Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Well done and congratulations to finishing! Unfortunately not super-entertaining (games fault). Voting meh.
I agree that some levels can probably be better optimized, but their layouts are pretty nasty and it would probably require some heavy botting to do it. It shouldn't really be grounds for rejection imo.
I second the first screen shot suggestion.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
One of the error messages suggests that you need a VM with a Direct3D capable "dummy device", and appropriate drivers.
Not sure exactly what you need as I've never needed to set up a VM yet.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Go with what you feel, really.
If you want to TAS this game, TAS it. If you want to drop it, drop it.
The Vault tier allows any TAS that completes a game as fast as possible either as "any%" (just as fast as possible) or "100%" (as fast as possible while getting everything) as long as there is some kind of competition to it (i.e. no auto-scrolling games or rhythm-games). A TAS doesn't have to be entertaining to be published anymore. And even if it would get rejected... it shouldn't matter if you TASed it for you before others.
If you aren't working on something that interests you, chances are you will not finish it or do it very well.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Tip: You can use:
Language: lua
local turrenthealth = memory.readshort(0x030040B0)
if turrenthealth ~= 65535 then
gui.text(165,54," Turret: " .. (turrenthealth+1)/2,"teal")
else gui.text(165,54," Turret: 0", "teal") end end
Notice the 'local', it defines a local variable of name turrethealth. It saves you from accessing the RAM address many times (will speed up the script slightly)
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
I was unaware of this bug, thanks for the report. Added it to my never-ending list of things to look at!
For submission, if the count is very inaccurate, set it to 0 in a hex editor, and then explain your estimated count in the submission text and why the count in the file says 0.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
phoenix1291 wrote:
Is it planned to implement Playstation core (PSXjin or PCSX-rr) in Bizhawk?
It will be great, because the video export is not great on both emulators, each time I have problems with sound. It is not in sync with the video.
But the Playstation emulation is very stable.
We have Saturn in Bizhawk, then it must be possible to implement the Playstation, right?
Thank you in advance for your answers.
PSXjin and PCSX-rr are both quite terrible emulators, the game compatibility is quite low, the amount of hacks in the emulators is scary... and so on and so on...
We're all waiting for a PSX core in BizHawk but it's better to wait and get a good core than rush it with a terrible one.
Saturn is not Playstation. It's surely possible to add a PSX core, but just because there's a Saturn core now, doesn't mean we can currently have a PSX core. It all depends on the quality of the emulator chosen as core. If you know a GOOD open source PSX emulator, that will increase the chances of it being added as a core at some point.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
FatRatKnight wrote:
EDIT: Well, snap. Critical Sword seems to kill everything not invincible or in a boss room in a single hit, forget about being a high enough level to swing it. Obviously the metal and spirit enemies are unaffected, but yeesh. This makes anything that allows us to walk close disappear in record time. Every 16th frame. I need to investigate bosses, though, but I don't think I'll one-hit them, because well... Boss.
I had a feeling the Critical Sword would be useful when the crit system was understood. This is amazing.
When playing in real time, using the slash method (on the European version), I can kill Poseidon way faster using the Critical Sword than the Lucky Blade. The functionality may be different, but I believe you do get some kind of crit-ability on bosses, in the shape of doing more damage than regular slashes.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
I haven't even downloaded lsnes yet, been busy working on some programming projects.
I have never in my life dumped an AVI before from an emulator, never needed to, so I think you have the upper hand when it comes to knowing how to encode.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Nice! A few questions which you probably already tested.
In level 3, is it possible to grab the bottom gem in the right column and skip an additional gem at the top of the left column to save time?
In level 6, can you work in several columns at the same time from the start of the big bottom section so that you can get hit in the head by more gems without losing time collecting them?
In level 8, can you reverse the route to possibly save a square or so of travel? Or will those purple cat-looking things become a problem?
In level 10, what happens if you skip the first four gems in the bottom row instead?
In level 14, if you put the bomb below the exit, will that cause you to miss the RNG cycle for the speed-mushroom?
It does feel like there should be a better route in here which includes the gems that surround the exit instead of some on the right part, but no matter what path I test it ends up needing more steps or taking additional gems before getting the speed-mushroom, neither which are favorable.
In level 15, would it have been faster to collecting the "escaping" gem rather than the last one you took?
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Spikestuff wrote:
> N.Gin Values don't disappear when shooting off a part (Minor).
Can't you if-case the drawing to only draw if the HP for that part is higher than "destroyed"?
something like:
Language: lua
if boss > 0 and boss < 4 then -- Beta for N.Gin but works 100%
local bomb = (memory.readshort(0x03004130)+1)/2
local rocketLeft = memory.readshort(0x030041B0)/2
local rocketRight = memory.readshort(0x03004230)/2
local turret = (memory.readshort(0x030040B0)+1)/2
local guitext = ""
if bomb > [dead] then
guitext = string.format("%sBomb: %d\n",guitext,bomb)
end
if rocketLeft > [dead] then
guitext = string.format("%sRocket left: %d\n",guitext,rocketLeft)
end
if rocketRight > [dead] then
guitext = string.format("%sRocket right: %d\n",guitext,rocketRight)
end
if turret > [dead] then
guitext = string.format("%sTurret: %d",guitext,turret)
end
gui.text(165,38,guitext,"teal")
end
Remember to replace [dead] with the values of those addresses when the parts are destroyed.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
New LUA: http://tasvideos.org/userfiles/info/11431017349789927
Added angle, thanks for FatRatKnight for helping me with the math.
Fixed speed calculations, the speed isn't really as weird as I first thought.
Still haven't found in-level totals for GCs, clocks and ACME boxes... No address contains the right number for more than 2 levels according to my search...
Still also need to take the time to dust off my PS2 and play around with that potential Follow The Red Pirate Road skip.
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
All the guides told me I was getting degrees from that function, but adding "* math.pi) / 180) * 1000" fixed it.
Thanks for the help, I can now see the direction I'm going in!