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Ctrl+F5.
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.
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The in-game name of this loop is Act 3.
Currently we have this in the rules about unlockable content:
  • In-Game Codes: In-game codes that add gameplay are allowed for a separate branch, as long as such codes are used optimally. Codes that modify or disable in-game mechanics are not allowed, unless they unlock an in-game item or a skill that does that.
Individual game modes (level sets, episodes, etc.), including those unlocked using in-game codes, are also acceptable as separate branches. These can also include different playable characters if their gameplay is significantly different. For games that have a second quest or loop, you are allowed to play only the first quest. The second quest is only required to be included if gameplay is significantly different.
  • If a game's second quest is just a harder difficulty mode, it is allowed by itself.
In-game codes that access harder difficulties and/or bonus content, including cosmetic improvements, are allowed for all branches.
This movie uses an in-game code to access the hardest difficulty loop of the game. To me, that difficulty loop doesn't look like a separate game, so I'm leaning towards obsoleting [4431] PCE China Warrior by EZGames69 in 12:03.53 because boss fights are now much faster. Link to video The rule about second quest being the hardest difficulty mode may sound unclear in what "by itself" is referring to, but the original idea was allowing it without the first loop in the same movie. However there's no mention of whether it's allowed as a separate branch. It is automatically allowed if it looks like a separate game, but if it's only slightly different, it should compete in the same categories with other difficulty modes IMO.
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.
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MarioAtWork wrote:
I've been considering TAS-ing a Genesis game called Gravity Pig however, the game crashes on certain emulators (BizHawk included) when entering the final boss fight. It works on regular hardware and some emulators but I'm unsure whether a run that cannot technically beat the full game can be accepted or if it is acceptable it'd end on the final level instead.
Movie Rules wrote:
Gameplay must be accurate to hardware If a game is not emulated well at all, it may not be accepted until the accuracy improves.
Movie Rules wrote:
The movie must be complete Your submission must beat the game, or reach the most suitable endpoint the game allows. Single-level or otherwise incomplete movies are not allowed.
You'll need to wait for emulation to improve. Does it also fail in newest Genesis+GX?
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.
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InputEvelution wrote:
Okay. So to clarify, if a movie can only be further optimised via RNG manipulation, does this mean improvements can only be submitted on the same emulator version as the existing publication?
Sounds practically correct.
Movie Rules wrote:
Obsoletion Any time saved or lost from version differences and/or emulation accuracy is considered unavoidable, and is discounted.
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.
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I don't think there's anything to solve here. We don't expect emulation to be perfect when we accept something, we just assume it to be decently true to the real world, barring non-determinism. If some movie was made on a less accurate version, we consider whatever state of emulation was there good enough, as long as the movie uses it decently optimally. If emulation changes later on, and the RNG aligns differently, it's unfair to consider a new movie better or worse if the RNG dependent part is the only thing that's different - it's just a resync. If you find a gameplay improvement, it's better to implement it in the same old version to make it obvious the difference is not just in emulation, but in optimality too. Otherwise we face cases like #7183: Jigwally & CasualPokePlayer's GB Boxxle in 4:58:58.88.
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.
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This movie ends with this screen which you have to skip by pressing Start: But the ending screen that should go next is this, and this movie can't reach it due to not being able to press Start, and #3192: Aqfaq's Genesis Mutant League Hockey "Regular Game, 2 players" in 00:42.20 does reach it: Aiming for shortest input in a game that requires input to show the ending, and making the movie so short that the required input is missing, is a situation that feels weird, especially when there's already a movie that does it properly. Speaking of which, I have no idea why #3192: Aqfaq's Genesis Mutant League Hockey "Regular Game, 2 players" in 00:42.20 has never been unrejected. But if it reaches the same ending as if it actually won the hockey game by playing hockey, I don't see anything additional to demand from it for being fastest completion of the Regular Game mode. I personally think that (at least) this mode of this game makes more sense to aim for fastest ending, because apparently the time the game ends at is not the only difference. When it is, we let authors decide. I would instead accept #3192: Aqfaq's Genesis Mutant League Hockey "Regular Game, 2 players" in 00:42.20 and maybe send this submission to Playground if we can agree on the goal, which is still tricky because the game is not fully completed. Opinions?
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.
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Does the RTA really not grab these 2 items and still gets 100%? Are they not real items? Have they been collected in advance and I missed it? That area is the only place where RTA is seemingly ahead of the TAS. EDIT: Hmm, they look already collected judging by the in-game map?
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.
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Thanks for all the help, ViGadeomes! All 3 movies have value. The GB version is the original most basic one, GBC has the shortest gameplay, and GBA is console verifiable.
ModeStartupGameplayOverall
GB62810491686
GBC48010181507
GBA49410651568
I personally lean towards preferring the console verification aspect. EDIT: If we're going to replace the movie with either resync, ViGadeomes's name may make sense to add to authors, due to research and work he contributed to this project. TaoTao, what do you think?
