Posts for DrD2k9

DrD2k9
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c-square wrote:
DrD2k9 wrote:
One note on this. Some programs accelerate the mouse movement in weird ways, so clicking and dragging doesn't always drop the cursor exactly where you stop.
This could be for two reasons. First, ctmouse by default accelerates mouse movement, meaning that moving x by 100 has much more than double the effect of moving it by 50. You can turn off this setting by unloading ctmouse and reloading it using "ctmouse /r32". That will make it scale linearly, meaning 100 will be exactly double the movement of 50. To check if this is the case, use the 'M' key to bring up the manual mouse movement screen and move your mouse's x by 10. Reload and move by 20. Reload and move by 30. If it's linear, then it should move equal distances between the three. If it's not, then 30 will be much bigger than three times 10. Second, if the resolution of the mouse area is different than the games I've been playing, then it will move differently. You can adjust the sensitivity of the mouse movement by using the 'Y' key to bring up the mouse speed screen and alter the numbers till you find ones that work. Note that this will only work if the mouse is moving linearly.
Thanks! I'm pretty sure mine wasn't running linearly. Glad I wasn't very far into the Indy run. I'll try the different settings.
DrD2k9
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Captain Forehead wrote:
What's next? Defeating all enemies?
Unfortunately, some enemies (spinys, bullet bills, fish) can infinitely spawn, and IIRC others can re-spawn depending on screen positions/scrolling.
DrD2k9
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c-square wrote:
Also, to move the cursor, now you just have to click on it and drag it with your own mouse cursor. No luascript needed. :)
One note on this. Some programs accelerate the mouse movement in weird ways, so clicking and dragging doesn't always drop the cursor exactly where you stop. Sometimes the resulting location will be farther than you dragged, but it will still be in the correct direction. Example Game: Indiana Jones and the Fate of Atlantis (yes I've started a run of this among my 20 or so other projects).
DrD2k9
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link_7777 wrote:
Looked good to me, voted yes. I assume missing the field goal either takes longer or doesn't end the half?
I didn't think I missed any, but it doesn't matter right now. I'm cancelling this submission. My thought on running a play and letting the timer start does indeed save a few frames in the timer countdown...at least through the first half. I'll be checking to see how many halves of play it saves time on and will re-submit a better run. At least this time, I found my own improvements instead of someone else directly pointing out a time-saver. The new run will look significantly different at least through the first half or so. I'll be dodging many more opponents and saving a few frames in the process. It should also be more obvious why the new method would be much harder for a human player.
DrD2k9
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ViGadeomes wrote:
Wasn't it possible to try something more dangerous, ambitious than speedrunners around opponent's tackles ? Because here, there is not a lot of changes between matches. It's not against you but the repetition of the sound when your score increases is ugly. Good job on but not very entertaining sorry... "meh" vote.
Possible, yes. But. I didn't feel it would add enough entertainment value to bump the run to moon status, so I just did what was less time consuming for me and aimed for a Vault run. It's also significantly more time consuming to TAS more dangerous dodging of the defense while still maintaining constant vertical speed. The annoying sound of the score is unfortunately unavoidable as the timer doesn't decrease on kick returns as it does on normal plays. Running around more won't fix that. I even tried getting tackled and running a normal play to get the timer going, but it took longer to get the touchdown that way. Though now that I think about it, the timer running may save the lost frames by having less time to count down after the touchdown. I'm going to go test this right away and will upload a new run if I find it's faster. I'm not offended with a 'meh' vote; I'm actually surprised as I expected mostly 'no' votes on entertainment.
DrD2k9
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I highly suggest using c-square's modified emulator. It's MUCH easier to actually complete a TAS with than trying to use menu/keyboard commands to move the mouse cursor. I've never played the game, but I'll help out with what I can.
DrD2k9
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Battles of World Runner has a built-in anaglyph stereoscopic 3D effect. It's activated by pressing 'Select' during play. It splits the video into R/L images that produces a 3D effect when viewed through cyan/red filter glasses as seen below. I was curious what the programmed anaglyph stereoscopic effect combined with the 3DNES effects would look like. Edit Side Note: I also notice that your score/info bar is on the top of the screen where on my version of BOWR it is on the bottom.
