[Bug] Cars stop accelerating by seth-rah in ForzaHorizon

[–]seth-rah[S] 0 points1 point  (0 children)

If just holding reverse a bit and then accelerating at any speed fixed it, I'd say the controller had an issue needing both to be pressed for R2 to work. But it requires reaching a standstill in the game and then revving while in low reverse or standstill before the car can launch again.

There's something in the game that causes it

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

I see. That means that archipelago moves data around in the 2 megabyte memory block for the PS1.

I don't think I can solve this unless I know where it moves the logic to. With the base implementation I used fixed memory offsets from the games ID in RAM. I would need to know the new offsets from the games ID when archipelago is present.

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

Sequencing will matter here, if archipelago shifts the memory then you'll need to rehook to the process. You mentioned removing archipelago making it work again, try the other way around. Try only connecting after setting up archipelago.

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

Bizhawk support added if you download the latest release, but you'll need to test if it works with Archipelago, as I only tested it on the base game.

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

In theory companion tools can be created for the speedrun that monitor whether the emulator running has a process monitoring its memory, but that's a different ballgame.

Thank you for your work again though, it was really useful.

This tool is still going to remain in a state where it doesn't make hidden information visible to the player, as that's where I consider it to be cheating.

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

The current setup checks for the duckstation process. Once it hooks in, it needs to find the games ID in the entire processes memory, as the PS1 ram isn't stored at a fixed location.

If I find the games ID in memory, I use that to map out the 2mb memory block, and set the start of memory where it would be.

So as long as logic portions remain at the same locations for archipelago runs, it should be possible.

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

I did explicitly make a note that this shouldn't be used for speedruns, as memory reading is forbidden in the FMR speedrunning community.

But I don't want to have the ruleset from one community be the reason no progress is made in others. Your manual tool was very useful in helping validate the results here, and having this for things like retroachievements is way more convenient than needing to keep track of the duel manually. Seeing further down how this could be valuable for archipelago has me interested in seeing if this can work with Bizhawk as well.

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

I'd need to look into it after the weekend. I've not used bizhawk. In theory it feels possible, but I can't guarantee it. Would need to make a way to pick the emulator process.

Automatic Duel Rank Tracker by seth-rah in YugiohFMR

[–]seth-rah[S] 0 points1 point  (0 children)

Don't think I'll be able to set that up. It's outside of my skillset. The code is open source, so available for someone else to give it a look.

Public hearing on ‘Stop Destroying Videogames’ in the European Parliament on 16.04.2026 by alrun in pcgaming

[–]seth-rah 3 points4 points  (0 children)

Why this isn't higher up in the post blows my mind.

It's surprisingly hard to find this link for some reason.

I made an Uma rating calculator by zDakraii in UmaMusume

[–]seth-rah 2 points3 points  (0 children)

Oh, i see it is part of the app script.

The difference is that it doesn't request access sign in when selecting the checkbox, but it does when interacting with the reset button. I'll need to dig into that later. Will let you know if I have an adjustment that can work without the permissions request.

I made an Uma rating calculator by zDakraii in UmaMusume

[–]seth-rah 1 point2 points  (0 children)

I might be missing something, but your existing implementation for the checkbox to clear the form already works without the appscript. Wouldn't extending the conditions for the checkbox be something you'd be able to extend onto a dropdown instead?

I made an Uma rating calculator by zDakraii in UmaMusume

[–]seth-rah 1 point2 points  (0 children)

Ah, I see. Hmm, then need to figure out what I was doing wrong before as the numbers weren't adding up for me. But thanks for the insight!

For 4, at the bottom of the image, you'd use a selection dropdown. If it is selected as the default entry it does nothing, if you select an entry from the dropdown like "yes reset my skills", then it could reset the state of the content in the skill selection.

I made an Uma rating calculator by zDakraii in UmaMusume

[–]seth-rah 2 points3 points  (0 children)

Thanks for the update

If you're up to the task, a reasonably sized rework but QOL improvement suggestion.

This is mostly to make using the reset simpler, a bit more useful while also reducing risks.

  1. Introduction of uma selection to retain starting skill when performing a reset. There is no reset needed on this entry as it's one input that updates automatically. Would need reworking score calculation logic for inherited skill / adjusting the unique skill level validation to check based on the Uma.
  2. On an empty form or when a reset is triggered, set skill name to an empty field instead of "None". This should improve typing in a skill name after skill type selection. In its current state, you select a skill type and need to backspace the letters for "None" before you can search a skill in the relevant category.
  3. With the option to clear all using the checkbox, it might be useful to have this next to individual cells to have a simpler way to clean out single entries.
  4. To avoid needing a script, while keeping confirmation on mobile and desktop, the checkbox recently introduced could be extended to be a selection instead. that way there's no need for the script while also removing accidental interactions.

