Posts for fsvgm777

fsvgm777
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I really don't think it's needed to make an alternate encode that doesn't have the warnings at all. That'd go against what I was going for. As for the placement itself, it probably could've seen some improvement (like above ground or top bound), I'll admit as much. But it doesn't seem to bother the general audience either. By the way, there's a fair amount of content creators who put these kinds of warnings embedded into the video (i.e. as hardsubs), which is why I went this route, and I think it's more beneficial like that than having them as soft subs. Ultimately, the point of these is to inform/warn that a loud sound is going to play soon, and having them as soft subs means some viewers who don't have closed captioning enabled may completely miss the info/warning.
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fsvgm777
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Spikestuff wrote:
The one that I'm more interested of is something I want more information for which is the downlaodables.
Essentially the same deal as with the YouTube encode: Not every media player is going to have soft subs (or closed captioning) enabled by default. I am just doing the average viewer a favour by not having to mess around with closed captioning settings, and as was pointed out for the YouTube encode at least, their inclusion was appreciated.
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fsvgm777
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EZGames69 wrote:
I have no problem with the encodes using hard subs for volume warnings. It’s not distracting and makes it so the audience does not miss it. Some commentators on the youtube upload have even expressed appreciation for those warnings being there, I doubt having them behind the closed captioning which most users don’t have turned on would have prepared them.
Exactly this. Additionally, on the previous publication, some have expressed valid criticism that the warnings should not only be in the movie description, but also a more visible one in the encode.
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fsvgm777
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It seems you get stars for completing certain objectives in the various stages, so to me, it's more an "all levels" TAS rather than a full completion (100%) one. After all, it doesn't complete a fair amount of them, even if all stages are played.
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fsvgm777
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I have verified sync on the verification movie that was posted here, though the actual movie file for replacement (which only has the annotations edited to update sync info, I believe) desynced for me around 33k frames in (desyncs after assembling the World 4 jigsaw puzzle at around 09:05 in my dump). I'll keep trying until it eventually syncs. EDIT: I have gotten the actual movie file to sync as well, and have an AVI dump ready.
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fsvgm777
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I have been unable to get the verification movie to sync in 1.4.5. It desyncs on the jigsaw puzzle in World 2 (fails to get the jigsaw piece on the top right if I have "Prevent games from warping the mouse cursor" checked)...and libTAS 1.4.0 just plain doesn't work for me in my Kubuntu 22.04 VM, even after building it myself (can't connect to socket, i.e. doesn't launch the game at all).
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fsvgm777
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PurpleSun wrote:
And then delete everything (banner file is just for storing the title info and preview image as far as I know and it gets recreated when you reopen the game, so it's not an issue if it's deleted).
I actually found out it desyncs if I delete the banner.bin file as well (it fails to clear the message that appears post-initial save).
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fsvgm777
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Turns out you have to delete everything except banner.bin in <wherever your Dolphin user folder is located>\Wii\title\00010001\57424e45\data. This caused the movie file to sync for me. I was on the Vulkan backend and at 1x native at that moment.
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fsvgm777
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Yeah, looking at the AVI dump I have of the version where it desynced (but at least got in-game), I haven't noticed any graphical issues whatsoever.
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fsvgm777
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So...I think I spotted a major issue with this TAS, unfortunately. Namely, the disk image of a PAL version was run in NTSC mode. I've found a few USA disk images and the main difference with them is that they read "and distributed in the USA by UXB" while loading. Naturally, these desync on the first fight. ...However, I spotted a graphical glitch just below the player's belt, which did not appear in the disk images I initially found. So I managed to grab the syncing image with the hashes provided by Darkman425, ran it in PAL mode, and.... no glitching. This leaves me to conclude that, unfortunately, the PAL ROM was run in NTSC mode. Here are some screenshots: PAL: NTSC: PAL-in-NTSC: If needed, I can also provide videos.
