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Masterjun
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Joined: 10/12/2010
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Location: Germany
i think i'm testing around with YI a bit, so i can get used to the game. i'm also trying to understand the speed physics... i think there isn't a good lua script for showing useful information out there, because you are using RAM Watch in your streams... i thought i start doing a lua script, but it needs a lot of work to be a decent script. edit: there is also some RAM search needed for this game, i think...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Joined: 7/23/2011
Posts: 108
I actually prefer ramwatch so my screen isn't as cluttered, though I'd be interested to see what sorts of things are possible using a lua script instead. Yoshi's speed does have a lot of quirks to it, and weird inputs. A basic one that I don't think is on the game resource page is using <>><_ _ _ to face backwards without losing speed.
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Nitsuja had made a LUA script for this game, where it showed a colored trail behind Yoshi that tracked his speed (i.e. the color would change if the speed dipped down below what you want it), as well as made ghost Yoshi's in different savestates to compare.
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Masterjun
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does someone have a link to that lua script?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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I think this might be it? I was looking through my old PM messages with Nitsuja. savestate comparison: http://www.filexoom.com/showfile-8419/snes9xyi.zip
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Masterjun
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bahamete already sent me the link to that script: http://code.google.com/p/tastools/source/browse/trunk/Lua/Snes9x/YoshisIsland/yi.lua i think i'm going to finish the ID's in that script
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Very cool script. You know what it's really amazing for though? Real-time speedrunning practice, where you can't look at ramwatch fast enough to see your speed but you can see the color change. Also, racing against your best time on a level :D Could the blue yoshi ghost blob theoretically be a ghost yoshi instead? That would be awesome.
Masterjun
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Carl Sagan wrote:
Could the blue yoshi ghost blob theoretically be a ghost yoshi instead? That would be awesome.
to make it "ghost yoshi" we need an address which shows yoshi's currently animation (like this for SMW), and also a picture with all animations shown (that wont be a problem, i think) and also a super awesome lua scripter edit: i just found the address of Yoshis animation, its 7000BE...
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Masterjun
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i'm here again, and i think that the message box is really strange... smv
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Joined: 7/23/2011
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It's certainly pretty glitchy. If you throw a big egg or a chicken at it, it crashes the game entirely.
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Joined: 10/19/2004
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I can't remember if I've already posted this here or not, but here's a document I created a while back with a bunch of memory addresses, codes, and assembly logs from YI. Some of the memory addresses at the beginning might be helpful.
Masterjun
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spezzafer wrote:
here's a document I created a while back with a bunch of memory addresses, codes, and assembly logs from YI.
i think you posted it here already... look at the Game Resources and scroll all the way down...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
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sorry for doublepost again, but i always find something new ._. So, today i tested what would happen if you would hit the message block thrice at the same time, because it would crash if you do it twice. What happened: smv Link to video
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Joined: 3/31/2010
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Masterjun, Wut? What causes the game to break when the box is hit twice/thrice?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 12/9/2011
Posts: 25
Location: California
How's the progress on this one? I would absolutely love to see this finished someday.
(04:58:27 PM) DarkKobold: cock plz k thnx bai
Active player (500)
Joined: 11/19/2007
Posts: 128
We're currently about halfway through 4-5. I can't work on the run for the next few weeks, but after that we plan to get a lot done this summer. :)
Joined: 12/22/2009
Posts: 291
Location: Michigan
So I'm curious about something: is there a workaround for the [graphical] glitch that occurs when you loadstate in certain rooms?
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
creaothceann
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Other than switching to lsnes? :)
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DarkMoon wrote:
So I'm curious about something: is there a workaround for the [graphical] glitch that occurs when you loadstate in certain rooms?
I use a different version of snes9x 1.43 (v13 I think?) for the like four rooms in the game that do that.
Joined: 12/22/2009
Posts: 291
Location: Michigan
creaothceann wrote:
Other than switching to lsnes? :)
I TAS levels individually, and since lsnes can't start a movie in the middle of a game, I'm not going to be switching to it any time soon.
Carl Sagan wrote:
I use a different version of snes9x 1.43 (v13 I think?) for the like four rooms in the game that do that.
Alright, thanks!
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 12/22/2009
Posts: 291
Location: Michigan
I guess I should post this here? How goes work on the 100%?
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Active player (500)
Joined: 11/19/2007
Posts: 128
We are currently on 4-8! After this level is done, we will probably release more smvs/videos.
GoddessMaria
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Joined: 5/29/2009
Posts: 519
Location: Hell...
I'm glad to see that the project is still active. I can't wait until the next WIP is released! Still wishing the crew bests of luck! ^-^
Current projects: failing at life
Joined: 5/9/2005
Posts: 752
Yeah guys; if you ever think we could do an update, do an update. Who doesn't want to know how this run is going? God Speed n that.
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We'll post one soon :) World 4 alllmost done!
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