Posts for jlun2

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Even if you unlocked it, If you can't sync a verification movie now, how would you expect a TAS of this game for the wii to sync? :|
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feos wrote:
The recent AGDQ event was super successful for tasbot, so if we explain things well in the movie text, it is the run people are likely to want to see when we first arrive, and it's best to be easily accessible.
Uh...don't people usually just skim it through? Hell there's a 5 second intro on every encode saying that it's a TAS, and to this day there's still people who go and claim "this can't be human". Back on topic, the ending to the SM3 video, while I know the message about it fake is a joke, chances are someone will go and say "see this is a hack!"
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PikachuMan wrote:
These two videos compare the different versions. The US/European versions require using death as a shortcut, while the Japanese version does not. Use the Japanese version as it's about 27 seconds faster than the US/European versions.
Why do you have to die? Also what's the difference between luigi and mario?
Post subject: Re: god of, I hope you stop enkoding
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Spikestuff wrote:
It didn't mater to me a Publisher/Encoder to take my time for creating a temporary solution. You've rushed, which is hurting the submission due to already losing a vote.
Tbf, I rather have them vote (no) for what happens in game than a modified encode that may not reflect what completely happens in the run. However, I'm not against an alternate encode that disables the flicker alongside the flicker for publication. :P
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god of destruction wrote:
https://www.youtube.com/watch?v=PRVXr0YJCDo Finally, after a long encode, is here. 800x720 60fps Only a matter of time when HD video is ready. PD: because I see the whole movie to encode this, I send my vote. YES
Hey, thanks, but your encode has the same problem that plagued me; for some reason the flickering doesn't show up right, and it ends up half the time it has it, and the other half without any changes to the flicker, making it look like I'm walking around completely blind. That would definitely affect votes however it may not be the same impact as the constant annoying flicker. Edit: Changing it to 720p fixes it, but kills my connection afterwards and reverts to 360p, which has the above problem. Oh well. Also, Spikestuff, I don't believe its an emulator issue, and more of a game bug. :P
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The in game time is 5 minutes lower. Also, can someone please do a temp encode? The flickering at 180k frames in looks...off when I try. Also:
Language: lua

memory.usememorydomain("System Bus") local Boss = {'Malfoy','Giant Rat v2','Troll','Ogre','Purple Rabbit','Chickens','Rook','Knight Piece','Knight Piece 2','Devils Snare','Quirrell','Voldermort','Giant Rat','Knight','Easy XP'} local Monster1 = {HP=0xC4B8,X=0xC46A,Y=0xC46D} local Monster2 = {HP=0xC55A,X=0xC50C,Y=0xC50F} local Monster3 = {HP=0xC5FC,X=0xC5AE,Y=0xC5B1} --[[ Monsters in battle are offset 0xA2 of each other 0xC4B8,0xC55A,0xC5FC is HP 0xC46A,0xC50C,0xC5AE is X 0xC46D,0xC50F,0xC5B1 is Y 0xC48A,0xC52C,0xC5CE is Sprite (not ID!) This is needed since they technically don't have a "fixed" location; monster 1 can appear in top middle or bottom. All little endian ]]-- local list = {Monster1,Monster2,Monster3} while true do if memory.readbyte(0xFFD2)%128 >= 25 and memory.readbyte(0xFFD2)%128 <= 33 then gui.text(0,0,'State: '..memory.readbyte(0xFFD2)%128) --Game state for debugging --Coords only make sense if x1 window size at the moment gui.text(memory.read_s16_le(Monster1.X),memory.read_s16_le(Monster1.Y),memory.read_s16_le(Monster1.HP)) gui.text(memory.read_s16_le(Monster2.X),memory.read_s16_le(Monster2.Y),memory.read_s16_le(Monster2.HP)) gui.text(memory.read_s16_le(Monster3.X),memory.read_s16_le(Monster3.Y),memory.read_s16_le(Monster3.HP)) else gui.text(0, 0, 'X: '..memory.read_s16_le(0xCD30)..' Y: '..memory.read_s16_le(0xCD32)) gui.text(0,60, 'Msg: '..memory.readbyte(0xCD12)) -- The player cannot press A to continue until the countdown is finished. if Boss[memory.readbyte(0xEC05)] ~= nil then gui.text(0,75, 'Boss: '..Boss[memory.readbyte(0xEC05)]..'