Posts for Weatherton

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Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
When I upload a BizHawk RAM .wch file to http://tasvideos.org/Addresses-64.html the Data Type is changed. All of my Floating Point Data Types become "doubleword" types.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Fog, thank you, How did you find that url? Also, I was able to download the .swf file but am now not sure how to play it locally. I dragged it into my browser and got a "fatal error: null" any suggestions? Edit: Nevermind, I actually read the post you linked to and it recommends Gnash as a flash player. Thanks for the link.
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
Patashu wrote:
Weatherton wrote:
GnarBike (iOS/Android/Windows Phone) P.S. There is a Flash version of this game, could I TAS that? http://www.gnarlygames.org/GnarBikeTrials/GnarBike%20Flash.html
If it doesn't require mouse/internet, try it now: http://tasvideos.org/forum/viewtopic.php?t=15178 If it requires mouse, try it when Hourglass Resurrection releases.
Is there a way for me to download the GnarBike Flash.swf from that site? If I can do that, the game itself uses the keyboard and does not require the internet.
Current Project: - Mario Kart 64
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GnarBike (iOS/Android/Windows Phone) P.S. There is a Flash version of this game, could I TAS that? http://www.gnarlygames.org/GnarBikeTrials/GnarBike%20Flash.html
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
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Posts: 706
Thanks, adelikat. That even gives me control over the font and such. Very nice!
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
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Posts: 706
Scepheo, that's perfect, thank you! As I write to the screen with gui.text, is there any way to make the locations relative so that if I change the resolution of the emulator they stay put?
Current Project: - Mario Kart 64
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Posts: 706
Thank you! Now, if only there were a simple way to round in Lua (seems it takes several lines for some reason).
Current Project: - Mario Kart 64
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Posts: 706
Interesting. I hadn't seen those other memory commands, thank you for bringing those to my attention. I think this one should be memory.readfloat . I am not near my emulator to try though.
Current Project: - Mario Kart 64
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Posts: 706
Solarplex, the guidance I linked to says to use two d's for a four byte value: "readword for two bytes, and readdword for four bytes." I've tried with and without the semicolons :-(.
Current Project: - Mario Kart 64
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This may not be a bug but it could be. I'm trying to display the actual speed on the screen and I followed the examples at http://tasvideos.org/LuaScripting/Display.html But I am getting this exception: "attempt to call field 'readdword' (a nil value)" The syntax I used was:
local SpeedAddr = 0x18CFE4;
while true do
     Speed=memory.readdword(SpeedAddr);
     gui.text(380,450, Speed);
     emu.frameadvance();
end
Is this incorrect? The speed address is for Mario Kart 64 and it's a four byte floating point value.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I've found a lot of the useful addresses I needed and added them here: http://tasvideos.org/Addresses-64.html I'm still working on understanding the items. Edit: How do I create a new entry at http://tasvideos.org/GameResources.html for this game?
Current Project: - Mario Kart 64
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Posts: 706
Excellent! I found some good memory addresses like x, y, z coordinates. I wonder how hard it would be to find the course ghosts input.
Current Project: - Mario Kart 64
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Sully, I have a script that will work with the bizhawk format to feed input in from course selection. I also found the race timer for when the ghost begins recording. I will check later this evening
Current Project: - Mario Kart 64
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I plan to live stream some of the process at http://www.twitch.tv/Weatherton so follow me if you're interested :-) I will plan to update progress in this thread too.
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
My goal is this year.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I'm glad to hear that, andypanther :)
Current Project: - Mario Kart 64
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Posts: 706
I just want to say that adelikat rocks and BizHawk rocks. Updates to follow.
Current Project: - Mario Kart 64
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I seems speed golf with Metal Mario would be the best option. Though you'd have to do a run to unlock first. Edit: Also, the fast-forward feature should be used when watching the shots land.
Current Project: - Mario Kart 64
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Posts: 706
Warepire wrote:
ais523 wrote:
Weatherton wrote:
Graviton wrote:
Neutral reset/Speed multipliers Resetting the control stick neutral to "down" means that when the stick is at rest, the game thinks you are holding up. When you then hold up on the stick, the game reads this as "even more up" and you move significantly faster. Also, the use of toggle strafe in conjunction with running at an angle (strafe-running) to increase speed is lacking in this TAS. I would estimate that upwards of five minutes, if not more, are lost by not using both of these tricks to their fullest extent.