DrD2k9
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geod wrote:
Battles of World Runner
So what happens when you use the 3D effect that the game already provides with 3DNES?
DrD2k9
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Zdrmonster10, please post the input files (.fm2, .fm3, .bk2, .gmv, etc) for the SMB runs.
DrD2k9
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DrD2k9
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Welcome to the world of C64 TASing.
Post subject: Re: I was sorry
DrD2k9
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Heisanevilgenius wrote:
Evan0512 wrote:
No vote due to language. I will make another one that is better and match the answer.
Any progress on this? :)
If you consider this progress.
DrD2k9
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Spikestuff wrote:
...instead of submitting an evil fm3 file
What's so evil about submitting .fm3 files?
DrD2k9
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Spikestuff wrote:
Useless topic is useless.
Why must you be so rude with your responses? Had your response been identical except without this sentence, I would have simply said 'thank you for the information' and appreciated the learning opportunity. However... While, I can understand voicing disdain toward those who have consistently shown that they are unteachable, it's just plain rude to react in such ways toward those who are willing to learn (or, God forbid, actually want to ADD value to the site). Forgive me if I'm too noob or so ignorant in your eyes that I didn't realize the 'Import Movie' option was to import movies of OTHER emulators. I was under the impression is was to import them from folders other than the default. Furthermore, the fact that BizHawk can auto-convert the .fm2 input files INTO a tasproj file is not obvious. Especially from a drag/drop approach. There's nothing in the menus that suggests this. There's nothing in the documentation (that I could easily find) here that suggests this. TAStudio doesn't give the option to open .fm2 files in the dropdown box. Even if someone knew that the 'import movie' option could open the movie files of other emulators, they may not realize you can then open TAStudio and get a new .tasproj file with the inputs already populated. Some things aren't as intuitive as you seem to think they should be. Some of us simply don't have the Godlike knowledge/understanding of all things TAS related that you seem to want everyone to have before doing something as simple as even saying 'hello' on the forums let alone attempting to offer anything of value. PEOPLE MAKE HONEST MISTAKES! The rest of us aren't all idiots. Some of us WANT to learn. Some of us WANT to improve. Some of us WANT to add value to the site. But your responses rarely foster those desires. And they even more rarely encourage people to look to you as a mentor in the field. As far as the 'uselessness' of this topic. It was something I perceived as being a method of personally imparting some value to the site. To believe that I'm the only one who has ever wanted to be able to do this and not known about the already available option, is naive. So while what I was offering may indeed be useless, the topic isn't. Especially if it gets someone else the information more readily than I was able to learn it myself.
Post subject: FCEUX .fm2 conversion to BIZHAWK (v1.13.1) .tasproj
DrD2k9
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For anyone interested. I can fairly quickly convert the input information from FCEUX .fm2 and .fm3 files into BizHawk 1.13.1 .tasproj files. This is primarily for inputs. With a bit of extra work, I could do the frame markers as well (I'm unsure but doubtful on branches at this point). EDIT: In light of the information provided below, my offer isn't needed.
DrD2k9
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I'm cancelling this submission. I'm frequently amazed and frustrated at how quickly my work is beaten by someone else on this site. I try all the various combinations I can think of to beat a game as fast as possible before submitting, but someone always seems to find something I didn't. It can be extremely discouraging. Especially when I've spent hours upon hours working on completing an entire game and then someone finds an improvement near the beginning; forcing me to either abandon the game outright or redo practically the entire run. It's even more frustrating when it's for a game that has never been submitted before, and no one else seems to care much about until after I submit it. ThunderAxe31, please don't take all this as a direct result of your post....I'm just venting a general frustration with this site and my own incompetency in TASing. In regard to this particular game: I had already been reworking it myself, for at least the 5th time (having gone through it multiple times looking for improvement possibilities before originally submitting). I had also found significant improvements as of last night (not as good as yours, though). I don't know if I'll ever re-submit. I've mostly lost the desire to work this game... unless GunCon gets support.
