Posts for scrimpeh

Post subject: Emulator netplay for multi-author runs and research
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Sincerest Apologies if such a topic already exists, but I have not found one like it. We've seen our fair share of multi-author runs and TASers livestreaming their work, for the sake of insight or entertainment (...I guess there are people who like to watch others TAS), but such an approach has got several downfalls. I imagine that a lot of effort could be saved by integrating netplay properly into rr-emulators, with one or more people being able to witness live TASing. Not only would it save a lot of processing power and bandwidth, but it woud allow people to see the emulator window without the quality loss (and potentially less delay) of a livestream video. Most of all, however, it would allow watchers to participate in the making of the TAS and research of the game, by, for example, monitoring RAM Addresses, handling Lua scripts or maintaining spreadsheets and other ancilliary files independently from the TASer. Additionally, game control could be passed between players, allowing them to quickly and easily switch roles. Implementing such a feature would likely also include the functionality of sending savestates and movie files on the fly between TASers. I don't know just how much effort it would be to create such a functionality, but I assume that it's going to make co-author runs a lot easier and a lot more involved. What do you guys think? Tl;dr - Rerecording emulators with netplay support. Y/n?
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YoungJ1997lol wrote:
i heard this one song, it sounds like kiss but there's synthesizers so it cant be that
What an utmost informative and concrete description you got there. Oh, well, here be something very 80s. Link to video
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Svenne wrote:
Believe me, we talk alot to eachother!=) But this was my idea for a TAS, it might be something I have to do outside of TASvideos, if my idea can't be done here. I really don't care if it's slower then the previous one, in my view, all that is relevant is what comes after the continue! And as you can see for yourself, it's entertaining as hell! ;)
Feel free to do a demonstration or playaround. I'd love to see what comes out of it.
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Aglar wrote:
Svenne wrote:
This trick allows you to gain loads of time in a Any% or Warpless TAS! Continue was used because you wanna have the first charactor selection screen, and as Aglar said, you can do this without a continue but that means you have to go to 1-2, kill birdo, warp back to 1-1 and warp your way to 1-3 without ever stepping into that level, that was what Andrew did. I think our way is gonna make a more awesome TAS, You are done with world 1 in like 40 seconds, lol!
Actually, TASes being submitted to this site must start from power on, so the whole setup process must be a part of the movie. Also, skipping levels like this can only be used in the warped run since if you skip levels in the warpless run, it's not warpless anymore.
Warpless does not necessarily mean 'All levels', confer to Super Mario Bros. 3 for that. I'd love to see the trick in action, so we could diverge the categories: A warpless run that uses this glitch and an "all levels" run that doesn't.
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The best thing I found to discover glitches it to think outside the box. Try everything out, and be thorough and dilligent. Investigate all possibilities, and if you find something that might have potential, research it. How to perform a glitch, where to use use it, etc. Some glitches are found by sheer luck while playing or experimenting with the game, others are found as a result from observing how the game acts in certain situations. Try to force a certain situation on a game that should not happen. Abuse how certain mechanics combine. (For example, entering ceilings in Mega Man 2 by abusing the Item 1 detection.) Don't forget tools such as taking damage, dieing, or pausing the game. Try out what happens if you do that in unusual situations as well. Some games are a lot, lot glitchier than others, but by trying around enough, you're eventually bound to come across something.
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I fear Bebe's Kids isn't a good game for TASing, as there is nothing that looks like it required frame precision to pull off, with the entirety of the run being a long, linear drag through the levels. If there were some glitches to break the monotony and speed up the run, I would be more favorable towards it. The game itself is amusing to look at, if only for the laughable music and visuals and the ludicrous sampled sound bosses make when they get hit. However, as inclusionist as I tend to be, I'm afraid I'll have to vote No on this submission. As it stands, this is one of the few games that I see absolutely no TAS potential in. Sorry, man.
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This looks really fascinating. I wonder how much of the game could be skipped using this.
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Ah yes, this was a peculiar movie. Lowest average rating for one thing, among the oldest unobsoleted movies for the other one. Let's see what you can get out of this game, Dooty, I wish you good luck. (I should point out, I'm not too familiar with either the game or the Arcade version, so I'm curious to see what happens.)
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Exciting stuff happening in regards to the route. I found a couple faster approaches in various stages, which should save several seconds. Unfortunately, I haven't found any major glitches since, and I haven't found any other place in the game where it's possible to skip the key to my dismay. Oh well, expect an improvement in the next couple of weeks. Link to video I found this one little thing in Stage 10. Using the Wing Powerup, it's possible to simply jump into the ceiling. Depending on your position, you can either jump all the way up or get stuck. If you jump through the ceiling, you end up in the screen below, unless there's water or a bottomless pit - in that case, you die.
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Phil wrote:
It's something that some tasers never try, but making the game to lag a lot causes strange things to happen sometimes. I did some testings with the lag in this game as I've noticed some things like this. Can something useful can be done, I don't know.
The game is quite suspectible to lag in some places with the crushing pillars screwing out pretty bad. It is also possible to make the game freeze when too much is going on:
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This thread seems a surprisingly easy way to inflate one's post count. Link to video I want my 1post/day average.
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I'd like to see an encode for the run to see whether it holds up. As for bad games in general, a game can be bad in several ways - it can still make a good TAS.
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Subpixel addresses tend to be kind of tricky to find, as they are rather volatile. I'm not sure whether it's handled any different from SMB1, so I think the best you can do is keep trying. Predict how the address behaves and search accordingly, you should be able to find it eventually.
