Posts for Bigbass

1 2 3 4 5 6 7
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Hello there aliilho2, welcome to the community! As others have mentioned, the best place to upload your TASes are to the site's userfiles here. If you'd like feedback on your work, you're welcome to ask in the community's discord server. Submissions on the other hand, are for when you've created a highly optimized TAS which you wish to have published on the site. While this TAS isn't at that level of optimization, don't be discouraged! This game in particular has been extremely optimized by many people over a long time period; but it's a nice starting point too. Next you may want to try a different game that piques your interest, or perhaps head over to the game forums and look through the wishlist threads.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Alright, after (effectively) disabling the latch filter on my device, I was able to verify this using your poll-based dump. ---- I wanted to know what the difference was. First of all, the polling sequence done by the game is fairly typical. No non-standard polling, or weird clocks, etc. Each frame consists of: Latch, clock*8 player 1, clock*8 player 2, Latch again, clock*8 player 1, clock*8 player 2. Though the time when the polls appear within a frame changed wildly. So I compared your poll-based dump, and my frame-based dump, by incrementing through each set of inputs on a frame by frame basis. Thus your dump should theoretically have two identical sets per frame, which should match the frame-based dump. Based on the analysis here, I found the first difference. I traced this moment back to roughly movie frame #2719. Which is the point where the player performs the first glitch of the run. Using onmemoryread/onmemorywrite in a lua script for memory address 0x4016, I found that on most frames, just as seen on hardware, 2 latches occur as described earlier. But on frames #2715 and #2716 of the emulator, only 1 latch occurs on each. I located where this was happening on hardware, and it turns out that VSYNC occurs after the 1st latch's polling sequence, causing a short delay (~0.5ms) until the 2nd latch occurs, and is why only 1 latch appears on these frames on emu. Trying to change the latch filter to account for this, didn't work, and seemed to consistently change which frames get this collision.. ---- If we think about frames as being wholly separate from each other, then theoretically the frame-based dump should have still worked. The reason it didn't in practice, is because the latch-filter is much too large for this odd case (which happens multiple times throughout the run), and a single value may not be sufficient. To me, this throws into question why some of us even bother using a latch filter at all. Perhaps in the past, it was necessary because emulators weren't accurate enough? Also makes me wonder if using a poll-based dump would allow me to verify TASes that have failed for me in the past.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Alyosha wrote:
it's not how a real controller works
Sorta. True that controllers do not just ignore extra latches within a given frame, but TASes that explicitly do not use sub-frame inputs, assume that multiple polls/latches within a given frame, will get the same input repeated for each poll. On replay devices, this is implemented using a latch filter (usually 8ms is used, approx. half a frame). Any subsequent latches after the first, will receive the same data, until the end of the latch filter period.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Ohhh, so you never use a latch filter. Interesting. (yet another downfall of the r08 format). AFAIK the only time you need to use latch-based inputs like you're doing, is when subframe inputs are required, like for the SMB3 game end glitch TASes. Either way, even when dumping from the bk2 myself, the playback consistently fails at the first glitch (~0:47 of the encode).
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Alyosha wrote:
Bigbass wrote:
In the video description, the bk2 file you provide doesn't seem to match the r08 dump; and I'm not able to get either to work on my console.
Are you using the dev build and the poll based dump script? EDIT: also you probably need to use an original cart from power on.
I'm using the master branch yes. I'm also using my own dump script which I've been using for every other verification I've made. But regardless, I can see in the bk2 file you provided, that the inputs simply do not match the r08 file's inputs. For example, in the bk2, there is one Start button press near the beginning, whereas the r08 has two Start button presses. There's other inconsistencies later in the run too.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
In the video description, the bk2 file you provide doesn't seem to match the r08 dump; and I'm not able to get either to work on my console.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
MESHUGGAH wrote:
Is this a known issue?
Yes, except it appears they didn't see this particular submission when dealing with the issue. https://github.com/TASVideos/tasvideos/issues/734
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
I voted 2 days, although 3 days I think is equally sufficient. Except in uncommon cases where the submission is blatantly sub-optimal or has some other issue that makes it obviously unacceptable, the community should be given ample time to offer their opinion of any given submission. I think it's reasonable to say that most people probably are not reviewing new submissions on a daily basis (people have jobs, family, etc). That said, sometimes I have caught myself, through the excitement over a particular submission, realizing that I still had to wait another day or two before judging could happen. So perhaps 3 days is a bit too long, but otherwise I think it should be at least 1 day. I don't question the reliability or thoroughness of the judges, but having this buffer period I think also offers a reminder to both judges and viewers that there's no need to rush. Judges can take their time in judging. While viewers can likewise take their time when commenting and voting on the submission. If viewers think that judgement may come too quickly, I fear they may rush their own viewing of the movie (even if just subconsciously).
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Sand wrote:
There are a number of wiki pages and forum posts that load images from media.tasvideos.org, many of which are now broken.
