Posts for feos

1 2
8 9 10
440 441
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Merl_ wrote:
Am I allowed to disagree with what you deem to be the endpoint? I think unlocking the ending is pretty clearly the end of the game. There isn't any gameplay after that either. It seems pointless to go back and skip through the cutscene
Here's how we resolve it in our movie rules:
Movie Rules wrote:
The movie must be complete Your submission must play the game from the beginning, and must finish the game, or reach the most suitable endpoint the game allows. [...] Examples of suitable endpoints are:
  • A definitive ending, such as a credits sequence.
See how the game itself responds to your further actions: These messages tell you that you've actually played the game "til the end" and "finished" it. Showing them subjectively feels appropriate for a game titled Unlock Everything. While the credits don't automatically start, I think a perfect way to end the movie in a climactic (and definitive) way is to manually launch them at the end. If showing the ending dialogs is valuable as opposed to skipping them, we can have an alternate movie for encoding that doesn't skip anything but slowly goes through those dialogs.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Scribble wrote:
Go for an "as pure as possible" approach, removing savestating, slowdown and/or RNG pathcing
How would you TAS it then? Or do you mean sync compatibility with an untasable version of the game? So then again, how do you ensure sync?
Scribble wrote:
or take the opportunity of being allowed to modify the game and make a pleasant TASing experience?
Pleasant TASing experience is the most important thing, because it attracts more people and incentivizes better works. And guaranteeing sync is a part of that. But we also don't want it to be a hell to maintain for the developer, so we don't demand anything unsustainable (at least not anymore). Accuracy and authenticity are nice to have, but not at the expense of devs and TASers. In other words, we always sacrificed accuracy for determinism.
Scribble wrote:
The game also uses multiple rng variables:
  • Each entity has their own RNG that they call
  • A "World" RNG that is responsible for chunk generation as well as block RNG
The world RNG is somewhat tricky as you have to watch out to not disturb world generation, but make block RNG deterministic... But the main thing I am getting is that I should rethink my RNG patching, which I will gladly do...
Is it possible to change what system time the game reads whenever it decides to roll RNG? libTAS controls that and it's quite robust, unless games do non-deterministic crap in other threads.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
InfoTeddy wrote:
That was it - I had foreground_sleep_ms 2, while you had foreground_sleep_ms 5.
I've seen this thing cause issues before.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Please post it here: https://github.com/TASVideos/tasvideos/issues Forum gets much less attention these days.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
InputEvelution wrote:
CD loading times in particular seem to present a difficult hazard for TASing, as loading earlier savestates after PCem has started reading from the CD image seems to cause desyncs, and even strange errors from XP itself on some occasions: Running the movie from the very start seems to give consistent timings without errors, but combined with XP's strange lag inconsistencies, it seems game installation in particular is likely to be a pain to optimise.
I think this proves that game installation deserves to be in a separate movie if a CD is used. Do you know if floppy disk installation has the same problem?
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Looks awesome!
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Oh god so it makes a difference in the end D:
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Happened before but I don't remember which submission. libTAS wouldn't save movie duration until you advance one more frame or something, fixed in 1.4.5.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
We accept PCem Windows XP movies for submission now, and in addition to our guides we also need to have a place for all the discussion about this setup, results of tests and all sorts of useful advises, which we could add to the wiki guide.
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.
Post subject: Now accepting PCem for Windows XP games!
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
We allow libTAS to run PCem as a Windows XP machine emulator. Only TASVideos releases of PCem are allowed. Such releases are marked st to indicate single-threading - modification required for determinism, not available in the original PCem. libTAS is needed because PCem doesn't have any TAS tools. Huge thanks to people who helped making this possible: keylie, slamo, InputEvelution, YoshiRulz, fsvgm777, and all the testers!
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
BTW this time Hourglass did crash a ton. I thought of the upcoming xp-pcem-libtas thing which is ALMOST ready, tho its only limitation is it's locked at 100fps, which may not map perfectly onto all games compared to environments which allow you to control framerate. But IMO it's still worth it lol, because no crashes and a cool input editor.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Checked the last thousand frames and saved about 70 frames again, also ended input earlier which resulted in total 137 frames on that final segment. User movie #638336909747562432 I tried applying this common tech to jump cancellation, and interestingly, if you press Space to jump and then Ctrl on the next frame, the jump continues. But if you press Ctrl to jump and Space on the next frame, the jump cancels instantly, allowing you to jump more rapidly in that section where you have to jump 50 times. Somehow I also didn't have to wait on the yoku block before jumping from it. I don't think this submission is acceptable as is.
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.
Post subject: libTAS 1.4.5 Released
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
libTAS 1.4.5 released! Download link and changelog are here: https://github.com/clementgallet/libTAS/releases/tag/v1.4.5
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Which skip?
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
The difference in the beginning is only about 10 frames. I provided a video to make the frame differences easier to measure.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Forgot to tell, you can view my inputs using https://github.com/Scepheo/Yaife/releases/tag/v0.8.0
Technoturnovers wrote:
Plus, besides that, I can't even tell what form your optimization is supposed to be taking just in general from watching the video; I would appreciate a hint, because I can't tell if you somehow managed to cut your jumps earlier or something.