('..memory.readbyte(0xEC05)..')') gui.text(0,90,'State: '..memory.readbyte(0xFFD2)%128) --Game state for debugging else gui.text(0,75,'State: '..memory.readbyte(0xFFD2)%128) --Game state for debugging end end -- --[[ Game state for battles: 25 - Battle transit (includes using cards) 26 - Your turn 28 - Spells 29 - Items 30 - Item used 31 - Flee 32 - Enemy attacks 33 - Select enemies and attack 34 - Win screen 42 - Cards (same if you use not in battle) end]]-- emu.frameadvance() end
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SuperMonkeypotato wrote:
Glad to be able to help with this project. Thanks for finding a consistent frog trick for RTA. Were you able to find a timing method for the reset+combo trick? Or is that not predictable for RTA?
Not sure, but I'm going to check if the delay for when to pause applies everywhere after I'm done checking all the places pausing before a trigger works. It's taking a while because apparently I realized there are no notes of this for places this isn't used in a run. For reference: Frame "A" is pressed from the beginning menu 178309 Can press Start at frame 178474 Softlocks all the way to 178549, then take 1 damage Start frame - 178474 Ok frames 178549 178552 178567 178570 178573 178576 178585 178588 178597 178600 178603 178606 178609 178612 178645 178648 178651 178654 178657 178660 178663 178666 178669 178672 178681 178684 178693 178696 Not listing everything later, since that's far too much waiting. It appears there's "intervals" where using a card combo after reset doesn't softlock.
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crescendo2020 wrote:
Ferret Warlord wrote:
Second, you do have the option of downloading FCEU and and the input file provided by this submission if you wish to watch this movie.
That sounds awesome, But I don't know what that means. I have FCEUX. Input file is where you've gone over my head.
1. Go back to the first page. Click the link next to "Download submission here: " Or this: http://tasvideos.org/submissions/1105.zip 2. Open FCEU(X) 3. Click and drag the rom file to the emulator 4. Extract the .fcm into the emulator's folder 5. Click and drag the .fcm into the emulator while the game is on. 6. Watch the TAS
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fsvgm777 wrote:
mklip2001 wrote:
On that note, is there a verification file for the SRAM usage?
Yes. It's right in the submission comments:
TASVideoAgent wrote:
dtm to create save file: http://tasvideos.org/userfiles/download/26716854235315966
mklip2001 wrote:
At first, I was sort of iffy about using a mode that makes the vacuum inflict damage faster, but it really allows you to make more ghost captures without the ghosts flying out of the room.
I thought that was only in PAL Hidden Mansion? Or am I misunderstanding something?
Well: http://strategywiki.org/wiki/Luigi%27s_Mansion/The_Hidden_Mansion
After you complete the game, you will return to Professor E. Gadd's laboratory. When he asks you where you want to go, you'll notice a new option, the "Hidden Mansion". This is essentially the game's "hard mode". The Poltergust is about 1.5 times more powerful, but ghosts put up more of a fight to escape its pull. There are more powerful ghosts in earlier rooms: for example, the invisible Grabber ghosts first appear in the Wardrobe Room, but appear much later in the Normal Mansion. Because of all this, there is much more treasure to be found in the Hidden Mansion, making it more rewarding, and easier to achieve a Rank A mansion at the end.
That's for NTSC. The PAL version is listed further down. Also note this was from a wiki, so "hard" is subjective.
