Posts for jlun2

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Santiago wrote:
You and several others accused me of throwing around insults when I was nothing but neutral with all of you and for that you've lost your right to a modest decorum from me.
Fine.
I'm sure being mean to others for doing something they don't even need to will surely lead you to a successful life.
Better? Oh, wait, I forgot something.
Citation needed.
:D
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Santiago wrote:
Giving you feedback on the bad quality of some encodes is insulting? Sorry dude but grow some balls. Nobody will commend you for bad quality. Expecting only compliments and no criticism reeks of severe narcissism to me. This is a very good way to lead an unsuccessful life and learn nothing.
I'm sure insulting others for doing something they don't even need to will surely lead you to a successful life.
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Santiago wrote:
Okay let's make this clear: I do not watch encodes, ever. I only watch the perfect quality original on the emulator, the only exception I made is that super mario run where a guy played 4 ROMs at the same time because I didn't know how to reproduce that on the emulator. k?
What's next? People complaining they can't get their bot to work as they "only watch the perfect quality original on the console"?
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Ok, here's a .wch file for this game. I found these addresses using "hourglass-r81", so I'm not sure if it works for other revisions. Also, the "Best Tas Ever" syncs for the previous revision.
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Mothrayas wrote:
Actually, the orb system in this game seems to deal with characters getting hit. "Enemies don't get any red orbs" would be something like "player doesn't get hit", which is a more legitimate goal.
I know, as I did a small test run before. :P What I meant is to obtain as much of the enemies orb within the time limit. Sorry for the misunderstanding.
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HappyLee wrote:
Since level 19 is random, we can manipulate luck to get an easier map to solve, but I think it would ruin the meaning of the TAS in some level, and I don't know what to choose.
Well, the input file's length must beat the previous record, so the time taken to manipulate luck must not be too long, or it won't result in a shorter input file. Since luck manipulation would probably be tedious, try what this submission did:
It's still hard to fit (and manipulate) the blocks up there, since I had to repeatedly fill the top few rows ... so I made this easier by bruteforcing again!
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tetora_X wrote:
no way. I had scrolled much with bot, but i'd never come across it again. :( Anyway, it's impossible to call "THE END" from debug. All we can do with debug is a warp near the last boss. We need the flag, which we've beaten Darck.
Wait, you mean if you trigger the credits with the debug menu, there won't be a "the end" screen at the end?
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Uh... I rather have a max red orb as a goal, tbh. Also, the low rerecord count doesn't make a good impression.
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I think a new TAS of this game (that probably wouldn't get rejected) should somehow trigger the debug menu.
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Hm.... I have an idea. Let's both TAS this game, but you'll do the squidward run while I do the new game run. That way, we can compare the runs later on to see which one is faster. Edit: Found an invincibility glitch; Makes enemies unable to kill you. I'll post it later.
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Post subject: Re: CONDOM STORE - The GANGNAM STYLE Soramimi
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Experienced Forum User, Published Author, Skilled player (1717)
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VanillaCoke wrote:
I always used Notepad++ to edit my .dsm's. Just add 17 to the line number and that will correspond to the frame number you're trying to edit.
Hey, that's what I do too! You can find the .dsm format here.
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Zowayix wrote:
I just tried it myself, no tools, on a Red ROM. I restarted the first Rival battle over and over, keeping track of each time the opponent used a stat-lowering move (Growl or Tail Whip). Out of a few dozen battles, the move almost always failed at least once per battle, which is something like a 15% or so chance. I'm a little suspicious that the fail rate is only 1/256.
Maybe the first battle is programmed to be like this. Why don't you try checking out the game's memory or something?
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Zowayix wrote:
So I'm guessing that applies to all moves that are documented as "having an accuracy"? That would include everything except Swift, Bide, Transform, and non-targeting moves. Thanks! My second question was that Growl supposedly has "100%" (255/256) accuracy, which means that it should work 99.6% of the time. However, when I've personally seen it used in the opening Rival battle (on a physical Red cartridge), it appears to display "But it failed!" a lot more often than 0.4%. Why?
Either the first battle is programmed to behave differently, or you're just lucky.
Post subject: Re: Learning how to program
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Vykan12 wrote:
So what should I be doing to learn some programming on my spare time? I'm going through some exercises from a site called Codeacademy but it's also fairly basic stuff. I've downloaded a few textbooks on C++ but they're about 1000 pages each and I'm not sure it would be practical to go cover to cover, probably a more efficient way to learn the stuff.
Search around the web for open-source projects written in the language of your choice (in this case, C++), and analyze the code to learn how other people program games, utilities, bots, emulators, etc.
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Link to video Actually, I prefer the unedited version, but the sound channels eventually desync, causing a racket.
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My first time drawing wood. It sucks - the fire uses a different coloring style than my logs, making it look out of place. I need to find out how to make a "wood" texture in paint eventually.
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Tub wrote:
Abahbob wrote:
Now if only we could use modified isos. Its just a couple bytes...
you know, if you could change a couple of bytes, there are more efficient ways to shorten the run than adding a door. ;)
You mean like this?
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sonicpacker wrote:
I've thought of this as well and wondered how it can possibly be incorporated into movies when possible. Your move, staff!
Does the N64 movies in TASVideos measure their length based on "VI" like dolphin, or frames? Maybe that's why the time seems different, yet the movie still syncs.
Post subject: Re: snes9x-rr 1.51 v7 released
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Ilari wrote:
the_randomizer wrote:
Bollocks, figured as much. It's a real shame, though. Why does development still continue with the horribly inaccurate 1.43 and 1.51 versions?
Well, no real development, just mostly minor (and occasionally some bigger) fixes.
I suggest the Snes9x threads be locked then, since the emulator's not only deprecated, but the development seems to have paused.
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zwataketa wrote:
Hey i just realized after this is done theyll have an example for the spot in the game resources marked:
TODO: an example of taking advantage just from saving the game?
How would resetting help? It takes too long to get back to the game once you reset. :/
Post subject: Re: snes9x-rr 1.51 v7 released
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the_randomizer wrote:
Version 1.54!? Finally, a version or rr I can look forward to using! I'm definitely interested in trying it out!!
But it's deprecated...