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fsvgm777
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I should note that I have gotten this TAS to sync on Kubuntu 22.04 with its provided python3 and solarwolf packages from apt and the latest interim release of libTAS.
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fsvgm777
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Got it to sync. The foreground_sleep_ms setting in the config actually needs to be set to 5 instead of 2.
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fsvgm777
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Quick note: The TAS syncs on Rev 1 (or v1.1, according to the BizHawk title bar). It will desync at the Moai stage on version 1.0. Anyways, masterful work. Yes vote.
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fsvgm777
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So....unfortunately, it seems you entered the pipe too quickly after breaking the crystal heart in Summit instead of letting the sequence play out, leading to it not being registered as collected in the overworld HUD, and it does show for the other regular stages (bar Farewell, but it doesn't have a crystal heart anyway). I don't know how that stands with our rules regarding full (100%) completion, but unfortunately, in my eyes, it doesn't count as hundo because of that fact. For reference, RTA runs walk back through the overworld map to verify everything has been collected, as examplified here, which does show the Summit heart as collected:
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fsvgm777
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It is worth noting to any potential publishers that the rerecord count is inaccurate since I use rewinds over savestates and I don't know how to make rewinds count as rerecords. The lua script modification I try using instantly crashes the lua script. The rerecord count is actually closer to 71335, as counted by myself but may be slightly inaccurate.
Should the header in the BK2 edited to give the more accurate re-record count of 71335, or should it just be nuked?
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fsvgm777
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PLANET wrote:
Waste of time.
Calling this submission a "waste of time" is very unhelpful and at worst, may actively discourage the TASer from actually learning from their mistakes. In fact, darkman425 and KusogeMan already provided some pointers on where they could improve.
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fsvgm777
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CasualPokePlayer wrote:
Got this to sync, it seems this is just a case of the SRAM.raw file having Mono set instead of the default Stereo, causing the desync. Also does not appear to have hardware dependent sync.
Confirming sync by setting the audio to Mono in SRAM.raw (either via booting from IPL or hex editing the specific bit). The whole thing with the GPU turned out to be a red herring in this case, as I synced it on a laptop with an AMD CPU and an nVidia RTX 4060 GPU.
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fsvgm777
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We've been trouble getting this run to sync (it desyncs shortly after the FLUDD cutscene, where the Goo Piranha doesn't show up at all, but nothing looks off before that), even on Intel HD Graphics 3000 (which I recall was the one that got the published any% TAS to sync) from my testing, as well as Intel 4xxx from other users. zelpikukirby, could you please provide your graphics settings and which driver version you're running?
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fsvgm777
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Could you also share your graphics settings? I assume they're the same as with the current any% publication, but I'd like to be sure.
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fsvgm777
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CoolHandMike wrote:
I have a question about the branch "Lunatic Perfect Scoring" though. The difficulty is Lunatic, but what does "perfect scoring" mean?
According to the submission comments, it seems "perfect scoring" is described as not losing any lives as well as not using any bombs whilst doing some scoring strats. Anyways, one inconsistency I noticed is that the .wtf claims it was done at 60 FPS, yet the video title reads "2hu11 LNN 75fps TAS". Indeed, the replay that was loaded in the author's encode does show a framerate closer to 75 FPS....however, it seems running the game with the input latency set to Automatic (3rd option) produces that behaviour in VMware Workstation 16. Setting it to Fast (4th option), for instance, gives the proper 60 FPS. I tested running the .WTF with the input latency set to Fast, and it seems to at least sync on the opening segment. Didn't check further than that.
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fsvgm777
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fsvgm777
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Location: Luxembourg
fsvgm777
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Location: Luxembourg
fsvgm777
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Nominating: DigitalDuck PearlASE
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fsvgm777
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Seeing as I was the one who published the movie and since I definitely used the verified good dump (SHA1 hash: C724754FB09800833E9ACEB2022FA100475B4369), I can safely say this TAS syncs on it (I presume it's the same for the verification movie, but I don't really have the time to check atm. As such, I am going to revert the cataloguing change.
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