit. I hope it is clear enough for you to understand.
That might not be helpful because the memory addess may only be 53 for one frame. And when you unpause gens, it will be the frame AFTER the one you wished to pause on... However I suppose it will be helpful because then you can tell that it is on a particular framenumber (11921 for example) then simply use framesearch to search for the frame before it...
A whisper in the wind~~
Joined: 8/27/2006
Posts: 883
Well it is useful, depends on how you make it work, I don't know assembly, but I know that when the value equals 53 if I press A and then attack, I do a double-hit, but the RNG change value a couple of time, but always in the same order, so I can pretend that when the value is 53 and I press A, i'll do a double-hit.
Player (37)
Joined: 9/9/2006
Posts: 388
ZeXr0 wrote:
Well it is useful, depends on how you make it work, I don't know assembly, but I know that when the value equals 53 if I press A and then attack, I do a double-hit, but the RNG change value a couple of time, but always in the same order, so I can pretend that when the value is 53 and I press A, i'll do a double-hit.
You're not quite understanding what im pointing out. When gens finds value 53. It pauses. Then when you unpause and press A, it won't be 53 anymore.. because it was 53 when it paused, when you try to press A it'll be 54.
A whisper in the wind~~
Joined: 8/27/2006
Posts: 883
okay, well I found out that it would be easy to just open two emulator (i have to screen) on my run, i make a savestate, I find the frame number for that value, I'm going to the frame before, and then i press A it will be the same.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
DDRKhat: Most probably you would search for the value that gives you desired result if you do an action just after it shows up. That would be how you found it, anyway. Even if it works like you say, it would be darned easy to load state and frame advance until one frame before the frame that just showed up.
Joined: 8/27/2006
Posts: 883
Yup that would be really easy. I'll take a look too in the code to see if I can modify the emulator to do some testing memory value. It might be possible to do something that would test 10,000 with a frame interval of try+1 each test, and looking for memory address, and outputting result in a file (RAM watch and frame number). That would be easy to find the result you want, like doing the most damage in an rpg. I'll see, if it works well, it would be a great tool for tasing.
Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
If you're on Linux, I'm using a robot that does something fairly similar. Let me know and I'll show you how to use it. Unfortunately the code isn't cross-platform, but you may be able to successfully bug Upthorn (to work in win32) or use VMware (to run Linux).
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
That shouldn't be too hard to implement with the current Ram Search, but it may be a while, as I don't want to add any big new features before Gens 10.
How fleeting are all human passions compared with the massive continuity of ducks.
SXL
Joined: 2/7/2005
Posts: 571
gens 10 ? so you're preparing a bigger new features list for an upcoming release ? by any chance, is "taking gens+ as a source basis" in this list ? that way we could have a (primary, better than nothing) sms/gg support, since the meka upgrading project is on an unlimited hiatus :/ any way, thanks for the maintaining of the gens project !
I never sleep, 'cause sleep is the cousin of death - NAS
Joined: 8/27/2006
Posts: 883
Well i'll see, anyway I don't have a lot of skill with C++, unless gens is written in another language. But I have enough programming skill to be able to modify it. Anyway I'll give a try, if you would like to send me the code you made for linux, it may be useful to translate part of code.