HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
Alpha beta pruning has no relevance to TASing, as there is only one player. Perhaps you meant A*?
Editor, Skilled player (1824)
Joined: 8/25/2013
Posts: 1200
wicked wrote:
I just missed the explanatioan i cant find anymore How is the battles avoided? What comand is used to get that error message, and win the battle without fighting?
You mean how is he creating the error message to destroy the game? http://www.antd.org/final-fantasy-vii/the-emerald-glitch-final-fantasy-vii/ Basically, he confuses the game into loading incorrect values, into a new game. Doing that allows him to completely break battles.
effort on the first draft means less effort on any draft thereafter - some loser
Post subject: Hmm, someone start TASing this
Joined: 3/18/2006
Posts: 971
Location: Great Britain
The good news: I got accepted to study at the University of Cambridge. The bad news: Thus, I will not have time to work on this for the foreseeable future. Someone should probably start work on this fantastic game! All known tricks/glitches are (should be) public and fully explained. BrutalAl knows more about this game than anyone else, so probably you should find a way to contact him if you need further assistance.
Joined: 6/24/2007
Posts: 119
are these skips available on playstation emulator? https://forum.speeddemosarchive.com/post/final_fantasy_vii_158.html
Editor, Skilled player (1824)
Joined: 8/25/2013
Posts: 1200
PC only.
effort on the first draft means less effort on any draft thereafter - some loser
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
So, I was thinking of picking this game up and made a quick TAS Test. Link to video Now, if you compare it with antd's movie you'll see a big problem. Despite being faster in every single fight I'm behind by a lot of seconds. The reason is that PSCX is faster than Psxjin in almost every single way. The intro is way faster, the dialog loads faster, exiting a battle is way faster. So which one is accurate ? Should I stick to Psxjin and have a slower time than possible. Should I switch to PCSX even if I don't like it ? Can somebody make a fix so Psxjin loads everything as fast as in PCSX ?
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Play on the version that is easier for you to TAS in. Differences in timing due to version differences/emulator differences/language differences that only change lag/loading/etc are ignored by TASVideos judges when deciding if a movie is faster or not (e.g. if the meat of the gameplay is faster, it's faster)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6450
Location: The land down under.
PSXjin is more accurate PCSX-rr is less accurate Hmm... PShawk! (Bizhawk PS1 (when it comes out)) P:
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
Spikestuff wrote:
PSXjin is more accurate PCSX-rr is less accurate
Honestly, they both suck. You're gonna have your share of problem with either one. If you think that pcsxrr is going to be more comfortable on the long run, I'll suggest to test if the switch-cd feature work fine at first, so you don't have bad surprise later. You can probably load a memory card from some else game to test those part.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Spikestuff wrote:
PSXjin is more accurate PCSX-rr is less accurate
Elaborate.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Skilled player (1824)
Joined: 8/25/2013
Posts: 1200
Glad to see someone interested in this game! It's looking good so far.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/9/2005
Posts: 752
Bloody hell; what ever you do don't go with the emulator that adds that annoying noise to the reactor escape. It is worse than the 'you are low on hearts' beep in Zelda.
Joined: 9/7/2005
Posts: 144
Location: Las Vegas, Nevada, USA
Paused wrote:
Bloody hell; what ever you do don't go with the emulator that adds that annoying noise to the reactor escape. It is worse than the 'you are low on hearts' beep in Zelda.
I was about to call you a baby because it's not that bad, but then I watched Lil Gecko's video... Holy moley. I laughed too hard at the sound though, then recorded a few seconds of it on my phone to use as an alarm tone.
This guy are sick.
Post subject: Don't go by my times.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Btw, I made a huge error in my WIP run of this game; I accidentally set the battle/field/etc speeds one unit lower than maximum speed. So my times are not representative. Make sure your run is much faster! :D
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Is it possible for antd or BrutalAl to send me the spreadsheet for when a random battle will occur please ?
Post subject: late in seeing your post
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Lil_Gecko wrote:
Is it possible for antd or BrutalAl to send me the spreadsheet for when a random battle will occur please ?
Damn, I am so late in seeing your post! I'll ask the Brute for the latest version.