Thanks for spotting those; should be fixed now (https://github.com/TASVideos/tasvideos/issues/777). Let us know if you spot any other broken images :D
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Console verifications have many uses in TASing, such as improving emulation accuracy, and proving that what we see in emulators, really does work on console. TASing is an art, and seeing that art displayed on the game systems we love, is such an exciting experience. Through this work, we help preserve that art, and help preserve that love we all share. This year has seen huge progress in verifying TASes! We have more than doubled the total number of verifications in one year, compared to all previous years combined (from 137 to 306). In 2021, 7 individuals, have collectively verified 169 publications across 7 different systems: NES: 122 GB: 19 GBC: 23 A2600: 2 SNES: 1 N64: 1 FDS: 1 Special thanks to all of the wonderful and dedicated people who recorded these verifications (in alphabetical order): Alyosha, Bigbass, CasualPokePlayer, Kosmic, rcombs, TiKevin83, and ViGreyTech. There is still much work to be done! But I am confident the progress will continue. Finally, we must thank the creators of these TASes. Without them and their hard work, this site and this community, would not be here. Thank you all, and happy new year! (You can look at this spreadsheet for a full list of all known verifications, including for movies and demos not published on TASVideos. Please let me know if you spot any errors.)
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Console verification: Link to video
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
In both the original game, and this hack, there's not enough variation in what's happening on screen, to keep my attention. Punch punch punch, knock-out, then wait some time for the opponent to get up or move onto the next one. Tried skipping ahead to see if it got any better, and besides the fights sometimes taking a few more punches, it was still the same for me. The fight at about 5:53 in the encode was interesting though. If every fight in the hack had more unique characteristics like that one, I think it'd be much more entertaining for me to watch. The TAS certainly finishes the fights faster and I'm sure there's strategy involved, but the majority of the TAS visually feels like the same few actions repeated over and over. Thus a very boring experience. I'm voting no.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Definitely a yes vote from me. It's not only extremely fast, but also technically impressive. And it was a real thrill to see it run on console.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Post subject: Re: Stop hiding Moons tier
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
ViGadeomes wrote:
ThunderAxe31 wrote:
Bigbass wrote:
I'm not sure Fastest Completion is necessary, at least not right away. Perhaps as more categories are published, this will become a more notable flag. Of the 106 non-obsoleted movies published this year, 67% of them have this flag.
In my opinion Fastest Completion is the only flag that makes it cluttered, and I think it would be perfect without that one.
I disagree with this one tho. Even if the flag was probably introduced too soon and that it is not really useful right now, It really helps to differentiate the fastest from full completion categories and later when it will be implemented other categories that might end up in Standard. I see no reason to delete the flag and then re-introduce the flag when there are more categories acceptable in Standard.
My original point was talking about what flags should be displayed on the main page's list of new publications. In that, displaying the Fastest Completion flag seemed insignificant. 2/3rds of the publications that would show up in that list from this year, had that flag (at the time of my search). That doesn't really seem like a unique quality. Even now, 2 months later, that stat remains the same: 67.4% of the 138 non-obsolete TASes from this year, have that flag. However, if people feel that it is a highly valued quality nonetheless, then I've got nothing against it being displayed along side the others. I don't hold strong opinions on it either way. And to clarify, I never said I wanted to delete the flag, as in getting rid of it completely. I was just responding to the suggestion about what flags to display in that particular list of new publications.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
FitterSpace wrote:
My only suggestion for desktop users is to have an official dark mode.
TiKevin is planning to implement a dark mode soon.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
It's usually agreed that if a TAS's inputs verify on console at least once, then it is verified. I don't exactly understand how a RAM pattern from a different emulator (assuming the pattern is actually different) would make a TAS verify on console more than the starting emulator. However, I'd consider using a different RAM pattern, no different than any other regular resync. If anything, it's even closer to the original TAS than a resync, as the actual inputs are still identical. Changing the RAM is just changing the state of the console to something that the emulated movie is compatible with. It's also possible to verify TASes for games using uninitialized RAM for RNG, without changing the RAM to match the emulator (albeit, often extremely low chance, but it is possible).