This trick would have no impact on a TAS as we already have full access to all possible control stick positions without having to reset neutral position.
I came here to post this. Assuming that a TAS input plugin is used rather than an actual physical controller, N64 and GameCube emulators assume that a player is doing neutral resets every frame, where necessary, thus giving access to the entire range of possible controller inputs. The reset thus isn't visible in the input file, but it is conceptually happening.
Can someone explain to me how the neutral reset position becomes unnecessary in a TAS? What the game-setting does is take the coordinates of "Down" as logical point origin ... So when the stick is in physical point origin the game will read it as "Up", and when the stick is pushed forward there will be an even bigger "Up". The distance from 0,0 to 0,128 is much shorter than 0,-128 to 0,128. Since the game seems to use the distance from logical origin to physical stick position as a speed modifier there is a significant speed-boost gained from this. (This is how I understood the explanation by PEACHES_ from the SGDQ2013 run)
Warepire, an actual N64 controller does not have access to the full range that the system can accept. Some third-party controllers (most notably the Sharkpad) have a larger range than the Nintendo brand controllers but I'm not aware of any that have access to the full range. By resetting neutral, players are able to access the full range (in one direction) that the game can accept (i.e. 127 or 128, depending on the direction). When you reset neutral on an N64 console, you're enabling yourself to overcome the CONTROLLER's limitations but at no point are you tricking the game into accepting values above 128. Note: the most noticeable limitation of any physical N64 controller is the angular limitations (e.g. [128,128]). The actual N64 controllers are octagonal and reach, perhaps [90,90] while the input limits are square.
Current Project: - Mario Kart 64
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Posts: 706
Derek Clark also mentioned his interest in a TAS. Do you guys have some strat write-ups? I saw you SGDQ run...
Current Project: - Mario Kart 64
Post subject: Re: More Semantics
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Posts: 706
jlun2 wrote:
Weatherton wrote:
Taken to its logical conclusion, a completed TAS is just a really extensive script.
Well..... I highly doubt that's always the case, since unless you can somehow automate glitch finding and creative use of said glitches, chances are, a completed TAS won't be 100% scripted/botted.
By "script" I meant "a series of button presses for a set of activities which can be replayed as game input." I wasn't talking about using a bot to make a run.
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
YaLTeR wrote:
MESHUGGAH wrote:
I know it's a TAS once someone able to pull objects while boosting off it infinitely, same way as in ~4:44.
That was done with a +use spam script.
It's semantics but the scripts used are "tools" that are "assisting" you in providing precise input. If I were to use a script to automatically execute mini-turbos in Mario Kart 64 and then also use a save state every three seconds, I'd be making a tool-assisted speedrun. There are other tools I could use (and, in fact, I'm using all of the tools I have access to on my kart 64 TAS) but once you're using any tools at all it is, by definition, "tool-assisted". Maybe certain scripts are generally accepted by a speedrunning community, but that is clearly a slippery slope. Taken to its logical conclusion, a completed TAS is just a really extensive script. I found the run entertaining and impressive, but knowing how the run was created made my response closer to that of a published TAS here than of a standard speedrun.
Current Project: - Mario Kart 64
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Note: The 20:41 Half-Life Speedrun is, in fact "tool-assisted". It uses multiple frame-perfect scripts. Granted, large portions of the run are apparently played at real-time (for very short segments), but that just means they didn't have as many tools at their disposal as we've come to expect. You really can't compare this run to a run without scripts.
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
Graviton wrote:
Neutral reset/Speed multipliers Resetting the control stick neutral to "down" means that when the stick is at rest, the game thinks you are holding up. When you then hold up on the stick, the game reads this as "even more up" and you move significantly faster. Also, the use of toggle strafe in conjunction with running at an angle (strafe-running) to increase speed is lacking in this TAS. I would estimate that upwards of five minutes, if not more, are lost by not using both of these tricks to their fullest extent.
This trick would have no impact on a TAS as we already have full access to all possible control stick positions without having to reset neutral position.
Current Project: - Mario Kart 64
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