Posts for DrBaldhead

Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Добавлены переводы для статей: http://tasvideos.org/Helping.html Перевел уже давно, да как-то руки не доходили вычитать. Ну, вроде нормально. Критика приветствуется, если что, поправим. Кроме того, в тексте присутствтуют предложения, если что, обратиться к Adelikat'у. Который, вероятно, не говорит по-русски. Или могёт, но я об этом не знаю. Возможно, русскоязычным пользователям имеет смысл указать отдельное контактное лицо.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
As it was mentioned in some materials linked above at the topic, the game stores the data about the keys (buttons) pressed by the players at the following locations: Player 1 keys (tapped): $008E Player 1 keys (holding): $0091 Player 2 keys (tapped): $008F Player 2 keys (holding): $0092 Each variable is a collection of 8 binary flags, each representing a key on the controller. This data is used by the game to determine what a character should attempt to do next. When the CPU Player is participating in the fight, he uses the same addresses to issue commands to his character. In other words, he "presses" the keys as he would do as a real being. At least theoretically. When the CPU Player presses a key, the variable with flags seems to be rewritten for the rest of the frame, so it is practically impossible to hi-jack the control from him. At least right now. Yet, there can be moments when the human can make his keys heard, but only when the CPU Player is not pressing anything, which in most cases happens when the character can't move anyway (e.g. during a pause) or it doesn't know what to do (at the bonus game). Right now it is unknown would the game even care to handle such input while the CPU Player fights (or at least bothers to do that). If the game is paused the CPU player seems to stop pressing any buttons yet when the fight continues he resumes his actions immediately, so hitting PAUSE button would not force him to stop running or doing other actions requiring to hold a button (pause also freezes special charge timers). Since the CPU Player obviously doesn't use a controller, his input does not appear in the input registers and emulator can't display it by itself. So I wrote a simplistic LUA script that displays the input actually registered by the game, including that from the AI. Running it might show how the CPU player actually handles the character and when the input from the human player gets through. http://pastebin.com/RvuszZcx P.S.: right now the script doesn't really differentiate tapping keys and holding them (since the holding flags are arisen at the same time as the tapping ones and descent when the keys are released), yet I might implement that later.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
I wasn't accurate and have to correct myself. The demo fight always starts using Leo as the opponent and then continues through the story.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
I still pay some attention to this game from time to time. Since it's pretty simple, there's little room to find bugs. Aside those unvulnerability flag exploits (Don can get immortal via almost any move), there's not much to find right now. Yet, time will tell. Some interesting facts are still being found. You propably wouldn't notice that:
  • When you leave the title screen untouched, the demo fight that starts is not just a battle between two AIs. Actually, the CPU player assumes the identity of Player 1 and starts playing story mode with a random character starting from a random enemy from Leo. If you freeze the demo (16bit and not only for demo) timer at $009С it might even complete the game by itself. If not the bonus game, where it just doesn't know what to do and hands the control to the player. When the bonus game ends, AI seizes the control again. Pressing start at any moment would still bring you back to the title menu.
  • During the bonus game, HP of each wall is determined depending on the player character. Here's a table:
    • Leo - 144
    • Raph - 104
    • Mike - 200
    • Don - 176
    • Casey - 71
    • HotHead - 72
    • Shredder - 3
    Considering that against walls using normal attacks is generally more effective than wait for the special to charge, Raphael would have the easiest time breaking through. And yes, Shredder would destroy any wall with a single hit. At any moment there's only one wall to be present as a fighter, who's actually Player 2. Its HP are set at the moment the previous wall is killed and retrieved at $BFCE+P1Char.
Playing with character choice variables is actually quite fun. There are two of them, one for the character you've chosen at the menu, and another one to determine who's actually fighting. The first one determines the character you progress with through the story mode and start fights, the second one - again, who's actually fighting. Changing the second variable would morph you instantly, though some data would require some time to change. So, I wrote a simple LUA script that adds "randper kombat" into the game :) Each five seconds both fighters will try to morph into another character. Makes the game much more challenging :) Or less challenging, if you're lucky. http://pastebin.com/kkSUgmWc
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Archanfel wrote:
Displayed the same way as something actually occurred. ... Иначе говоря - живьем.