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Knowing the game only from the AVGN review, I quite enjoyed watching the TAS. The constant rolling was pretty silly and the hijinks during downtime were very entertaining. I also was glad to see a few glitches pop up, too. Overall, this gets my 'Yes'.
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I'd imagine the SMB2u overworld theme as a far more fitting musical choice, thanks in no small part to various pony thread simulators. Incidentally, here is a reading of another article of which I'll just assume was meant as sarcasm.
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Patryk1023 wrote:
andypanther wrote:
So far the Germans couldn't do much against the portuguese defensive-tactics. They are actually lucky to not have gotten a second wembley-goal!
Germany actually won. 1:0 and nothing else. Goal author was Gomez.
Honestly, I would've liked the Portuguese to win. They simply seemed to be more motivated and more into the game, while the German players just kind of kept the ball between themselves most of the time. Because of this, I think the Portuguese did play better. Oh well, not that I'm much into football to begin with, but it was an interesting match to watch.
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It is an interesting run with quite a bunch of nice tricks and a lot of showing off. I particularily enjoyed how you made a Boomerang Cutter circle around yourself for several seconds. The hordes of extra lives were pretty nice, and completing the game completely without the Dash was very interesting too. However, using a glitched password feels fairly arbitrary, as, to me, it still counts as password usage. However, the movie is technically really well done and very entertaining despite not obtaining the Dash. It shows something different from the regular runs, and I'm really glad to see MMX get some lifeblood again. As of this, I'm inclined to treat it as a playaround and vote Yes.
Post subject: DO YOU LIKE NECROING OLD THREADS??? I SURE DO
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Who would have guessed that Plants vs. Zombies, of all games, would have quite a good soundtrack. Turns out, it does.
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This changes my entire plan for this stage. And optimizing this will be an utter nightmare. Link to video
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What a miserable excuse for a game. I tried TASing it for fun, but stopped it because it was simply too unsatisfying, as there was absolutely no way to keep velocity while jumping. The TAS was really nice, all things considered. ISM seems to have found a faster way to accelerate than I did, as he was able to get past the very first sliding Koopa in the first level without jumping. Additionally, I wasn't aware of the zips in the water stage, though I haven't TASed that far myself. In either case, they were a really nice surprise. From the looks of it, the run is pretty well done technically. While I can't judge on a frame-counting basis, especially with the horrendous lag, many of the situations don't look like they could've been solved faster. (Remember, jumping loses you all velocity). Lastly, the ROM I have lying around has some missing parts and is considerably shorter, for some reason. It simply ends after the World 4 castle, displaying SMW's standard "Thank you" screen. Oddly, I can't seem to find the 'proper' ROM anywhere. //edit: seems I'm not the only one who noticed this.
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I msut admit, the name got my curiosity. The fact that the rerecord count is unknown somewhat worries me, along with that the author refers to the movie as a speedrun, so I'd like to see an encode before I vote.
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Swamps of Forgetfulness Apologies for the huge delay with this WIP, but school projects kept me from working on the TAS the last few days. Also SoF-2 was a total nightmare to TAS. I'll try to keep comments brief this time around: The helicopeter is immensely useful, as it allows me to do longer jumps without losing speed. If you are close to a ledge or platform, pressing A now will instantly snap you onto that ledge, which comes in handy every now and then. Using your fist while helicoptering will instantly give you full falling speed. SoF-1: There isn't a lot I can do to speed up the demo at the beginning. In this level, you are supposed to use platforms you can plant yourself as stepping stones to escape rising water. The platforms have pretty weird collision properties when they are just rising, allowing me to take a somewhat... more direct route through the level. This trick will likely be useless in the PSX and DOS ports, as those parts are autoscrollers there. SoF-2: So many plums. The physics still apply like they used to, only I can give plums far more boosts using my fist, which don't speed you up, but can add slightly to your height and x position under certain circumstances, by using the helicopter to snap back onto the plum after having jumped. SoF-3: The plums in this level don't swing in your favor, so there's nothing I can do but wait at the first one. The rest of the level goes by smoothly. Finally a level I will not have to revisit a second time. Next up is Moskito's nest, which should be relatively easy to TAS. After that, I get the ring grab power, which adds another interesting element to the gameplay.
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Welcome to tasvideos Anch, hope you enjoy your stay. First off, yeah the site has been kind of behaving badly lately, so don't be surprised to get Internal Server errors. 500s are common these days. Also, I'd love to see more Shmup TASes, as I love Gradius games. I also think these games are a good way to get used to being as precise as possible. No worries about frame advance, by the way, you'll get used to using it.
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Best of luck, man. This is some really heavy stuff.
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I recall a similar situation happened with [1116] SNES Gradius III by Cpadolf in 25:31.40, though it was far easier to produce an alternative ending that does fight the final boss. To my recollection, there are two places where you can end input, which are both equally valid: 1.You can end input on the first frame where the game will complete on its own without providing it further input. Depending on the game, this can be several seconds from when the actual ending is reached. 2.The other way to end input is on the first frame where it is no longer possible to fail to reach the credits by post-movie input by the player. I personally lean towards the first option, as it is easier to verify and produces the shorter movie overall. What's just important is consistency - you can't end your movie somewhere in between. As for this movie, to my understanding, ending input early allows for a radically different final boss fight than if the boss is conquered normally, and I find there is some entertainment merit in that. It's already been a while since I watched the movie, but I fully support the input ending choice that was used. If this is really so much of an issue, perhaps an alternate run could be produced that fights the final boss properly.