DrD2k9
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Spikestuff wrote:
Well an actual TAS has come. At the start they go into options to put "Shot" from "Normal" to "Free" which I assume is cursor speed.
This is the cheat menu. Changing 'Shot' to free allows for no reloading.
DrD2k9
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Ferret Warlord wrote:
Seizure warning?
I have no problem adding that to the submission text. I didn't think about all the flashes that way. E: Done
DrD2k9
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Spikestuff wrote:
From the Time Crisis thread. Your times are faster than the nicovideo one that exists (with controller). However it's got a segment slower compared to antd's Stage 1, Area 2. It might be related to PCSX-rr vs Hawk where it has a fast disk, but I kinda doubt it in this case. However, this is just a point out. *Stage 1 - Area 2 Clear: antd: 1'22"76 DrDk9: 1'22"96 (Lower is better) *This carries from the Area 1 times, so antd caught up to yours after trailing for .53 seconds from the previous room.
I will check into this as soon as I can. Based on the times it's probably a small change, so I may be able to update my run fairly easily.
DrD2k9
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Spikestuff wrote:
Yeah, we're waiting for Hawk to support GunCon for a reason. Abstained. Good Job making one. But it's also late considering the several over on nico that exist pre-Hawk (iirc).
I figured the lack of GunCon support was why there wasn't a run yet...but I figured it was worth trying anyway. nico? (forgive my ignorance here.)
DrD2k9
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Niamek wrote:
I blocked the ball, then the other player jumped and hit the ball while it's on the other side of the net. It won't be a supersmash. But I did jump after blocking the ball. Apologies for not mentionning it was a blocked ball. But if your blocked balls are "good blocks" which happens to send the ball to the ground very fast, I'd guess you don,t have enough time to hit the ball before it land on the ground.
So does the spike then make the ball go to the ground even faster off the block than it does anyway? If not, I don't see a point in doing this. If attempting to spike in that manner would force a blocked ball that would otherwise block into the net to instead land on the opponents side, then it might be beneficial.
DrD2k9
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I just found this. http://tasvideos.org/forum/viewtopic.php?p=445196&highlight=#445196 As I suspected, using a guncon would be MUCH faster. I can see the 1:20 difference (in-game time) between that run and mine being mostly due to moving the target dot and waiting on times where enemies couldn't be targeted immediately. Even then, there are a couple areas I think that runner may have been able to shoot earlier. So it may be possible to be even faster than that!
DrD2k9
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I don't disagree with the rest of your comment, but
CtrlAltDestroy wrote:
...similar to how a person in a wheelchair can't play rugby.
https://en.wikipedia.org/wiki/Murderball_(film) https://en.wikipedia.org/wiki/Wheelchair_rugby
DrD2k9
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I had briefly looked into TASing this game. Maybe I'll revisit that thought and help you guys out. I'm not familiar with making hitboxes though.
DrD2k9
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Niamek wrote:
One thing that should be tested for time is trying to spike the ball even if it didn,t cross the net. I was able to do that once. I don't have my movie file at this moment though. :/
I'll take a look into this. While I was doing this run though, my players would only jump into the block animation once the ball had been set by the opponents. The only way I can think of this being possible would be if a jump initiated before the set yields a normal jump and the set is close enough to the net to make contact. I'll see what I can do. EDIT: Ok, I went back through my run. What you describe (the ball being spiked while it's still on the opponents' side of the court) can be seen on the second serve of the 4th match. That particular instance was a direct bump return and the ball is spiked at the earliest possible moment. The opponents would not have done a set/spike even if I didn't immediately spike the ball. I also double checked on my above jumping theory. It's not possible. Jumping isn't allowed after a serve until the opponent has at least hit the ball. And then, the jump immediately goes into blocking animation (unless it's a direct bump return as seen in the example noted). Spiking is not possible out of the block animation. I'd guess what you remember from your playaround was the direct bump return situation.