Эта фраза как-то совсем криво переведена.
Увы, даже не переведена, а заменена скорее. Попробую перефразировать, хотя, возможно, проще вообще убрать. Тем не менее, это что-то вроде: "Отображать так как что-то в самом деле происходило".
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Добавлены переводы для статей: http://tasvideos.org/Glossary.html Давно пора было добраться. Ряду фрагментов оригинала, а как следствие перевода (и не только в силу сего следствия), не помешала бы ревизия.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Добавлен черновик: http://tasvideos.org/ArticleIndex.html http://pastebin.com/vZkqPNE6 Статья своеобразная, подумаю пока. В планах: http://tasvideos.org/Glossary.html
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Добавлен черновик: http://tasvideos.org/Helping.html http://pastebin.com/xRsBzg6H Надо будет попозже пару раз перечитать на трезвую свежую голову.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Гоблинский текст: "Это - спарринг-программа. Похожа на виртуальную среду матрицы. Поддерживает основные законы природы, например, гравитацию. Но ты должен знать, что эти законы - это законы компьютерной системы. Некоторые можно подправить, другие - поломать." ---- В планах: http://tasvideos.org/Helping.html http://tasvideos.org/ArticleIndex.html
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Как говорится, не прошло и года. Добавлены переводы для статей: http://tasvideos.org/GameResources/CommonTricks.html Цитату Морфиуса взял из русского дубляжа фильма.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
feos wrote:
"ТРУЪ" XD Это не АМИНЬ, это имя автора поста.
Я это понял. Не настаиваю на данном слове, но с таким ником, что так, что эдак, все равно как "аминь" выглядит :)
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Post subject: Обновление
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Всех с весной. Авторский блок - ужасная вещь. Особенно в сочетании с длительными рабочими командировками. Добавлены переводы для статей: http://tasvideos.org/ReverseEngineering.html
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Обновление. Добавлены переводы для статей: http://tasvideos.org/MovieRules.html
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Обновление. Добавлен черновик: http://tasvideos.org/MovieRules.html http://pastebin.com/HwAVbgbe Не переводил пока секцию про принимаемые форматы, но там только предлоги одни почти. При перечитке допишу.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Обновление. Добавлены переводы для статей: http://tasvideos.org/SiteRules.html В процессе: http://tasvideos.org/MovieRules.html В планах: http://tasvideos.org/GameResources/CommonTricks.html (в оригинале еще есть TODO) http://tasvideos.org/ReverseEngineering.html
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
I would add that many community tournaments were played on Nestopia 1.35. And there was a good guy, who assembled a bunch of tournament records across several years. Here, we can find this collection. To play it you would need Nestopia 1.35. Place the .KREC files into the "records" dir within the emulator folder. Go to the "Netplay" menu and add the US version of TMNT: TF. Launch it. Then switch the mode to "Playback" and watch. Nevermind the "wrong emulator" message. Enjoy the turtles who: - Somehow attack and block at the same time; - Pick up the ball in the air (any character can do that, except Hothead); - Mixups, mixups, and then again, mixups; - Many other tricks that are not that easy to notice. For example, TASEDitor showed me that a turtle can recover after a jump much faster if there was an attempt to perform an air punch (several frames, but enough to escape a throw). Even faster than a jump without an attack. P.S.: actually, this game was the only one featuring the Hothead character ever.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Lars_Hendrick wrote:
I only say that because I can't read Russian so whatever tricks are in the magazine article I'll be left helpless.
Well, the first article is an in-depth strategy guide which describes all the turtles (and the other characters as well) and makes clear that they are actually very different. I might translate the main thesises later. The second article is a deep reverse-engineering investigation by Feos which gets to two conclusions: - Donatello can trigger ball throw at any moment and it's a feature rather than a bug; - If Donatello throws the ball during any invulnerability period (such as his special attack), he becomes immortal until he executes a move that triggers and then turns off invulnerability (again, his special attack).
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Небольшие обновления. Добавлен черновик: http://tasvideos.org/SiteRules.html http://pastebin.com/h5eqQpjp В планах: http://tasvideos.org/MovieRules.html http://tasvideos.org/GameResources/CommonTricks.html (в оригинале еще есть TODO)
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Feos wrote:
Check out TMNT-TF articles from these two issues.