Post subject: possible animation glitch, or possibly nothing
Joined: 3/18/2006
Posts: 971
Location: Great Britain
I am not sure what to make of this. Just posting a recent message I received on youtube:
weird enemy miss animations So while I was fighting materia keeper(for example), he casted big horn on the middle character, and done some rather long animation that looked kinda strange. I'm just contacting you about this because you're a TAS runner and you know about ram manipulation when it comes to FF7. So try to have materia keeper cast big horn(not sure if thats the weird animation I'm talking about, but I know what Hell combo looks like when it missses) and its on the middle character. It gets really weird(in my opinion). It looks like materia keeper is dancing on his TWO feet.
Post subject: Re: possible animation glitch, or possibly nothing
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
antd wrote:
I am not sure what to make of this. Just posting a recent message I received on youtube:
weird enemy miss animations So while I was fighting materia keeper(for example), he casted big horn on the middle character, and done some rather long animation that looked kinda strange. I'm just contacting you about this because you're a TAS runner and you know about ram manipulation when it comes to FF7. So try to have materia keeper cast big horn(not sure if thats the weird animation I'm talking about, but I know what Hell combo looks like when it missses) and its on the middle character. It gets really weird(in my opinion). It looks like materia keeper is dancing on his TWO feet.
That was from me. Very long animation.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
I'm working on a TAS of this game.. But there is one major issue I'm having.. Using PSXjin, when I save state, the background goes black and the text looks messed up as well. Here's my config file:
 Controllers
PAD0 Type=65
PAD0_0=0
PAD0_1=0
PAD0_2=0
PAD0_3=46
PAD0_4=200
PAD0_5=205
PAD0_6=208
PAD0_7=203
PAD0_8=0
PAD0_9=0
PAD0_10=19
PAD0_11=19
PAD0_12=31
PAD0_13=32
PAD0_14=45
PAD0_15=30
PAD0_16=0
PAD0_17=0
PAD0_18=0
PAD0_19=0
PAD0_20=0
PAD1 Type=65
PAD1_0=0
PAD1_1=0
PAD1_2=0
PAD1_3=0
PAD1_4=0
PAD1_5=0
PAD1_6=0
PAD1_7=0
PAD1_8=0
PAD1_9=0
PAD1_10=0
PAD1_11=0
PAD1_12=0
PAD1_13=0
PAD1_14=0
PAD1_15=0
PAD1_16=0
PAD1_17=0
PAD1_18=0
PAD1_19=0
PAD1_20=0
Plugins
Bios=SCPH1001.BIN
MCD1=C:\Users\sean\Downloads\ff7save54-Midgar_Turks\epsxe000.mcr
MCD2=C:\Users\sean\Downloads\psxjinv2.0.2\memcards\movie002.tmp
Xa=0
Sio=0
Mdec=0
PsxAuto=0
PsxType=0
QKeys=0
Cdda=0
PauseAfterPlayback=0
PsxOut=0
RCntFix=0
VSyncWA=0
Hotkeys
Open CD=79
Pause=80
Fast Forward=9
Frame Advance=32
Read-Only Toggle=56
Decrease Speed=189
Increase Speed=187
Normal Speed=96
Turbo Speed=0
Maximum Speed=110
Frame Counter=190
Input Display=188
Lag Counter Reset=0
Take Screenshot=123
Load State 1=112
Load State 2=113
Load State 3=114
Load State 4=115
Load State 5=116
Load State 6=117
Load State 7=118
Load State 8=119
Load State 9=120
Load State 10=121
Save State 1=112
Save State 2=113
Save State 3=114
Save State 4=115
Save State 5=116
Save State 6=117
Save State 7=118
Save State 8=119
Save State 9=120
Save State 0=121
Select State 1=49
Select State 2=50
Select State 3=51
Select State 4=52
Select State 5=53
Select State 6=54
Select State 7=55
Select State 8=56
Select State 9=57
Select State 0=48
Previous State=0
Next State=0
Load Current State=80
Save Current State=73
Start Recording=78
Start Playback=82
