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Joined: 3/18/2006
Posts: 971
Location: Great Britain
Attention: I lost the pxm movie file, so I probably won't work on this anytime soon. This game is fun. I will be working on a TAS. Bad ending - fastest time. All videos can be found at this channel: http://www.youtube.com/user/antdgar3 I got up to Scrabania Glitches: 1. Infinite Pick-up Glitch(?) 2. Walk-through-walls - Abe: Limited - Elum: All walls 3. Auto-turn Glitch - Drop through floor - Invincible Mounting Elum (tiny abe) - Teleport with Elum 4. Invincible Screen Boundary
Morrison
He/Him
Former player
Joined: 8/2/2006
Posts: 195
Location: USA
Nice job. Looks good so far.
twitch.tv/Retrogaming2084
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
There used to be a game fix for it on some old releases of the P.E.Op.S. plugin. You can download v1.4 here: P.E.Op.S. Soft GPU 1.4 (this was the last version to have this fix). Then, before starting the game, you need to activate the fix: I'll try to port this to the newest version whenever I have more free time, even though the fix doesn't make it look 100% correct...
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
mz wrote:
I'll try to port this to the newest version whenever I have more free time, even though the fix doesn't make it look 100% correct...
Thanks. Unfortunately PCSX-RR crashes when using this version of the plugin with 'Abe-Fix' enabled. It crashes every time I try to pause the emulator. But it's ok, as I can use this plugin for when I encode the videos. Hopefully it will not desync it. The Run: I'm up to a point where I can get a slig (bad guy) to shoot dead an innocent green guy. I can make him get shot or let him live at no cost to time. I think letting him get killed is funny. However, it could take away from the prestige of being 'perfect', if you know what I mean, even though this run is purely for speed Suggestions wanted as to let him live or let him get gunned down. Here's a video of the latest WIP: http://www.youtube.com/watch?v=d1WHYy8aAqs The last scene of this video is where I can make the guy get killed or let him live. This is the channel the videos will be available on: http://www.youtube.com/user/antdgar3
Joined: 7/2/2007
Posts: 3960
I'd say let him die. You're already not shooting for the best ending, so you may as well cause as much carnage as you can along the way.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
screams LOOKOUT! EDIT: Bleh, my picture was breaking the layout. it just said "invalid video" or something. heheh @ GMT-3 01:13 let's see how long it takes
"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: 3/18/2006
Posts: 971
Location: Great Britain
http://www.youtube.com/watch?v=d1WHYy8aAqs video link is done
Derakon wrote:
I'd say let him die. You're already not shooting for the best ending, so you may as well cause as much carnage as you can along the way.
You are right. I think it's the best way >=) I always laugh at the double 'what'. I'm easily amused... >_>
Joined: 4/30/2008
Posts: 89
Location: Northeast Kansas USA, GMT -06:00
We'd much appreciate it back on #nesvideos if you'd turn Minor Edit on. It keeps NesVideoAgent's flooding to a minimum. btw, I hate small fonts too!
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Yeah, looks good. I'm also glad that this is not a 100% run, because I never got the good ending and I wouldn't like to see you spoiling the surprise. But as an obssessive editor, you must not forget to mark the "Minor Edit" checkbox. FUCK SHIT NEW COCK BALLS VAGINA YOU LAZY FUCK HOLE SHIT ASSCLOWN YOU DUMB NIGGER FUCKING BUTTMILK DRINKING FAGGOT STUPID ANNOYING LITTLE FONTS. AND DON"T COMPLAIN! I DIDN'T TRICK YOU INTO COPYPASTING IT. YOU THINK YOU'RE SMART, EH?? HAH! FOR ALL THAT MATTERS THIS IS JUST A LINE. THIS WAS A STUPID IDEA FROM THE VERY BEGINNING. NOW HAVE AT YOU!!!
