Posts for CasualPokePlayer

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Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
Joined: 2/26/2020
Posts: 820
Location: California
So I tried 2.8 Octoshock, and the problem isn't there. (Edit: Strangely for 2.9 and 2.10 Octoshock, there's still that input delay problem.)
This doesn't make sense, there are no core changes between 2.8 and 2.9 Octoshock. Testing it myself, and I find no difference between 2.8 Octoshock and 2.9 Octoshock and Nymashock. Are you sure your controller configuration is identical between the two?
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In this case, I would rather not submit, as again I do not want Round 2 to obsolete a pure Any% run, as I do not want the Any% category to require beating Round 2.
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feos wrote:
What's the total duration of the final movie that includes round 2, from power on and without sram?
677227 frames (3:02:39.93)
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I've submitted a TAS of Pokemon Black. This is an "Any%" run, defined under the same ruleset as RTA. Like other Pokemon games, the game features a "Round 2" for the Elite 4 and Champion. However, most Pokemon games, unlike FireRed/LeafGreen, do not actually place any extra conditions in order to fight this round 2, other than the possible pseudo-requirement of getting better Pokemon due to the levels jumping up dramatically. As such, you can just directly fly back to the Pokemon League and immediately fight the harder second round of the Elite 4 and Champion. In this game too, round 2 is slightly more interesting as it is the only time you fight the Champion, as he is not fought in round 1, due to plot reasons, and is also the only time you would enter the Hall Of Fame that traditionally ends Pokemon runs. However, even with this... Round 2 ends up only being 5 extra fights after Any%, leading to a potentially nearly identical TAS compared to one purely aimed at Any%. However, also despite this, Round 2 has extremely interesting routing, and is possibly a miracle if a run aimed for Any% can even complete Round 2, due to the massive level difference. I've already made such a round 2 TAS, continued directly off my Any% run. I would want to possibly submit it, however, the run has 2 rather conflicting goals.
  1. A goal for this run is to be continued directly off an optimized Any% run, not having some arbitrary amount of time to just overlevel my own Pokemon before completing Any%, as that would trivialize the goal.
  2. A goal for this run is not be a new definition of "Any%", I do not want such a run to just "obsolete" my Any% run, despite the beginning of it just being identical. Any% could very well end up developing strategies which result in being unable to complete "Round 2" (noting that my own Any% run is more a miracle in being able to beat Round 2 due to the massive level difference).
For the second goal, I wouldn't particularly mind if this run was changed so it just start off SRAM (would need some time to resync but that's somewhat trivial), so the content of the entire movie is rather the unique round 2 fights. However, that of course starts conflicting with the first goal, since the goal is again to not have some arbitrary amount of time "preparing" for Round 2 (since that trivializes the goal). Or in another way: the goal requires optimizing the verification movie along with the save anchored movie, as if the verification movie is "suboptimal" that can compromise the routing potential of the final goal. Would this goal be able to be ensured in such a case, and comparisions for obsoletion made with consideration with the verification movie? If such a category including entire Any% within the submitted movie does not result in obsoleting pure Any%, I would not mind too much if I just submit my movie as is, with Any% included. However, I would want it to end up potentially having just an encode for just the "unique" Round 2 fights (i.e. everything after the soft reset after first round of credits). Would this be able to be done, even if as some secondary encode.
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Just cutting out level 23 and 24 would be fine, exhausting all random layouts would not be needed.
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Evan0512 wrote:
However, the application never showed up, and when I tried to minimize it for this version, it remained at the very top of the screen
What exactly do you mean by this?
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This goal of this game was to exhaust all available puzzles as the game seems to loop through the last 3 puzzles indefinitely after each one has been played. ... Thus, this TAS stops after completing level 24 as no new levels show up after that point.
This doesn't seem correct. Looking into this game's code, it has a level counter, which appears to technically increment "forever" internally (until it overflows to 255 -> 0 -> 1). Each level increases in difficulty, until level 22, which is the difficulty cap. Any other "level" past that appears to be just a result of different RNG (until of course eventual overflow). The "22/23/24" looping seems to be more the result of the poor RNG implementation used, along with partly the initial seed that ended up being used (from what I've found, the game's RNG ends up looping either 3 maps or 4 maps in the end). As such, levels 23 and 24 shouldn't be needed here, once level 22 is completed, the maximum difficulty has been completed, with any other level just being a result of different RNG.
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You need to actually describe what parts are bad about the Hex Editor and what can be improved with them if you want any improvement. "why cant u just copy the mesen on" it's a completely different codebase written with a completely different underlying code, you cannot just directly copy paste some Hex Editor in another emulator; if we actually knew which parts conceptually are better we can try to mimic them, but that requires actual specific details.
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Known issue, affecting Arcade movies. It's been fixed already in the latest dev builds. Remove Arcade movies from your movie folder to workaround it.
