Posts for TASeditor

Editor, Experienced Forum User, Published Author, Skilled player (1508)
Joined: 7/9/2010
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World 4 is done, here's the WIP. Saved 4359 frames (1:12.65 minutes) over the published movie.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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Set Config->Profiles... to N64 Tool-assisted Speedrun.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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The route was more or less trivial. I had several route ideas, including abusing death. So I find it a bit weird that you chose a obviously slower route. My lack of optimizations come from limited knowledge of the mechanics, which means I could've saved some more time too, if I know more of the game. The usage of TAS Studio helped me a lot trying different stuff out, it makes seemingly difficult games easy, even if one hasn't TASed the game at all. Where did I say I had problems with you? That's just a wrong interpretation of yours. Edit: Editing the post, instead of replying.
wrong. look at results of task
To me it was trivial. I don't know the mental capability of these guys or why else they would failed that hard.
Edit: Btw, I only didn't think of it because I assumed the stars disappeared if offscreen. Feel free to join task 6 ;)
It's a quick realtime test to see if they disappear. Would like to join, but drawing analog input isn't done yet.
Edit 2: And that's a weird place to post this anyway, not really on topic. Have you considered an sm64.org forum account where there's a thread for discussion? But no worries, I understand your desire to be seen doing something "important" in front of your silly friends
Friends? I don't have friends. Also not joining your sm-club.
this was seemingly difficult? the Y axis wasn't even enabled, it's just as easy as any of the cookie-cutter 2D platforming runs on this site.
TASing any game is NP-hard, what's so hard about it. I didn't talked specifically about that hack. The point with my statement was: it doesn't matter how complex the game gets, including number of players to control at the same time, non-linear TASing makes it a lot easier. But you don't even know what that is.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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Now that Sonicpacker has posted the results of his competition, in which he wanted me in. I made a run of it, not with mupen64 for some reasons already mentioned, but with BizHawk's TAS Studio, which worked perfectly, a bit tricky to use but that will change. For greater joy, I ended up being 0.133 seconds faster than Sonicpacker :D, I converted his m64 file into a bk2 file and ended timing on first visual frame Mario is on ground, I also converted MKDasher's file (winner of the competition). For those who are interessted, here a quick encode of my run: https://www.youtube.com/watch?v=2RjRsOK3vck
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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517 frames in world 4. 3408 frames totally.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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These 8 frames can't be saved, a RNG cycle would be needed in the end of the 3rd room of 4-2 which ended up wasting more than 8 frames. Here's another WIP up to 4-4, with overall 64 frames of improvement.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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Hehe, you didn't know about this, I even posted that in the last page.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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jprofit22 wrote:
edit: what file storage site is used these days around here?
Wiki: userfiles
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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jprofit22 wrote:
and am working out some problems with lvl 8 boss. :D
If some help is needed, I'm can help.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
Joined: 7/9/2010
Posts: 1317
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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cum into a girl with your total control sperm cells. totally makes her your bitch.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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16 - 25 MBit/s in constant angular velocity 128 ms average access time http://en.wikipedia.org/wiki/Nintendo_GameCube_technical_specifications
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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That was a long movie, I fell asleep, now I have to rewatch it.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
Joined: 7/9/2010
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Plush wrote:
TASEditor wrote:
But do I really need to used shitpen64?
>shitpen64 >nobody uses Biz for Mario 64 mupen64 is clearly designed for mario 64 lmao, it requires less hardware and Biz has some minor stuff that I find annoying. Save stating, frame advancing are slower, and also you can't move analog stick while save stating (multitasking m8) Please tell me why mupen is shit (for Mario 64)
mupen64 is not good in general. As I said it doesn't fulfy my needs of tools. BizHawk got decent Lua scripting for example, not the shitty MHS scripts. And I don't care about hardware requirements. Or if I can't move analog stick while savestating, since I would brute-force the angle (haven't worked on my script lately). But I do plan to move to 3D once TAS Studio is stable with analog input, and TAS Studio slows emu lilation speed heavily down, but that doesn't matter for me. Speaking of multitasking, I don't know your your TASing looks like, but most of peoples TASing I watched use mouse for analog stick AND buttons, checking checkboxes requires mouse course move around more. It's clearly more efficient to use buttons with keyboard, if you have a good hotkey layout. Mupen64 is clearly not designed for any decent 3D TASing for me at least, if it's good for you I don't complain, but I do have high expectations in tools. I want to be able to work with highest possible efficiency.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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sonicpacker wrote:
You in TASEditor? ;)
But do I really need to used shitpen64? It doesn't fulfills my standard of tools. BizHawk also doesn't yet. No non-linear TASing with analog input. :(
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Post subject: Re: Suggestion: Controller input viewer
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THC98 wrote:
My idea isn't something to help while TASing (Dolphin already has a TAS Input that works very well). My idea is an input viewer for renders of TASes, pretty much what is seen at 19:06 in the video that got4n posted or in the example video I posted before.
TAS input and movie editor are two completely different things. :) So you want an input display on screen? Encode the run, then overlay it with the input display and let buttons light up and move analog stick by also reading the dtm file.
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Post subject: Re: Suggestion: Controller input viewer
Editor, Experienced Forum User, Published Author, Skilled player (1508)
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THC98 wrote:
It may work as a plugin inside the emulator or as an external app.
You probably mean something like that. It is the built in lsnes movie editor.
Here it is an example of what it should look like
Single frame input viewers are pretty pointless, they don't give any advantage, you can't do non-linear TASing with them well. The lsnes movie editor works with normal savestates, not rewind (saving each frame like FCEUXs TAS Editor or BizHawks TAS Studio). I'm not sure if rewind would work out for GC/Wii. It should be possible to code a movie editor with savestates for Dolphin.
My idea is to replace the game screen to the GC controller responding to the inputs of a recorded movie (.dtm file) when the plugin is activated.
Why do you want to do that? It's not that hard to put a new window somewhere.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
Joined: 7/9/2010
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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I couldn't messed up anything, since I instatlled the program yersterday. The problem seemed to be the video codec, I used CamStudio for screen capture.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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Haven't figured out already. The resolution is 1281x946, I don't have a subtitle file yet. Creating a dummy video with that resolution makes it work.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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It did this automatically, after opening the video.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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Samsara wrote:
If text on-screen is all you want, Aegisub is pretty damn good for that.
I finally had time to do the lsnes tutorial and wanted to add subtitles to the video file. But somehow the subtitles are all disorted and impossible to read, I use a newly installed version of aegisub.
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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Hopefully these small improvement don't mess with enemy behaviour...
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Editor, Experienced Forum User, Published Author, Skilled player (1508)
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Here's a WIP with an improvement of 35 frames over my old WIP. However I lost 8 frames in the second last room of 4-2, but I think it should be possible to get rid of the loss. The improvements come only from better lag reduction, the first improvement was made in the 3rd room of 4-1, the biggest came from 3rd room of 4-2 with 31 frames.
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Masterjun wrote:
Things that won't work good with TAS Editor:
  • finding fastest route
It also won't work with traditional TASing. Basically you need to know the route in advance. I tried to create maps with auto stitcher, but failed at it. The biggest advantage of non-linear TASing is that the user don't have to memorize input, for example the TASer wants to add a shot after doing some crazy precise platform jumping the TASer can simply add a B press and test it for every frame, without worrying about the other inputs.
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