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Done I'll upload tomorrow once I written down the notes. Thanks a lot for the help :D
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If you need to hold the stylus at a certain spot for long periods of the time, you should try the auto-hold feature. It's under confg->Hotkey config at the "tools" section. To toggle it back off assign something to "Auto-hold clear" at main.
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Spikestuff wrote:
So, PAL 100% when?
This, plus see if the use of the OoB glitch would help since it requires opening the chest, it can only be done once, so it's not as gamebreaking as the use in a any%.
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ais523 wrote:
I'm glad that this submission is on the site, so that people can look at it and see what the winning GDQ run was like. I don't think it should be published as a movie. Let it be rejected; it's clearly improvable. (There's a glitch that I couldn't make work, but which I got far enough with to make it seem like it should work: if you go two screens east of the final boss, move one screen to the west, and reset 42 frames later, there is a 1 in 65536 chance that you will be able to glitch into the final boss room by holding left after reloading the game, and a 65535 in 65536 chance that you will end up deleting the save file. I didn't manage to get the luck manipulation done, but these odds are easily in range of what's viable to manipulate in a TAS. Things that affect randomness here include the background music, global frame counter, and the player's inventory.)
How did you come up with that number? How did anyone even find this if it's that rare? It this intended? 0_o Also I'm not sure about whether or not it's "worthwhile" to publish a game that was made for speedrunning. I mean, wouldn't that allow potentially future people (for potentially another game like this) to deliberately code something they can exploit?
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StarrlightSims wrote:
But surely petrifying the chickens is slower because it takes three more spell cast
I used Petrificus Totalus, which stuns all 3. Also, regarding the deathwarp to and out of the restricted area, I forgot to mention it's not as simple as check the time it takes to walk + reset since: 1. There's an extra pause because the chickens fight later makes you win. 2. Time taken to buy more chocolates to guarantee 6 card uses also in a real time run, if the restart + card messed up and softlocked, you have to restart again. If the difference is large enough though, a rough test may work for timing. Edit: 1. If you deliver nobert, then death warp, everyone would be in the halls again, and the enemies disappear. Hermoine would stop following you until you enter the astronomy hall again, which she magically appears next to you. 2. Dying in the forbidden forest does nothing. Huh. 3. I have no idea why sometimes restart + card combo makes you take damage, and sometimes softlocks the game. The only thing that managed to determine it was the frame I paused; subsequent actions don't seem to affect the outcome. 4. The same bosses that couldn't be run-turn skipped could be potion-turn skipped. No idea why. Iirc one of them drops potions, along with a potion at the troll room, so there's that. 5. Also, walking manually vs forced walk due to cutscene: in most cases, it's faster to walk manually, so for cutscenes that makes you walk towards a point, you probably want to move closer to said point even if it takes a bit longer. 6. Moving diagonally is slower than straight forward. However, it's still faster than cutscene walk. 7. Dying before finding the injured unicorn sets you back to the start of the forest. Finding the unicorn then dying takes you back to the unicorn. :/ Edit2: 1. I failed to skip the broom minigame for the key, but it's 129 frames faster to open the menu then Folio Magi followed by a card to trigger the dialogue there since it reduces the countdown to 8 frames per dialogue. 2.It turned out even if I don't have any potions, "using" one while still work the same as running away. 3. I glitched up the screen after the 2nd death warp. Viewers may hate it a lot. :/ 4. I found a work around for the running; petrified allows you to skip turns as long as it doesn't run off if you use run. :D 5. Poisoining the 2nd knight piece twice is ~60 frames faster. 3 times seems to be optimal for Quirrel instead. Same for Voldemort.
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I'm surprised people are more upset about the ending/boss than the fact 99 lives was quickly obtained in 1 frame rather than the usual hopping. :P Edit: I turned on annotations, and sometimes I get this: Can this be fixed to make it more readable?
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feos wrote:
I meant the steps to reproduce your first crash. So were you dragging the state file in while tastudio was on?
