Posts for jlun2

Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
N3rdsWithGame wrote:
So I'm trying to learn more about goron missile, but I'm having issues with the debugger. The breakpoints i've set don't trigger when the flag is set. Anyone know of a guide or something to help with the bizhawk debugger?
Sorry that I can't help you (I don't know how to debug myself as well), but try asking in either the newbie forum section, or the bizhawk section since this appears more relevant there (less likely to be overlooked by new posts).
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Pandabear314 wrote:
I have also encountered the Movie/Platform Mismatch error when opening a .tasproj file that I was working on. 7-zip could not open the file, and I attempted to open it with the most recent build of BizHawk which also did not work. Is there a potential fix for this issue? Thanks in advance. The rom I am using is the JP version of Super Mario World. Movie File
If it helps, when the emulator crashes, for the tasproj file, instead of right click using 7z, I found that going to program files and then opening the program "7zFM" and manually navigating to the tasproj file from there opened it. No idea why this worked for me.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Replay file works, since while I can't remember where I read it from, there was a "movie file" for some types of games (not accepted in this site) that saved internal game values rather than solely input.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Koh1fds wrote:
jlun2 wrote:
Nice. Were the improvements made by Alyosha implemented on FCEUX too? If not, any plans to?
Where I can find this improvement version by Alyosha? Or at least where I can read about it?
This thread: Thread #17971: NESHawk Tests
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
dragonbane wrote:
Its for fun and to show off a lot of crazy skips, routes and tricks that are just out of reach for a non cheated run (and might even become possible in the future). It's the dream speedrun scenario for this game. If TP were OoT. It is loaded with knowledge and tiny details about the game not many people are familiar with. It even contains some glitches I haven't even told anyone about until making this. So it's basically a 2 hour glitch video featuring most of my extensive research I have been doing into TP for the past 3 years.
If it helps, this site also accepts playarounds, so if you somehow ever manage to make an entertaining playaround for this game without cheats, that could be acceptable. Examples of playarounds: http://tasvideos.org/Movies-C1001Y.html
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Fog wrote:
Update with LLE Audio and TASing: We've discovered multiple issues with LLE recompiler and the free DSP ROMs (official DSP ROMs unconfirmed). The first issue being that LLE + Memory Cards can cause desyncs for users trying to playback the TAS, but sync perfectly fine for the TAS maker. The second issue is that it is possible for LLE + savestates to cause desyncs for both the TASer and users attempting to play back said TAS. The third issue is if a user attempting to playback a TAS made in LLE does not have compatible timings, it's possible for the TAS to freeze the game upon playback. With these three issues just recently being found, I am recommending future Dolphin TASes to use HLE audio until further notice.
How was this discovered? Doesn't seem like something easy to track down the cause. Thanks!
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sorry for the double post, but this time I got a different crash bug: 1. Open BizHawk (the interim build) 2. Open the game 2711 - Drake & Josh (U)(Rising Sun).gba 3. Drag the lua script https://drive.google.com/open?id=0B-2O13fpsnI4ejhzS3BaNjF6a1k 4. Play this tasproj https://drive.google.com/open?id=0B-2O13fpsnI4Zy16NmpYU01wNzA 5. Open TAStudio and TAS for a bit 6. Save the movie 7. Close TAStudio 8. Reopen TAStudio. This then happens sometimes. A completely different bug regarding the tasproj file is that for some reason, the marker for frame 0 won't work (in the interim build). Clicking on the marker for frame 3762, then after a while clicking back on frame marker 0 will give this: http://pastebin.com/uApvBFps Anyone else getting these errors? Edit: Not sure if this makes it more prone to crashing, but the settings for movie uses MGBA yet the core selected started out as VBA-Next. My config file: http://pastebin.com/1B64ydtH Edit2: Cut/Pasting input in TAStudio seems broken in the interim build.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Every now and then, I noticed when I delete a frame on the latest interim build with TAStudio, it makes BizHawk not respond. It doesn't even give any exception or anything; just randomly freeze. Since it gave no message, checking on Event Viewer on Windows 10 gave this
Fault bucket , type 0 Event Name: AppHangB1 Response: Not available Cab Id: 0 Problem signature: P1: EmuHawk.exe P2: 1.11.6.10583 P3: 57854091 P4: 4298 P5: 134217984 P6: P7: P8: P9: P10: Attached files: C:\Users\User\AppData\Local\Temp\WER78D3.tmp.appcompat.txt C:\Users\User\AppData\Local\Temp\WER8288.tmp.WERInternalMetadata.xml These files may be available here: C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppHang_EmuHawk.exe_7a9eaf299779a4fe9e445ce525f74e21a6678a20_5472ffa3_1c148bfd Analysis symbol: Rechecking for solution: 0 Report Id: 423fa661-5595-11e6-bf02-c8f733655ba2 Report Status: 97 Hashed bucket:
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
IIRC, someone did a UnderTale run of "Hard Mode" like this, but sound wasn't recorded since it plays rather off (does not sync with slowed game). Was the audio dubbed back on? Or was this changed?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Nice. Were the improvements made by Alyosha implemented on FCEUX too? If not, any plans to?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, I just took a look. I'm having trouble finding his? health, but I did found the bullet count, which is in EWRAM and it's 03C806 I froze it and just kept shooting, and he doesn't seem to ever die until a long while. 0_o Edit: I found that guy's X/Y address. Not sure if it will change next time, but for now, it is 03B760 03B764 03B768 Freezing all of these makes him stand still. Edit2: I found something at least. 03B76C - EWRAM, 1 byte unsigned. This rises every time he gets hit. Once it reaches 200 , he falls and dies. This doesnt seem to be HP. Wait never mind. Don't know why they did that, but it seems to be HP, and starts at 0. It rises by 2 every bullet, so assuming all bullets hit, this means 100 bullets. Just to make sure, I changed it to 190, then shot him 5 times. He falls at 200. Freezing it at 0 makes the battle never end. So this likely be HP, and it takes 100 bullets to kill him. Wtf?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
InfamousKnight wrote:
*Bump* Game is "just about complete". I ran out of ammo on the finale objective... https://www.youtube.com/watch?v=5o2jK3D60OE Apparently I need to get more double kills(or better yet triple) to save more ammo for the finale. The game wants you to save as much ammo as possible from beginning to end. That final boss has waaay too many hit points. I hit him like 25+ times and nothing.. Maybe he has 30 HP? Does that sound fair? I think there were like 2 missed shots, but I don't know for sure.
