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Post by tinotk on Jan 13, 2017 3:00:06 GMT
Switch W & H in your Memu setting to make pictures come back in their correct ratio. Set width 1280 & height 1024. I've tried this and unfortunately, the same issue happens no matter what ratio that I set it to. Including the one that you've recommended. I was able to reproduce your issue by setting the resolution in your previous post but as soon as I changed back it's working again. You can try Memu's default 1280x720@191dpi or you could try 960x600@120dpi, which is also the development resolution for this script. Also I'm not sure if the latest Memu is causing the problem as I'm currently using Memu 2.8.6 for development. My other PC running 2.7.2 also works fine. So you could try download older version Memu here: www.memuplay.com/blog/index.php/2016/05/20/release-archive/... If it's still not working then I really don't know why. A wild guess would be your computer!! Just don't take my words I'm guessing only, you could try Memu on a different comp.
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epyon
New Member
Posts: 12
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Post by epyon on Jan 13, 2017 4:55:24 GMT
I've tried this and unfortunately, the same issue happens no matter what ratio that I set it to. Including the one that you've recommended. I was able to reproduce your issue by setting the resolution in your previous post but as soon as I changed back it's working again. You can try Memu's default 1280x720@191dpi or you could try 960x600@120dpi, which is also the development resolution for this script. Also I'm not sure if the latest Memu is causing the problem as I'm currently using Memu 2.8.6 for development. My other PC running 2.7.2 also works fine. So you could try download older version Memu here: www.memuplay.com/blog/index.php/2016/05/20/release-archive/... If it's still not working then I really don't know why. A wild guess would be your computer!! Just don't take my words I'm guessing only, you could try Memu on a different comp. I just installed a previous version and it works perfectly fine now! Thanks a bunch! I've been trying to find ways to automate my TMR farming for a while now. Because the Memu script record would lag and my comp can't use the Nox emulator. My only question would be, is there a way to make it run a bit faster? Does it have to do with reducing the lag multiplier? if not, I'm totally fine with that. Thanks again.
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Post by tinotk on Jan 14, 2017 6:56:17 GMT
I purposely do brute-forced image checking on Depart screen and result screen for maximize compatibility, it's slow due to the fact that it's looping through quite a few images but it's less coding for me . Unfortunately lagx is not supported on those screens. The script is meant for overnight (and maybe 24/24) farming so I believe you don't want a fast and unstable but slow and reliable.
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epyon
New Member
Posts: 12
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Post by epyon on Jan 15, 2017 4:38:53 GMT
I purposely do brute-forced image checking on Depart screen and result screen for maximize compatibility, it's slow due to the fact that it's looping through quite a few images but it's less coding for me . Unfortunately lagx is not supported on those screens. The script is meant for overnight (and maybe 24/24) farming so I believe you don't want a fast and unstable but slow and reliable. I had no idea thats how it was functioning. Either way I find your script extremely useful and just wanted to say thanks again.
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Post by Sikat on Feb 8, 2017 4:34:53 GMT
So no further development? I'm requesting a feature - pick Bonus units first in companion selection screen.
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Post by jackspace on Feb 23, 2017 16:30:36 GMT
Now the game updates to version 2.0 and the script needs update too =/ , i think the "Next" button in dungeon clear screens got moved down a bit, please Tinotk, save us again.
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Post by Sikat on Feb 23, 2017 23:51:19 GMT
2.0 screws up many many things.
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Post by zekenith on Feb 24, 2017 5:02:58 GMT
Yosh, please update or provide the source files directly and I can update with the changes to 2.0.
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Post by tinotk on Mar 3, 2017 20:00:00 GMT
Sorry to keep you guys waiting. Just updated the script to support v2.0 P/S: Since I don't have enough time to maintain this project in a timely manner, I'm publishing full source in github so you guys can fork it and update as you wish. github.com/tinotk/ffbeAuto
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Post by Sikat on Mar 4, 2017 0:41:28 GMT
Much appreciated, just in time for another Phantoma event!
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Post by kosmatik on Mar 6, 2017 6:11:49 GMT
Hello,
Thank you for the update, but I'm having one small issue with the Auto button not being pressed.
App Screen size: 720x1280 r_x: 180 r_y: 320 r_w: 360 r_h: 640: Task: dungeon_finder Find Battle: false Dim: false Refill: false Swipe mode: 2 Step mode: 1 Lagx: 1 Mon Mar 6 00:48:10 2017 Custom dungeon found: 5 Mon Mar 6 00:48:14 2017 Custom dungeon select: 1 Mon Mar 6 00:48:16 2017 Next_i 0.97209483385086 Mon Mar 6 00:48:30 2017 Depart btn 0.97209483385086 Mon Mar 6 00:48:47 2017 Connection check Mon Mar 6 00:48:52 2017 Results exit start Mon Mar 6 00:49:02 2017 Connection check Mon Mar 6 00:49:02 2017 Connection check Mon Mar 6 00:52:06 2017 nextbtn 0.97209483385086 Mon Mar 6 00:54:40 2017 Connection check Mon Mar 6 00:54:55 2017 nextbtn2 0.97209483385086 Mon Mar 6 00:55:16 2017 Results exit done Mon Mar 6 00:55:24 2017 Next_i 0.97209483385086 Mon Mar 6 00:55:37 2017 Depart btn 0.97209483385086 Mon Mar 6 00:55:54 2017 Connection check Mon Mar 6 00:55:59 2017 Results exit start Mon Mar 6 00:56:11 2017 Connection check Mon Mar 6 00:56:11 2017 That is with me manually pressing auto after 5 minutes of sitting there.
I have even tried replacing the auto.png with my own picture.
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Post by Sikat on Mar 6, 2017 16:30:59 GMT
Doesn't handle the new companion has changed blablabla screen. Otherwise, good job.
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Post by jackspace on Mar 6, 2017 22:00:06 GMT
TMR farm working nice, thanks again tinotk, Great work.
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RaH
New Member
Posts: 18
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Post by RaH on Mar 10, 2017 7:07:27 GMT
I have the same issue, Auto buttom is not pressed in TMR Farm (Earth Shrine - Entrance). Un the last versions always works fine but un v0.51 doesn't work
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Post by Sikat on Mar 12, 2017 6:19:36 GMT
I got the bug. It's in the if before the resultsExit().
tinotk only checks for 60 iterations before giving up, which is too fast for some devices as they can do the whole 60 loops in less than a second.
Anyway, why oh why did you choose 960x600 as your development screen? It's of a different ratio than 720p and 1080p others has.
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