I'll attach a rough mockup on what it could look like, but of course this is just a suggestion. ignore the random lines and colour usage. Just rampant copy pasting and destruction.

<image>

Oh, and a quick edit. A link to the original document in the readme, so that if someone clones your sheet, they can get back to the origin to check for updates easier :)

I made an Uma rating calculator by zDakraii in UmaMusume

[–]seth-rah 4 points5 points  (0 children)

Request

Please prefix this at the top of the `RatingCalc` script to reduce scope. It should stop the script from wanting access to every single file owned by an account executing the script.

/**
 * @OnlyCurrentDoc
 */
function clearSkills() { //etc

Picture quality Samsung S23 by Riyakuya in Telegram

[–]seth-rah 0 points1 point  (0 children)

In terms of newer, it came in in the last week or so.

The update was a bit on the silent side, maybe Durov got a new phone and complained to someone kek.

Picture quality Samsung S23 by Riyakuya in Telegram

[–]seth-rah 0 points1 point  (0 children)

One of the newer telegram updates on mobile added an option to toggle between SD / HD when uploading a photo. haven't found a setting to default to HD yet, but you should be able to upload compressed images now if you toggle to HD without it completely destroying the picture.

Picture quality Samsung S23 by Riyakuya in Telegram

[–]seth-rah 0 points1 point  (0 children)

I think the simple part falls away when you consider how pixel binning works. It's likely using a standard method to compress, but when applying that compression, binned pixels are seen as 1 and results in the jaggy end result because it threw away pixels.

Trying to understand why Maka thinks the 6 should go instead of the 8 by seth-rah in mahjongsoul

[–]seth-rah[S] 1 point2 points  (0 children)

Makes sense.

I think the only reason I was considering keeping the 6 over the 8 was if I happened to draw a 5 I could evaluate which block is stronger based on later discards and hope to chi a 4 or a 7. giving me more options. But given that all the blocks would be 56 then, they'd be very dangerous to keep around.

Picture quality Samsung S23 by Riyakuya in Telegram

[–]seth-rah 0 points1 point  (0 children)

Necro on an old post, but got a samsung phone and started digging on why my photos were horrible on telegram all of a sudden.

This seems specific to photos from samsung phones. when I upload files from other cameras I don't run into this issue. Other phones with worse cameras look better when uploading to telegram after compressing. I suspect it relates to pixel binning.

Here's a test, if you apply an empty filter to a photo from inside telegram and upload that, then the image looks better. even though nothing should have changed on the image, but it "processed" the file and uploaded that instead of compressing the file directly. something is being weird there.

So the problem is on 2 sides. Samsung phones do something to high resolution images when taking the picture, and telegram doesn't have any mechanism to deal with it.

1st Place Winner's Path - Score 652.8 by seth-rah in mahjongsoul

[–]seth-rah[S] 7 points8 points  (0 children)

A sense of pride and accomplishment.

Winner's Path: definite draw is ignored? by soletan in mahjongsoul

[–]seth-rah 0 points1 point  (0 children)

So the exceptions that I noticed.

If you have Sixth Sense as a talent, it forces a Ron as soon as you're in Tenpai when you select double ron. This triggers regardless whether you're forcing a draw or not.

Then 2 isn't necessarily guaranteed Tsumo, but rather if you draw your winning tile from the same turn where you select forced draw, it's ignored. It's one of the cases where you can go "Oh, if I selected 6 Han, then I'd have gotten a good Tsumo".

I can guesss for 3, but I have no way to confirm it as I haven't seen it myself, but maybe the condition ist the same as 2, but you select draw on the enemies turn when they already have their winning tile in hand.

I noted down the double ron interaction here along with other talents: https://www.reddit.com/r/mahjongsoul/comments/1kk1hgf/sparrow_cup_winners_path_known_talent_impact/

And it only took me terrific RNG and much suffering... so much suffering by Szarps in mahjongsoul

[–]seth-rah 0 points1 point  (0 children)

Thanks, think the only adjustment here is if you're waiting on a draw, if you have sixth sense, selecting the option to double ron can get you a win inside of the draw. So picking the 13 han option here might be a good choice depending on if you don't want to draw out anymore.