"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: 3/18/2006
Posts: 971
Location: Great Britain
I did a lot and got to the second stage. However, it desynchronised about 10 seconds after my previous save. So I wasted a lot of time^^ I've never had an emulator desynchronise before, what am I supposed to do in this situation? Is it possible to fix or must I start over from before it desynchronised? BTW, the run was looking quite good. You can trick the AI quite a bit. I hope I remember what I previously did before it desynchronised. I know why it desynchronises. There's an 'up' input on frame 4967 which shouldn't be there. Instead it should be just hold R1 and Right.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
antd wrote:
Thanks. Unfortunately PCSX-RR crashes when using this version of the plugin with 'Abe-Fix' enabled.
This WIP version should fix any GPU crash. Just ignore the other unfinished stuff...
antd wrote:
I know why it desynchronises. There's an 'up' input on frame 4967 which shouldn't be there. Instead it should be just hold R1 and Right.
That's really strange... I can't think of a single way to reproduce something like that.
antd wrote:
Is it possible to fix or must I start over from before it desynchronised?
Normally you'd want to start over from there, but you can hex-edit it too. You can upload the .pxm file somewhere and I'll try to do it for you, if you like.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
by the way mz... WHERE ARE THE PXM FORMAT SPECIFICATIONS CAN YOU TELL ME
"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.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
I only have a draft I made before I even started coding this. Maybe it isn't 100% right:
    000 4-byte signature: "PXM "
    004 1-byte flags:
       bit 0: reserved, set to 0
       bit 1:
           if "0", movie begins from an embedded savestate
           if "1", movie begins from power-on
       bit 2:
           if "0", NTSC timing
           if "1", PAL timing
       other: reserved, set to 0
    005 1-byte flags: reserved, set to 0
    006 1-byte unsigned char: joypad port 1 type
    007 1-byte unsigned char: joypad port 2 type
    008 4-byte unsigned long: number of frames
    00C 4-byte unsigned long: rerecord count
    010 4-byte unsigned long: offset to the savestate inside file
    014 4-byte unsigned long: offset to the controller data inside file
    018 4-byte unsigned long: author string lenght
    01C string: name of the author
Then it's 2 bytes for each joypad for each frame. You're going to need to find yourself what button is which bit and all that. :P I'll try to do a proper document with all this when I feel the format is good enough for our needs...
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Yeah, that's a lot better than figuring out by ourselves, Why isn't that in the instructions file beats me.
"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.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
pirate_sephiroth wrote:
Why isn't that in the instructions file beats me.
1. File format probably isn't definitive. 2. Most users don't even read a text file if it's larger than two lines, and I already have a lot of problems with that. 3. The best place to put this would be on Google Code's wiki. bla bla bla I'm lazy
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Former player
Joined: 12/5/2007
Posts: 716
Offtopic: Just got Frogger WIP 5. How is 4 a controller type? Have you considered using the original identidication bytes such as 0x41 for (LSB first) for a regular controller or 0x73 for a DualShock with red LED? I'll take a wild guess about the buttons: Select - 1 - 1 - Start - up - right - down - left - L2 - R2 - L1 - R1 - triangle - circle - cross - square... or just the other way round. About the controller type vs controller length: would it be possible to implement 6 byte responses if the controller type was 0x53 or 0x73 (each LSB first)?
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
ShinyDoofy wrote:
How is 4 a controller type? Have you considered using the original identidication bytes such as 0x41 for (LSB first) for a regular controller or 0x73 for a DualShock with red LED?
The movie file uses the numbers defined by the "PSEmu Plugin Developer Kit Header definition". :P
// MOUSE SCPH-1030
#define PSE_PAD_TYPE_MOUSE			1
// NEGCON - 16 button analog controller SLPH-00001
#define PSE_PAD_TYPE_NEGCON			2
// GUN CONTROLLER - gun controller SLPH-00014 from Konami
#define PSE_PAD_TYPE_GUN			3
// STANDARD PAD SCPH-1080, SCPH-1150
#define PSE_PAD_TYPE_STANDARD		4
// ANALOG JOYSTICK SCPH-1110
#define PSE_PAD_TYPE_ANALOGJOY		5
// GUNCON - gun controller SLPH-00034 from Namco
#define PSE_PAD_TYPE_GUNCON			6
// ANALOG CONTROLLER SCPH-1150
#define PSE_PAD_TYPE_ANALOGPAD		7
I don't see a need to use the other numbers...