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.
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TLH wrote:
Thanks for answering! I have uploaded the main movie here. The two playthroughs are not in the movie, but I have redone them here starting from an empty save to roughly show what it looks like.
I should have time on this within a week.
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.
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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.
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PearlASE wrote:
If I were to play for full speed, I wouldnt be able to manipulate the pieces I like, especially late game. The pieces are impossible to catch at max rank at high speeds, in which you see me not speeding up at all unless I use it to intentionally finish a tile wave.
Are there instances where the pieces could be sped up without compromising manipulation and ability to catch? Or places where manipulation is yielding a desired result and the rest could be sped up?
PearlASE wrote:
Also, I wish it gave notifications on the website for replies on this threads
It sends an email if you "ring the bell" on a thread.
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.
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Sometimes you make the pieces slide down quickly, and sometimes you wait for them to arrive at normal speed. Why wait? Also, how exactly do you manipulate luck?
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.
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tom_mai78101 wrote:
What is considered as "doing the event"? What counts as "doing an event" and what doesn't count? This is about "player prompts" when doing a "max events%" run. The game is River City Ransom EX. I'll be using game jargons from the GameFAQs guide when discussing about "events". Guide: https://gamefaqs.gamespot.com/gba/915026-river-city-ransom-ex/faqs/30625 It will be in the "Events" section. When triggering an event, you will get an NPC to appear, and a text dialogue will show up. At the end of the dialogue, the game will ask the player (called player prompt) to choose these 4 options: YES, DON'T KNOW, NO, and NO REPLY. Selecting any one of the responses will give different outcomes, such as whether the NPC will choose to join your party, or give money. However, you can actually skip the event that is triggered by exiting the area. This action is the same as selecting NO as the response, and nothing will happen. There is a significant time-saving if we skip the events by leaving the area, however, the viewer will not be able to understand that the NPC showing up is what we use to count towards "triggering the event". When we want to judge that "an event has been completed", I would like to ask if we should consider "choosing an answer from the player prompt", or "meeting the NPC character and skipping the events by exiting the current area" as the criteria to judge in a "max events%" run?
I still don't get how "an event" is even defined. The GameFAQs link says there are certain dialogs depending on reputation, and then there are certain events depending on reputation, but doesn't seem to explain what those events actually consist of, only their requirements. If you define "an event" as an extra dialog, you obviously need to have that dialog displayed. If NPC appearance is "an event", then that's probably enough. But this is an Alternative-only category, so it should make the most sense to the viewers, because they decide whether it's published. So define events in a way that makes the run the most entertaining.
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.
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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.
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OtakuTAS wrote:
Ahh. Only other thing I could think would be editing how many pixels Mario travels forward per frame.
Yeah that's called speed.
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.
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The speed here is actually maximum. Go any further and you get an overflow, because the speed address is used a signed byte (sign bit meaning the direction). Same with various delays - they were all set to just 1 frame. Here's info from Acmlm, edited by me to look like an RHDN submission, which they rejected because I'm not the author.
The framerule was changed from 21 frames to 1 frame, instant acceleration to 0x7F speed, various delays cut out or speed values increased, nearly instant level clear. It's about as fast as acmlm could make it go, and was meant mostly for a silly TAS, but turns out to be actually beatable too!
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.
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C99 wrote:
Hi my speedruning community and I have been attempting to TAS a Ds game, but we can't work out how to move the stylus with TAS Studio. The tutorials I have been looking for didn't clarify it, and most of us are amateurs on TASing. Maybe we just missed the tutorial with said info clumsily, but anyhow, we haven't found it. How exactly can I move the Stylus? Beyond pressing the T, for Touch, we don't know how to move the stylus somewhere different than the center of the screen.
Does this help? https://github.com/TASEmulators/BizHawk#analog-controls
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.
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OtakuTAS wrote:
Since no longer required, can I submit a run on easy for significant time save? Already beat the record on hard which I will also attach since that surely matters and helps the cause. Differences are minor and really only matters for ammo amount and avoiding picking up more ammo, boring stuff
Sounds like easy is totally fine.
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.
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How did you figure out which address to patch?
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.
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Did you configure mame according to https://tasvideos.org/EmulatorResources/MAME? I can't get this run to sync at all (mame 0.220, libTAS 1.4.4, klax ROM from 0.220 set).
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.