Play Movie From Beginning=82
Stop Movie=84
Start AVI Capture=0
Stop AVI Capture=0
Memory Cards=0
Cheat Editor=67
RAM Search=70
RAM Poke=75
RAM Watch=87
Configure Graphics=0
Configure Sound=0
Map Hotkeys=0
Configure Controllers=0
Configure Options=0
Cheats Enable/Disable=67
CD Swap (Open/Close)=83
SIO IRQ Enable/Disable=0
Parasite Eve 2 Fix E/D=0
Resident Evil 2/3 Fix E/D=0
Reset=114
Analog Display=0
New Lua Script Window=76
Stop Lua Script=0
Reload Lua Script=76
Volume Up=0
Volume Down=0
Analog Control=0
Toggle MultiTrack=0
MTrack: Increment Player=0
MTrack: Decrement Player=0
MTrack: Select All=0
MTrack: Select None=0
Auto-hold=0
Auto-hold clear=0
Auto-fire=0
SPU IRQ Enable/Disable=0
HotkeysKeyMods
Open CD=17
Pause=16
Fast Forward=0
Frame Advance=0
Read-Only Toggle=16
Decrease Speed=0
Increase Speed=0
Normal Speed=0
Turbo Speed=0
Maximum Speed=0
Frame Counter=0
Input Display=0
Lag Counter Reset=0
Take Screenshot=0
Load State 1=0
Load State 2=0
Load State 3=0
Load State 4=0
Load State 5=0
Load State 6=0
Load State 7=0
Load State 8=0
Load State 9=0
Load State 10=0
Save State 1=16
Save State 2=16
Save State 3=16
Save State 4=16
Save State 5=16
Save State 6=16
Save State 7=16
Save State 8=16
Save State 9=16
Save State 0=16
Select State 1=0
Select State 2=0
Select State 3=0
Select State 4=0
Select State 5=0
Select State 6=0
Select State 7=0
Select State 8=0
Select State 9=0
Select State 0=0
Previous State=0
Next State=0
Load Current State=17
Save Current State=17
Start Recording=17
Start Playback=17
Play Movie From Beginning=16
Stop Movie=17
Start AVI Capture=0
Stop AVI Capture=0
Memory Cards=0
Cheat Editor=17
RAM Search=17
RAM Poke=17
RAM Watch=17
Configure Graphics=0
Configure Sound=0
Map Hotkeys=0
Configure Controllers=0
Configure Options=0
Cheats Enable/Disable=16
CD Swap (Open/Close)=17
SIO IRQ Enable/Disable=0
Parasite Eve 2 Fix E/D=0
Resident Evil 2/3 Fix E/D=0
Reset=17
Analog Display=0
New Lua Script Window=17
Stop Lua Script=0
Reload Lua Script=16
Volume Up=0
Volume Down=0
Analog Control=0
Toggle MultiTrack=0
MTrack: Increment Player=0
MTrack: Decrement Player=0
MTrack: Select All=0
MTrack: Select None=0
Auto-hold=0
Auto-hold clear=0
Auto-fire=0
SPU IRQ Enable/Disable=0
[General]
Main_x=53
Main_y=25
FrameCounter=0
AllDisplay=1
InputDisplay=1
AnalogDisplay=0
AnalogHack=0
Recent CD 1=C:\Users\sean\Downloads\Final Fantasy VII (Disc 2)\Final Fantasy VII (Disc 2).bin
Recent CD 2=C:\Users\sean\Downloads\Final Fantasy VII (Disc 3)\Final Fantasy VII (Disc 3).bin
Recent CD 3=C:\Users\sean\Downloads\Final Fantasy VII [Disc1of3] [U] [SCUS-94163]\Final Fantasy VII [Disc1of3] [U] [SCUS-94163]\Final Fantasy VII Disc 1.bin
Recent CD 4=
Recent CD 5=
Recent CD 6=
Recent CD 7=
Recent CD 8=
AutoloadCD=0
Recent Movie 1=C:\Users\sean\Downloads\psxjinv2.0.2\movies\movie-5.pjm
Recent Movie 2=C:\Users\sean\Downloads\psxjinv2.0.2\movies\Final Fantasy VII (Disc 2).pjm
Recent Movie 3=C:\Users\sean\Downloads\psxjinv2.0.2\movies\tifaslots.pjm
Recent Movie 4=C:\Users\sean\Downloads\psxjinv2.0.2\movies\TAS.pjm
Recent Movie 5=C:\Users\sean\Downloads\psxjinv2.0.2\movies\tas.pjm
Recent Movie 6=C:\Users\sean\Downloads\psxjinv2.0.2\movies\GuardScorpionTAS.pjm
Recent Movie 7=C:\Users\sean\Downloads\psxjinv2.0.2\movies\Guard Scorpion.pjm
Recent Movie 8=
AutoloadMovie=0
Recent Lua 1=
Recent Lua 2=
Recent Lua 3=
Recent Lua 4=
Recent Lua 5=
Recent Lua 6=
Recent Lua 7=
Recent Lua 8=
AutoloadLua=0
RamWatch
AutoLoad=0
RWSaveWindowPos=0
ramw_x=0
ramw_y=0