ShinyDoofy wrote:
About the controller type vs controller length: would it be possible to implement 6 byte responses if the controller type was 0x53 or 0x73 (each LSB first)?
It already uses 6 bytes for the analog pad/joystick, and 4 bytes for the mouse.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Man, I'm really glad this game's being done. This is one of my favorites. Keep it up!
Joined: 3/18/2006
Posts: 971
Location: Great Britain
mz wrote:
antd wrote:
Thanks. Unfortunately PCSX-RR crashes when using this version of the plugin with 'Abe-Fix' enabled.
This WIP version should fix any GPU crash. Just ignore the other unfinished stuff...
antd wrote:
I know why it desynchronises. There's an 'up' input on frame 4967 which shouldn't be there. Instead it should be just hold R1 and Right.
That's really strange... I can't think of a single way to reproduce something like that.
antd wrote:
Is it possible to fix or must I start over from before it desynchronised?
Normally you'd want to start over from there, but you can hex-edit it too. You can upload the .pxm file somewhere and I'll try to do it for you, if you like.
Thanks. Yes, it was really strange that it put an 'up' command there^^ I'm going to start again as I have found new techniques which will save time. I'll play back the movie quite often to make sure that I don't lose time due to desynchronisation. edit: now it desynchronised at the very beginning :O I have some idea of what happens: It has pressed a button input a few frames earlier than it should have, and then it repeats the input on the correct frame. For example, I wanted Abe to run and jump (triangle) The desync makes him press triangle a few frames too early, but then also presses it again on the correct frame. This is the same as the first desync which pressed 'up' a few frames before the correct time, and then also pressed it again on the correct frame. I'm surprised it desynced so early (3 seconds into the movie) when before it took a long time to do it (1 minute 45s). Seems quite random. BTW, I used the same settings/plugins all the way through.
Former player
Joined: 12/5/2007
Posts: 716
mz wrote:
The movie file uses the numbers defined by the "PSEmu Plugin Developer Kit Header definition". :P It already uses 6 bytes for the analog pad/joystick, and 4 bytes for the mouse.
I did not know either of this. Consider my post vanished and thanks for making this clear. :)
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
antd wrote:
For example, I wanted Abe to run and jump (triangle) The desync makes him press triangle a few frames too early, but then also presses it again on the correct frame. This is the same as the first desync which pressed 'up' a few frames before the correct time, and then also pressed it again on the correct frame. I'm surprised it desynced so early (3 seconds into the movie) when before it took a long time to do it (1 minute 45s). Seems quite random.
Thanks for the information, I'll see if I can reproduce it; but I have never seen something like that before...
antd wrote:
BTW, I used the same settings/plugins all the way through.
To use the same settings/plugins doesn't mean anything with PCSX. You need to use some exact settings/plugins to prevent desyncs. Read the instructions file for more information.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
http://www.youtube.com/watch?v=tpDBwlSmQQk WIP 2 Walking is difficult. edit: Perhaps it would be faster if I chanted in the first shadow and got the last slig to run away... Instead of sneaking all the way behind him and then running.. or maybe not...
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
mz wrote:
most users don't even read a text file if it's larger than two lines, and I already have a lot of problems with that.
Unfortunately there are these few dumbasses who actually waste their time reading all that useless crap that comes inside the zip files.
"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.
Post subject: 1st Stage Complete
Joined: 3/18/2006
Posts: 971
Location: Great Britain
First Stage: http://www.youtube.com/watch?v=PQ8ZSKW478Q Way harder than it looks >.< Hey mz, once I started again I kept replaying the movie every 300 frames or so to look for a desync. And guess what, no desyncs at all for the entire first stage. I know if I stop checking one will appear^^
Joined: 7/2/2007
Posts: 3960
Looking good! My only question is how the speed of that rolling maneuver compares to that of running. It looks like it's a bit faster but has some cooldown time associated with it; are there any long flat segments where it'd be worth rolling for speed?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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