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TLH wrote:
Hello everyone! I'm new to TASing and I have a question regarding the usage of SaveRAM and save states. I tried looking at some of the existing publications and used this website's search function, but I'm still not sure on how I should proceed in my case. Sorry if that has been answered before. I'm using BizHawk 2.8 and TAStudio to make a TAS (a .tasproj file) of an N64 game. The TAS playthrough is done on the highest difficulty setting and unlocking this setting requires that the game is beaten twice beforehand. I've done the two playthroughs casually (by playing in the emulator without TAStudio) and after that, I created the TAS file using "Record Movie" -> "Record From: Now" (with "Now" being the title screen after turning on the console after the two playthroughs), which is based on the second method described in the two posts here: https://tasvideos.org/Forum/Topics/13505?CurrentPage=1&Highlight=403768#403768 I'm about to finish the TAS, but now that I read the "movie rules" page, if I understood this correctly, this procedure has lead to a .tasproj file based on a save state which is not allowed here. Since I have done the two previous playthroughs casually, I don't have videos of them in the tasproj file from TAStudio. Is there any way I can salvage this, or would I have to redo the two playthroughs and the TAS run from an empty save?
Please upload your double playthrough and the main movie to userfiles, I'll check what can be done.
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.
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Dimon12321 wrote:
I have a question that kinda addresses that recent situation with SMB world selection. Generic version: Does a TAS violate the rules, if you complete half the game using a special glitch, then return back to Main Menu and continue a new game from the same level that you have just reached? As a result, all the levels are completed, despite the fact that you technically selected "the world" in the Main Menu. Specific version: GBA version of Doom has a unique player state glitch that drastically changes the gameplay. Episodes 1 and 2 can be completed using it. When Episode 3 Map 1 starts, you cannot continue the speedrun due to the player state limitations which cannot be now circumvented. So, you have to go back to Main Menu and start Episode 3 Map 1 with your normal state, up until the end. Thank you for your time!
Sounds okay, as long as you don't simply skip ahead.
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.
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It sounds like Assist Mode is just a difficulty setting in those games where it's available in the menu. Unless it has unique content (levels, items, enemies), it will compete with the regular mode if aiming for the same Standard goals. The only guideline on selecting difficulty is that it should make sense. Otherwise it's up to the author. And we can't consider something available in the game menu a cheat, because we don't rely on whether something is considered a cheat or not. In-game codes are allowed as a separate Standard goal, if they add gameplay. And they are allowed in Alternative if they result in an entertaining movie. Cheat or not.
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.
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rythin wrote:
Hello, over the last couple months I've been planning out a couple of TASes for some roguelike games like Binding of Isaac or Risk of Rain, however I'm running into something that could be a potential issue. As you probably know, roguelikes have some randomization to each run to make it unique. For the purposes of a TAS, obviously one would manipulate that randomness to get the best RNG and save time. My issue is any run that revolves around acquiring unlocks rather than just reaching the credits once. With libTAS's ability to change the system time mid-TAS, it's possible to restart the game and re-seed RNG to the same value it was at the start, meaning that you don't have to manipulate RNG again for another good start when the TAS has to do multiple playthroughs (runs) of the game. Of course, this might make the TAS quite repetitive to watch, always having the same start of the run and only potentially diverging somewhere in the middle (or potentially not at all, depending on the task at hand). So I guess my question is, what do I do about it? Do you think it's fine to have repetitive segments like that, or should roguelikes TASes forgo re-seeding to the same seed and do even more RNG manipulation?
Since system time can be arbitrarily set by the user directly, you can set it however you like in/during your movie. And what you set it to is up to you, for example if you think your seed is the optimal one for speed, there's nothing wrong in repeating it. Or if you aim for an Alternative class goal, using a seed that's entertaining to watch also makes sense.
rythin wrote:
Another question, also related to roguelikes. As far as I can tell, TASVideos prefers TASes made from what's essentially a "fresh install" of the game with no or minimal previous data. This is usually fine as a "default run" of most games would start from a new game, fresh savefile etc. However in roguelikes, both in normal play and speedrunning, the "default run" tends to be done on an existing savefile, usually fully completed. This is reflected in RTA speedrunning communities who will tend to run on either fully or partially completed savefiles. So with that in mind, would it still be preferred for roguelike submissions to include the "setup" section as part of the TAS (for example, unlocking the true final boss), or should it be in a separate verification movie and have the actual submission be more comparable to a normal run or an RTA speedrun?
Having completed parts of actual gameplay prior to starting the main movie, means it's a save anchored movie, which is now a separate Standard category (and needs a verification movie).
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.
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tom_mai78101 wrote:
Suppose there is a game where it has a lottery system. It's very unlikely in a normal gameplay session to win the 1st prize. Extremely unlikely, and especially rare to get. If you do win 1st prize, you will earn the prize, but it has no effect on the story plot progression, no NPC dialogue changes, and anything else. It may be an insignificant game event, but due to its rarity, it may have some significance in entertainment value. When doing a "maximum event%" TAS, is it acceptable to try to win 1st prize as part of the run?
Not enough info about the suggested branch and what it would consist of.
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.
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