Yes. Edit: While moving the cursor on the piano roll for input:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '-36' is not valid for 'Value'. 'Value' should be between 'minimum' and 'maximum'.
Parameter name: Value
   at System.Windows.Forms.ProgressBar.set_Value(Int32 value)
   at System.Windows.Forms.ToolStripProgressBar.set_Value(Int32 value)
   at BizHawk.Client.EmuHawk.TAStudio.<InitializeSeekWorker>b__b(Object s, ProgressChangedEventArgs e)
   at System.ComponentModel.BackgroundWorker.OnProgressChanged(ProgressChangedEventArgs e)
   at System.ComponentModel.BackgroundWorker.ProgressReporter(Object arg)

Edit: It happened again, and this time when I scroll using the mouse wheel, it pops this up:
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Kinda surprising no one until now did a payload of an ACE that that can be integrated into the main game in a way, but then given how complex it is apparently, I guess it's no wonder. Yes.
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I'm not sure if you're being sarcastic or not about dragging it. Why is dragging a file a bad thing? :| Anyways, another bug: For the TAStudio markers, usually, the marker at frame 0 cannot be deleted. If you had done a bunch of inserts/deletions, and made a new marker in between those actions, when undoing it it will remove the "frame 0" marker instead of the newest one made. Also, right clicking at the top part of the piano roll at frame 1 or so while moving the mouse sometimes gave this:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at BizHawk.Client.EmuHawk.TAStudio.RightClickMenu_Opened(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripDropDown.OnOpened(EventArgs e)
   at System.Windows.Forms.ToolStripDropDown.SetVisibleCore(Boolean visible)
   at System.Windows.Forms.ContextMenuStrip.SetVisibleCore(Boolean visible)
   at System.Windows.Forms.ToolStripDropDown.Show(Control control, Point position)
   at System.Windows.Forms.ToolStripDropDown.Show(Control control, Int32 x, Int32 y)
   at BizHawk.Client.EmuHawk.TAStudio.TasView_MouseUp(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseUp(MouseEventArgs e)
   at BizHawk.Client.EmuHawk.InputRoll.OnMouseUp(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Every now and then, I get this error when trying to drag a tasproj file onto the emulator: I can't seem to produce it consistently though.
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1. You can actually death warp out of the corridor to the mirror of eris; doing so makes the students appear in the floors, and you can't return to the dorm. You still have to get to the mirror, so this is pointless. Monsters are also curiously gone from the floors and rooms, and outside. 2. You warp to coords (0,0) if you paused right before triggering Snape/Filch narrowing down on you and open menus several times. 3. I'm not sure how well known this is, but you can easily find the chickens by pausing and unpausing; this puts them back to their default location. 4. In the case both works, Flipendo Uno is 6 frames slower than Vermillious Uno due to the animation. For a real time run however, they're pretty much the same. 5. Petrifying the chickens is 80 frames faster than killing all 3 without doing so. 6. I seem to be unable to use that turn skip glitch via running sometimes; for example last boss(es).
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1. How does "Populate the table with addresses from:" even work? I selected a wch file for http://tasvideos.org/Addresses-99.html and it doesn't seem to work when I clicked save. 2. Can there please be a way to view this without editing when logged in? 3. Can there be an arrow next to the tabs at http://tasvideos.org/Addresses-List.html so we can rearrange them in different orders?
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WST wrote:
How come that a run having “using multiple glitches” in the description does not have “heavy glitch abuse” tag?
When does that tag apply actually? Minor glitches used very frequently or very few severe glitches used rarely? :|
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Gand988 wrote:
you have see what appened if you change the language? because trying some train skip time ago i was having different output doing the same things. i think using different deck change it too
I haven't checked, but if you or others want to explore it, this was taken from here http://tasvideos.org/userfiles/info/28057096673752240 I'm pretty sure the item is retained on save, so good luck.
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Just posting it here so hopefully more attention: Link to video I hope some gamebreaking glitch appears for this.