Have you tried RAM Search to find out?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
CAN ACTUALLY BE COMPARED TO TEKKEN UNLIKE SOME OTHER TAS WITH THE MOST INCORRECT INFORMATION GIVEN TO IT.
Honestly, as a person who don't exactly play fighter games a lot, for all I know they're all the same with different characters and moves. Probably applies to other people and genres.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
If it helps, I know some games such as the spongebob games I TASed had all the enemy data clumped together in fixed offsets, so once you found information on 1 NPC, as long as you know the offset of the other ones, you pretty much found them all. Here's the code for the lua script for that game, and the part that displays all NPC x/y/hp
--The enemies (mostly based on MUGG's Wario land 2 script :P) 
      for i = 0x03005608, 0x03005928, 160 do 
         if memory.readbytesigned(i) ~= 0 and memory.readbytesigned(i+4) ~= -1 then 
               local id = memory.readbytesigned(i) 
               local x = memory.readwordunsigned(i+88) 
               local y = memory.readwordunsigned(i+92) 
               gui.text(x+9, y, id .."("..memory.readbyte(i+7)..")") 
               gui.text(x, y+7, "X:"..memory.readdwordsigned(i+36)) 
               gui.text(x, y+14, "Y:"..memory.readdwordsigned(i+40)) 
         end 
      end 
Edit: By the way, same happens for the player; addresses related to the player tend to all clump together. Try and open the Hex Edit and poke around the X/Y addresses you already found. :)
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
feos wrote:
Also, should I move this to tastudio thread or you wanted it to be posted here specifically?
Oh. Please do.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
feos wrote:
Why are you calling an interim build a branch? I uploaded my branch just once, then switched back to master.
Oh sorry. I'm not familiar with the terms for this.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
dwangoAC wrote:
A few updates which I haven't made to the first post yet: [*]A proper 3D console ACE would probably cross over to the demoscene world. I'd be interested to see something here, but it will require many hours of work and for now will likely be limited to N64 games. Keep in mind that we can only control RAM so we'll probably have to get creative with whatever assets are in the ROM of the game we find an ACE in, and if you re-parse that sentence you'll probably start to get the same feeling of "Wow, that's going to be a lot of work!" but if we can pull it off I think it would be awesome.
Are there any known exploits for 3D consoles that doesn't require a modified save?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Can someone please explain why the helper was summoned then shortly killed? I got the feeling its in the video's text, but I don't understand japanese, sorry.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Can someone please try feos branch and do the following in order? 1. TAS using TAStudios for a GBA game, any type 2. Without stopping the movie, play another .bk2 file of the same game for a bit 3. Stop that movie, try to open a tasproj file, then open up tastudios? I keep getting every now and then when I do the above steps. It happens inconsistently, but I know it seems to always happen only for feo's branches but not the main 1.11.6 (including the latest one in July 12th. Edit: And this erases my recent files list and some settings such as when to autosave for some reason.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
It will complete because it brute forces the input. Although now that you mentioned this again, I'm curious what happens in the general case for the code. Is the code able to go on seemingly forever? The encode makes it look like it records the amount of frames tried, so could that overflow (no matter how long it takes to finally try 2^32 frames)?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
The fact there's a serious paper on a video game of any type amazes me. In my real life experiences, to this day I see people put down video games as kid shit. :| So thanks for linking that. :)
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
The American version of Bubble Bobble Revolution has a whole bunch of glitched stages https://www.youtube.com/watch?v=xmwzMEu1N3k Stages 5, 19, 20, 21,23,26, 28 are skipped in seconds; Stage 30 however is a softlock. It apparently doesn't happen in the Japanese version, so I'm really curious what caused these glitches during translation and if it's exploitable. Edit: It also does not happen in the (E) version. Curious.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
darkszero wrote:
Reseting the game during a save and then abusing an error in the save file loading routines is acceptable, but entering an invalid password and abusing an error in the password validation routines is not? This seems much more reasonable than [2059] SNES Mega Man X "password glitch" by FractalFusion in 16:56.88.
To be fair, I only questioned it because absolutely nothing was said in the submission text. Pretty positive chances are, at least one of the poster's here is like that too.
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Back on topic, I'm always curious how exactly do people optimize 3D movement in situations that really require all 3 dimensions (bowser in the fire sky level, for example). How do you even start with what to improve? Do you people just start at what looks potentially improve-able and go from there?
Experienced Forum User, Published Author, Skilled player (1710)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
FractalFusion wrote:
jlun2 wrote:
How exactly does the password glitch work? How many things can allowed from it? Any limits? There was a glitched password TAS of a different game that skips directly to the credits (usually does not do that), but that got rejected for being unvaultable.
<password>
I have no idea all of this, and I guess that in a way technically counts as not using a password. I think? Although it would be nice if this was on the submission text (even if it's not in english) since it's not trivial.