What have you gave me?! Those articles! It's a... Forbidden knowledge! It made me feel.. POWER!! NINTENDO POWWEEER!!!! At the link above I've just cheated the byte at 0x0550. This one actually can change the character at any moment. This is NOT THE WAY we're going to work, of course. I mean, cheating. Although SF2 Rainbow Edition does almost the same thing and still looks cool. Anyway, thanks for the articles. Indeed, there's much to think about.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
RISE FROM YOUR GRAVE LITTLE THREAD! Actually it's kinda interesting idea. I've tried to tinker with the game in TASEditor, an watched some records from tournaments. I've found things I haven't even thought of. Such as this little pile of gif data. (3-4 Mb GIF ahead) I've also tried to tinker with LUA a bit and found that with some visual additions the game can demonstrate much less erratic behavior than it usually seems to. Moreover, while doing that, I've stumbled upon another interesting thing. When I accidentally opened wrong LUA Script which occured to be an example intended for TMNT 1, it worked and began to show hitboxes. I'm not sure if they are correct though, but they look quite nice. I actually want to tas it someday. Yet there's still much to learn about. The most interesting achievement to aim for is to find a way to affect the values like 0x00A2 (current P1 char 0-6) during fights and change characters between the rounds (if it's possible without LUA, of course). That would make the game suitable for a decent playaround for sure.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Опубликована русская версия статьи по теме "Искусство TAS" http://tasvideos.org/TasingGuide/TASArt/RU.html Перевод пока закончен. Мнения и критика приветствуются. Из начала русской версии статьи убран module:listparents, который стал выдавать уже двух родителей, что мне показалось лишним. Пока что поставил просто ссылку на TASing Guide. Предложения по дальнейшему контенту для перевода приветствуются. В планах: http://tasvideos.org/MovieRules.html http://tasvideos.org/SiteRules.html
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Оставлю на всякий случай здесь ссылки на контекст эпиграфов: Art is created when an artist creates a beautiful object, or produces a stimulating experience that is considered by his audience to have artistic merit. Whether or not a form of creative endeavor can be considered one of “the arts” can be contentious due to the cultural values attached in Western culture to the term “art”, which can imply that it is a field elevated above popular culture. По ссылке в википедии этой фразы уже нет. У указанной в оригинале статьи нет русской версии. Вообще, она довольно странно звучит. До меня на данный момент дошел уже примерно такой смысл: Утверждение о том, следует ли считать ту или иную форму креативной деятельности одним из "искусств", может быть порой спорным, в силу тех культурных ценностей, которые привязаны к термину "искусство" в Западной культуре, и из которых может следовать, что эта самая деятельность стоит выше просто популярной культуры. Feos, ладно утрировать. Стоит признать - второй эпиграф и правда очень уж заумный. Едва ли понимание предмета существенно растет от непонятных фраз. Но коль скоро ты автор статьи, видимо, тебе было виднее. Так что на выкидывании сей цитаты я не настаиваю. Куча цитат в черновике лежит там как заметка, в чистовике приберу. З.Ы.: мне лично очень нравится высказывание Д. Дидро: "Набросок - создание пыла и гения, картина - создание труда, терпения, долгого изучения и законченных знаний в искусстве."
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Наконец-то дошли руки заняться. Пока полежит черновиком на пастебине. Потом на свежую голову перечитаю, по исправляю, потом опубликую. Сделан черновик: http://tasvideos.org/TasingGuide/TASArt.html http://pastebin.com/nWWspbDs
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Теперь буду вести состояние переводов также в шапке темы. Что до "пузыря энтропии". Как я понял со слов автора, сам термин выбран был не очень удачно. Его уже пытались вычистить из статьи, а конкретно тут оставили пока. Да и в целом абзац написан довольно путано. Мне рекомендовали его не включать в перевод. Я включу, но только без "пузыря и с небольшим дополнением со слов автора.
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.
Editor, Experienced Forum User
Joined: 11/17/2015
Posts: 61
Totally irrelevant link My consoles: PS2 (PS1 as bw\c), NDS Lite (GBA as bw/c), 3DS XL, Wii U (vWii theoretically), PS4 slim.