Watches
Recent Watch 1=
Recent Watch 2=
Recent Watch 3=
Recent Watch 4=
Recent Watch 5=
Sound
UseXA=1
iVolume=3
iXAPitch=0
iSoundMode=1
iSynchMethod=0
iRecordMode=2
iUseReverb=1
iUseInterpolation=2
GPU
iResX=640
iResY=480
iRefreshRate=0
iWindowMode=1
iColDepth=16
UseFrameLimit=1
UseFrameSkip=0
iFrameLimit=2
dwCfgFixes=8
iUseFixes=0
iUseScanLines=0
iUseNoStretchBlt=0
iUseDither=2
iUseGammaVal=2048
fFrameRate=200.000000
iSysMemory=0
iStopSaver=0
bVsync=0
bTransparent=1
bSSSPSXLimit=0
iDebugMode=0
bKkaptureMode=0
DeviceName=
RECORD_RECORDING_MODE=0
RECORD_VIDEO_SIZE=0
RECORD_RECORDING_WIDTH=0
RECORD_RECORDING_HEIGHT=0
RECORD_FRAME_RATE_SCALE=0
RECORD_COMPRESSION_MODE=0
RECORD_COMPRESSION_STATE2=
GUID1=0
GUID2=0
GUID3=0
GUID4=
The square brackets have been removed for the post as I don't know what may happen if I left them there as the forum software uses square brackets for html coding.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2823
Location: Northern California
The simplest solution would probably be to hold off on TASing the game until Bizhawk 2.0 is released with the Mednafen PSX core. Also, you can disable HTML in posts if square brackets are a huge part of that config.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
I didn't know a new version was coming out.. Fun fact: I actually like it when the sound is all messed up. On the flip side, I am curios to know what it will sound like with the audio fixed up. Like inhumanly going through the menu. I always found that fascinating. Thanks for letting me know!
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Sorry about the double post, but I just found out an easy way to skip random battles through TAS. We all know that weird walking can get desired random battles and ambushes on some bosses, but the truth is, skipping random battles through the menu is a lot faster than weird walking is or running at that. What you do is: Make a save state, frame by frame walk until you get a random battle, once you hear the battle swirl coming in(knowing that you counted up to this point), subtract 2 frames from the number you found. And load the save state. And reach that number(the new number). Once you reach it, press and hold Triangle+Directional pad, let the menu pop up, X+Directional pad, and its gone. If that doesn't work, because sometimes you have to do it twice, then do just that, but you have to count some frames until you see the next battle, and repeat that step for the other menu skip.
Editor, Skilled player (1339)
Joined: 1/31/2010
Posts: 330
Location: France
I think it' a known trick but it also has serious side effects like not resetting the DangerValue and repeating the next scripted battle a second time
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
As for the scripted battle issue, if that boss can be one shotted, then you might as well do that. However, that also means you have to be careful that the game won't freeze on you. You're best move at that point is to just run from the battle before the boss screen. That failing to reset danger value is news to me though.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Yeah it's a well-known trick. The fact that it doesn't reset the Danger value makes it sometimes not worth it. It's really case by case, that's why optimizing random encounters is such a pain. As stated by antd a few pages ago, the best way is a combination of stutter-steping, menu opening and encounter with immediate flee.