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Ooo yay! More verifications :D Publications have been updated.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Like a couple others have mentioned already, I too really dislike (borderline hate) the fixed width of the content container. I can only imagine how much more annoying it is for those on 4K screens. Getting rid of the max-width CSS entirely, makes the site feel so much better to me. (though the publication list would need some additional changes to compensate) On the publication list, the buttons below the preview image don't wrap. So there's a large, mostly-empty space between the right side of the image and the left side of the main publication text. There's no reason the text needs to be so squished. When looking at one particular publication page, the buttons do appear to wrap, but the gap still exists. (seems like the left column's width is much too large for the content it actually contains) There doesn't seem to be a way to go directly from the publication list, to any particular publication's forum thread. Rather, you either have to click to go to the publication page, or the submission page first. Not sure why we don't have the "Discuss" button included on the pub list (as it is on the individual pub pages). The Staff page doesn't include any of the vested editors, nor does it list the number of edits of any user (whether they are staff, editors, or any role). Which imo is a significant statistic to provide; there have been many people who have contributed to tasvideos that haven't made any TAS submissions. There no longer seems to be any way to filter movies on the publication list? This is definitely a major drawback imo. No way to set up custom searches like NES games from a certain year, or search by specific category over certain flags, etc. Absolutely no apparent way to view the obsoleted movies. I'm being a bit nit-picky here, but there seems to be a few margins that seem very unnecessary: - On any given submission page, "<label>" tags have a bottom margin, which cause the table at the top of the page to have unbalanced space along the bottom of each row. - On forum threads, user avatars have margins above and below them, in addition to a "br" tag after the avatar. Which also means that people without an avatar image, have significant empty spaces between their site roles, and join date / post count. --- All that said, the overall feel of the site is generally much more modern looking. The home page in particular looks very clean and well organized. The main menu bar is more functional with the drop down menus. Movie lists load soooo much faster! And HTTPS is great too :)
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Thanks Alyosha, I've updated the publication :)
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
The game itself is very "meh", and repetitive. So, unsurprisingly, the TAS is rather meh as well. Can you go back in time and tell the 600 employees to make a better game?
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
This movie was honestly really boring to watch, especially once I realized it's just the same minigames being played repeatedly, with slightly different themes/difficulty. It's clear to me, by the detailed submission notes and gameplay, that the author put a lot of work into this movie. Ignoring the possibility of memory manipulation for a moment, it does appear to be fairly optimal (though I'll admit I'm not a good authority on that aspect). I also checked the speedrun.com leaderboards, after reading what CasualPokePlayer said about memory manip. For this 1 player 200% category, the time difference between the NoMM and MM world records, is 3 hours, 37 minutes. So it seems to me that this TAS could have been at least that much shorter, if MM was used. Entertainment-wise, using MM would have also made this far more entertaining to watch. I read through a forum thread that gave some examples of different MMs that are possible. And who knows what more could be done in the TASing environment.. There were also some periods where the player was waiting, motionless, for the level to end (e.g. waiting for the timer to count down). During these moments, it would've been more enjoyable if the player was doing something, such as moving to the beat of the music, or doing something with frame-perfect accuracy just to show off. While the submission was made under the "NoMM" RTA category, I'd have to ask: What benefit does not using MM have in regards to a TAS? Are there different strats/tricks that are unique and interesting to NoMM?
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
MESHUGGAH wrote:
There is a change in 2.6.2 BizHawk which made my Lua scripts broken from 2.3.2. edit: the change probably introduced earlier but I've only trying it now. also changed version of where my scripts working. The problem is the following: NLua.Exceptions.LuaScriptException: [string "main"]:4: attempt to call field 'registerafter' (a nil value) Example lua which is broken, copy pasted from Wiki: LuaScripting/Registers
local function Fn() --Insert somewhat mediocre code here end emu.registerafter(Fn)
Used NESHawk
The page you linked hasn't been updated since 2013. You can find the available lua functions on this page. The equivalent function you're looking for is probably "event.onframeend"
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
You really smashed this TAS with super speed! It was fascinating seeing the usage of all the different characters' weapons/abilities to break multiple targets simultaneously. Actually went back and watched it a second time through, after reading the submission notes. Very well done, yes vote!
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Woo! Congrats CPP!
TAS Verifications | Mastodon | Github | Discord: @bigbass
Bigbass
He/Him
Experienced Forum User, Moderator
Joined: 2/2/2021
Posts: 160
Location: Midwest
Alyosha wrote:
For Paperboy, I mean that when I run the bot script, I need to use --blank 3 instead of the usual --blank 1 to get the game to start. It has nothing to do with emulation differences. I always need 1 blank frame, I guess the first input gets eaten somewhere by the bot, or maybe just by the power on pulse or something, but I have no idea why I need 3 for Paperboy. It could be DMC related, and what I am really seeing is 2 inputs getting lost to DMC glitch, I just haven't investigated it much yet.
It could be a problem with the TAStm32 too, idk how that firmware works, or maybe it's a problem with the interface script (which I also don't use nor understand). However, this game doesn't appear to suffer from the DMC glitch. I've checked on hardware, the game only polls a single time per frame. And besides, both the TAStm32, and my own device, has clock filtering and handles redundant polls within a given frame (if a game happens to employ that technique). However, I did notice that this movie doesn't sync in FCEUX, when using New PPU, and where it desyncs is different than when I try on console (dumped using Old PPU). Did you have to resync this movie to make it work on BizHawk?
TAS Verifications | Mastodon | Github | Discord: @bigbass
1 2 3 4 5 6 7