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CasualPokePlayer wrote:
Fortranm wrote:
Out of curiosity, how different would the portion from the start to Ghetsis be if the ending point is Hall of Fame (Alder) instead? Is it mostly just getting X items early on?
I don't think much would actually change. Stoutland is perfectly capable of dealing with round 2 of the E4 and the Champion. X Items wouldn't save any time here. If anything, the Quick Claw probably wouldn't be unequipped (or maybe it can just be re-equipped mid-E4?).
Link to video In some Any% TAS that optimizes for E4R2, Quick Claw would not be removed ever. Also, maybe Work Up would be taught much sooner. Note that the strategy employed here was one which balanced out absurd RNG. This is around the limit of how lucky a battle can realistically be (with Marshal and Shauntal being the luckiest battles). After a certain point, there aren't battle RNG seeds that can be easily found (if even possible).
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I would suspect there was more some botched update attempt if anything, if that sync settings screenshot is actually from your 2.10 install. Please make sure to keep all BizHawk versions in separate folders, do not try "updating" by plopping the folder contents into an existing install, that will more have weird issues.
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Actually, the screenshot you just showed indicates that is NOT 2.10. There are many more settings present in 2.10. Please show an image with 2.10.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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Which game you load can affect controller settings, as the core is free to override which emulated controller is plugged for specific games which expect specific controls. Some Sonic 1 hack I would assume would work fine... does base Sonic 1 work?
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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What game exactly are you trying to play.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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This is indicating no controller is connected with sync settings, what do you have in sync settings in GEN -> Settings.
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Select the "Player 1" tab.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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1. Looks like Castlevania - Symphony of the Night (Asia) is actually just some English release within Asian regions (complete ??? but w/e), the actual Japanese game is Akumajou Dracula X - Gekka no Yasoukyoku (Japan) (which is also this JP10 and is on redump). 2. Based on your verification movie you do appear to have a good BIOS. However, I assume the normal logo at the end is sourced from the game, and whatever dump of the game you have has this weird Sony logo instead. The text also has SCEA, which should be one of the strings reads out from the game itself, thus your game copy is indicating it is from the USA and thus is being autodetected as a USA game. (The text is also missing Sony Computer Entertainment America indicating some bad dump there too). 3. The game also appears to be a bad dump just from this string, the actual Redump verified Akumajou Dracula X - Gekka no Yasoukyoku (Japan) has SCEI/Sony Computer Entertainment Inc. as expected and is thus properly detected as a Japanese game. 4. The expected quick hash in BizHawk should be 5C762405 (which won't be in BizHawk's gamedb since it's outdated) and the expected full hash (found in Hash Discs menu) is 4DF62E31. The quick hash in your verification movie is DEB9A92F, thus indicating you just have a bad dump.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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No
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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Thornstrom wrote:
In my case though, it's the expected C64_Drive-1541.bin that I havn't been able to find (1541 Disk Drive ROM, not the 1541-II).
The expected C64_Drive-1541.bin file is actually the rev1 ROM for the 1541-II.
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Seems the hash expected for the 1541 ROM is actually just rev 1 of the 1541-II ROM, according to MAME: https://github.com/mamedev/mame/blob/0df6022122abd12e9f132f73ff20061d79de3acb/src/devices/bus/cbmiec/c1541.cpp#L287
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Right click firmware entry in firmware manager, click Info. Note that BizHawk does not care for the file name (the ones given in Info are just suggestions), it identifies the files by hash.
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I'm assuming you're using Castlevania - Symphony of the Night (Asia)? I cannot reproduce whatever issue you're reporting, it uses the Japanese BIOS just fine, and that is reported in the movie header.
The psx bios splash is pretty different from usa to jp
It's not, it's nearly identical. The only true difference comes at the end with the PlayStation word, as it uses a slightly different text and uses ® in Japan while USA has ™. (The more apparent SCEI/Sony Computer Entertainment Inc. vs SCEA/Sony Computer Entertainment America text isn't a difference in the BIOS, the BIOS reads out that text from the game itself). Are you actually sure the JPN BIOS is being used?
YoshiRulz wrote:
You can override the region in PSX > Settings > Sync Settings > "Default region to use."
This only applies if you also disable region autodetection.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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FractalFusion wrote:
Also, the RNG having such a complicated seeding algorithm is weird, but we're talking Game Freak here.
Actually, besides the Nazos, all of the data collected for SHA1 is actually just from an SDK function, so Nintendo is partly to blame (and other DS games possibly would have similar RNG seeding).
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (792)
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Fortranm wrote:
Out of curiosity, how different would the portion from the start to Ghetsis be if the ending point is Hall of Fame (Alder) instead? Is it mostly just getting X items early on?
I don't think much would actually change. Stoutland is perfectly capable of dealing with round 2 of the E4 and the Champion. X Items wouldn't save any time here. If anything, the Quick Claw probably wouldn't be unequipped (or maybe it can just be re-equipped mid-E4?).