/prog/ how can I send commands and receive information from a certain bullet curtain shooter, which I'm sure you're aware of? Is there a way I can get bullet position from this certain bullet curtain shooter?
I'd really love to apply robot path planning algorithms to danmaku avoidance...
Just use one of those open-source bulletml interpreters the japs use. Touhou patterns have all been meticulously transcribed by an army of neets already.
Name:
Anonymous2010-09-06 1:39
>>4
I want to make a bot that plays touhou similar to how a human plays it, just much much faster. I don't to precompute an ideal path/firing pattern, I want to compute it in real time so it can handle any arbitrary bullet pattern, even ones that haven't been transcribed by hikkimoris.
Then just figure out how to interpret the data in ram.
If you can't do that and don't want to learn how to do it, you have no business throwing around big words like "robot path planning algorithms".
Name:
Anonymous2010-09-06 1:48
>>6
No, I want a way to get the position of bullets in a danmaku barrage in realtime.
Fuck it /prog/ I'll just use some pattern recognition stuff to do it for me.
>>12
Of course it has, but such things depend on the executable, most people reversed the archive formats, some made some cheats, I even remember some bots which played the game for you. You'll have to do your own work, it's not that hard. Decide what kind of information you need, then find out where it's stored. Hook the game to monitor various function calls when needed...
Maybe ask around /jp/ for those bots, I remember seeing a local post those bots he has written. I probably have a copy of them, but I have no idea what the files are named.
>>16
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In order to solve this you basically have to make a robot that can navigate a constantly changing pattern on a large plane.
If you want it to encounter new patterns and have some chance of winning, you'd have to encode it to traverse through bullets and find a safe place. Even modern FPS engines use waypath/waypoint/whatever finding, which your bot couldn't do, reducing this problem to the aforementioned long-term navigation problem.
You may be interested in a "convoluted neural network" bot written in Lush.
Three parts:
1) Write a curtain-fire scrolling shooter game with:
1a) Three levels
1b) Boss character at end of each level
1c) Controlled via keyboard
2) Write an API that provides:
2a) KeyDown
2b) KeyUp
2c) GetPlayerPos
2d) GetVisibleEnemyPositions
2e) GetVisibleEnemyBulletPositions
3) Write an AI that uses the API (and ONLY the API - no accessing the game internals) to play the game.
>>25
You also probably need a way to advance time (in a simple version), or synchronize/time the key presses(commands), otherwise I don't see how it could work correctly.
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