I don't know, I was just trying earliest frame everywhere. Maybe this game is inconsistent, or maybe there are some less known aspects of the physics.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Hourglass allows the game to produce audio, but it fails to capture it to AVI. Default Hourglass settings without initial frame advancing synced the movie fine for me every time. I saved 72 frames on the first minute of gameplay with only 270 rerecords (Hourglass is much less pleasant than something with input editor, but it only crashed a few times!) Hard to tell what the biggest issue is, looks like it's just not optimized throughout. User movie #638330846111038659 Link to video
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
I asked Ruffle devs because I suddenly remembered PC applications don't have to tie input polling to video rate at all.
feos: does Adobe Flash Player process user input at its own rate independent of the game's video rendering rate? in the tas world we're used to thinking input polling is connected to video rendering because old consoles were emulated that way, but with PC applications it doesn't look related anymore? context: using autoclickers on pico's school to shoot at 5000fps seems to work fine in FP (but it would need to be verified in some way), so I wonder how FP actually works with this, and is it entirely on games to limit input polling rate in some way? Dinnerbone: I haven't looked into this to give a definitive answer, but in 'modern'-ish software (like FP), input is generally given separately to graphics. You click a hundred times, and the operating system sends one hundred "click" events to the software (ie flash), and that software handles it how it wishes (either by queueing up "I've been clicked" for one big update loop, or more likely in this case, sending each click event to actionscript) Consider a text editor, whether as native software or something written in flash (lol): you type really fast, sometimes repeat keystrokes within a very very short span of time. If input is fixed to graphics, typing becomes "lossy" - you'll randomly lose keystrokes as they happened too fast for it to realize it has them feos: is there theoretically any reason to suspect ruffle is doing anything inaccurate if we crank up libtas to 5000fps and send inputs at that rate, and the game handles it just fine? like if the game has a slower loop for input polling, only some of our inputs would make an effect, but if it's not limited, then all inputs would go through, right? Dinnerbone: I have no reason to suspect anything wrong here. That matches my instincts of what should happen. It would be up to the game in question to be programmed to receive such rapid events, I don't think many flash developers gave it much thought, but there'd be two general groups of games:
  • fixed loop games, they have a single "on frame" function that runs once per frame, and in that loop they're asking "is my mouse button down". That'd only handle input as fast as the graphics rendered.
  • immediate event callback games, they'd have an "on click" event and they're doing whatever ("shoot bullet") in that method. It can be called infinite times between frames.
To my knowledge, we match flash in that we'll send all the events, and what happens next is kinda up to the specific game
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Jarlyk wrote:
That said, I think there are some folks in the HK TAS community who'd be more interested in getting verified in some way, but I definitely don't think the traditional method of TAS verification would work for HK without fundamentally new PC TASing technology (even if it were more reliably deterministic, the slow encode speed is still quite onerous.)
If the game can run on a machine like this (or anything else PCem/86Box supports) running Windows XP or Debian 12, that might eliminate all of the verification/encoding problems.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
I can record my libtas workflow if you want, because there are useful things that may not be obvious to newcomers. To be efficient you need to know what you want and how to get it without too much overwhelming routine.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
I didn't manually check optimization in #8609: Technoturnovers's Flash K.O.L.M. in 07:08.50 because it looked quick and was visibly faster than the human record. But after #8601: Technoturnovers's Flash Ball Revamped IV: Amplitude in 10:34.15 I decided to take a closer look at this submission, and every room is improvable by working with the game's physics a bit better. Wiki: GameResources/CommonTricks#JumpingOffLedges describes one example of movement when a game has acceleration, but the same applies to bumping corners in other directions: it slows you down and you have to accelerate again. Also with double and triple jump, depending on which direction you're moving, you often need to find an optimal frame when to do a midair jump, because after a certain height you start falling. And even if you avoid downward speed, variable upward speed at different points in the jump means you need to keep the highest overall speed across all 3 jumps, just enough to get you on a platform (if you need to jump again ASAP), or around it (if you need to go down ASAP). I haven't studied the jumping arc in this game (you often need to watch memory for that, or in case of a Flash game, read its code), but let's imagine it's coded like this: and you need to jump on a high platform, to jump up from it again ASAP. For regular play it feels natural to do regular jumps, and if their height is not enough, do double and triple jumps. But in a speedrun, you end up having too many slow periods in your jumps, because they get slower after the first 3 frames (in our imaginary case), and even slower after the next 4 frames. For that reason, for all the multiple jumps you have to do, you need to test if you can get on the needed platform by only using the fastest segment of each jump (3 pixels per frame), meaning you hit the jump button every 3 frames. If that's not enough, start adding the second fastest segments to each jump until you've exhausted both speeds (3ppf and 2 ppf), hitting the jump button every 7 frames. Only then start adding the 8th frame to each jump (1ppf), and so on. I haven't done this in my test, because it takes time to figure things out and to test them, while I only needed to try my most basic thoughts on each level, to see how easy it is to improve. User movie #638328711837129400 Link to video I ended up saving 00:04.08 seconds, but the jumps are absolutely still improvable. Since most of the game consists of jumping and running, I think the opportunities missed in this submission are significant, and I'd like to see a better movie instead. Ideally one that's faster than mine, even if it's only a couple frames saved in each room.
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Still, one 3rd party video without a ruffle splash screen is not enough to define a movie rule for all Flash submissions. An FP test on the other hand would be quite conclusive (and verifiable).
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
Posts: 11304
Location: RU
Awesome finds!
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.
1 2
8 9 10
440 441