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CoolHandMike
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Wow. I really liked that. Also quite a complex set of mechanics in this seemingly simple flash game.
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CoolHandMike
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ded wrote:
The video is done in case there is interest. Many thanks to WarHippy again for his help on recording the combos and he also discovered that Kia can too be instantly killed (if there are feature TAS runs of the game, this will improve the time): https://www.youtube.com/watch?v=nUUsklgs-zc
Video shows some cool looking combos, but no explanations of exactly how they are done. No explanation for the Kia instant kill trick mentioned above either.
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CoolHandMike
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How can we make sure each of them is accurate? Also bringing game specific ones into Bizhawk sounds interesting, because then it would have all the tas tools.
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CoolHandMike
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Liked this faster submission that actually finishes off the last boss asap. Yes vote.
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CoolHandMike
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While the rest is fast, cannot say I am a fan of the early input ending for this. Other submission is superior where it actually finishes the last boss asap.
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CoolHandMike
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While there are a couple possible improvements early on it became apparent that the game has a lot of RNG with enemy placement and behavior. Trying to fix the start of the TAS means having to adjust the entire rest of the game. For any future improvements, noticed one bad jump at the start, and you can also double jump through the first building above the door. Good job!
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CoolHandMike
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nymx wrote:
Yeah!!! Because of CoolHandMike, I figured out more about the maze drawing. Basically, he manipulated the RNG in an earlier part of the loading. Well, I went back a bit further and found a more favorable line. Additionally, I couldn't pass up the idea that the maze loaded faster. Once I was done optimizing this newer version, it ended up being 95 frames cut over CoolHandMike's effort. Even though this is a complete write of all the inputs, I'm still keeping him on this...since he found out the place that made a bigger difference. Thank you! Also...updating the encode.
Very cool you got it even faster!
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CoolHandMike
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The movement is weird where you cannot just hold the input direction as you noted otherwise you lose a frame or two. Found a slightly closer path which results in this being about 70 frames faster where both the start and entrance points are at almost the same height without too many detours. Thankfully manipulating the drones is not too hard if you just vary input. This game really does seem like one where botting it would work well by changing input right before the map loads to test different maps so you could probably find a better solution than this too. I would accept co-author if that is the path you want to take for this. Everything else looks good in it. User movie #https://tasvideos.org/UserFiles/Info/638507431745813880
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CoolHandMike
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VofVendetta wrote:
When I try to run the Killer Instinct game it freezes on this screen. Does anyone know a way to solve it? Note: I have the correct files, I can open the game in the current MAME emulator, but not in Bizhawk. Killer Instinct 2 opens normally in Bizhawk.
I had the same result with Killer Instinct working in MAME but not in MAMEHawk, but still worth trying to get working since it may just be my system (which seems to be dying). Killer Instinct 2 would crash for me after the first battle in MAMEHawk. Not sure of behavior of Killer Instinct 2 in MAME. Maybe selecting different BIOS settings could work. Arcade (in Menu) -> MAME Settings -> BIOS. Make sure you have both from the same version number from MAME. In the multi disk loader make sure you have the game romset listed first, then the CHD file.
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CoolHandMike
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This looks well done. I was able to get some time saves by only releasing the "0" for one frame near the end of the screen, but later on there are a couple screens where waiting is necessary. One screen in particular was quite tricky with this bubble right before a gap which seemed to be impassable. Well done! Notes: 0 jump - holding 0 and 7 at end 7 accelerate - need to hold at end of screen to advance looks like. 6 brake - holding 6 at end of screen will not advance
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CoolHandMike
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I was looking at some Chinese unlicensed game recently. A ff7 demake. Looks like the worst way to experience ff7, but cool someone made it. Link to video lars_hendrick noted that there is an original version as well as a patch. There's a fan patch for this that cleans up the English, fixes bugs and adds new sprites https://www.romhacking.net/hacks/1657/ Would be neat to see a tas of this game.
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CoolHandMike
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despoa wrote:
Do you plan on doing a run with this with all the characters?
No. If someone else wants to do that they can.
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CoolHandMike
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Spikestuff wrote:
KusogeMan wrote:
I did a little searching into the profiles and I noticed something very clear from the start.
That's nice. I did some basic understanding and warned you ahead of time in DMs after shortly blocking you on Discord for a whole lot of shit besides you calling Staff illiterate and that you were making threats (which you still continue to do so). Let me repeat one thing I wrote to you on Discord. "Respect others or leave". You still haven't put in a lick of respect, and have always came in as extremely aggressive. "Your issue is that you're going hot headed so you're missing points people are making that are for or against yours." I don't believe that you have the best intentions for the Site, and I can refer to your apology you sent to me in private to show for it if you'd like.
He has some frustration and expressed a concern. Just address it calmly.
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CoolHandMike
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Couple questions. 1. Is it somehow possible to change planes in the middle of the main game? 2. The Air docking bonus stage seems based on score, anyone know what score cutoff? Both gamefaqs faqs seem incorrect with saying you have to kill lots of things for points to get it to activate.in the sub battle I have. Low score and it still goes to air docking stage. 3. Anyone understand how the Air Battle fight with the giant flying wing works? It seems to have some sort of scaling defense or a shield? The damage is vastly different before and after I use the plane's specials.
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CoolHandMike
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So the wiggle tech with lots of gold is only applicable to hidden gold?
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CoolHandMike
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Spikestuff wrote:
Thread #17903: TAS-proof?
"Round 42" I am leaning more towards tas possible until shown otherwise. Penn & Teller's Smoke and Mirrors with that Impossible Level is impossible to get a proper ending, but it feels more like a gag ending. There is a whole forced frozen cutscene where the game essentially ends since it is impossible to continue by design. Not sure about this one.
Patashu wrote:
Any game that is multi-threaded (or distributed across multiple processes, or worse, across multiple computers) would require deterministic-ifying much more of reality than TAS tool creators may ever be willing to do. But we can get worse: Imagine a speedrun that, to emulate, would require emulating the external effects of reality on a processor's hardware. Now stop imagining because this is reality: Link to video This will probably remain out of reach of TASing indefinitely because how TF would you emulate that, add a temperature variable to the input file??
Despite being multi threaded or distributed it would be possible if the entire system is emulated. Not possible now for complex system afaik though, but not quite "impossible". A small example of a "distributed" system would be those pokemon tases that use more than one console and communicate together. If there was a game that required the hot plate technique to run correctly that would be pretty crazy. To replicate those hot plate speedruns might be very difficult, but probably measurable and reproducible somewhat? Considering the runners are using that over and over again to get a consistent result.
YoshiRulz wrote:
MMOs. Even if you could emulate the network, for a growing number of them, the server software is lost media.
This one I agree with the most. If the server side media is lost then it is truly impossible to beat those games. Probably huge numbers of MMOs and mobile games are already lost causes due to this. Hopefully those lost game media turn up in the future and are preserved.
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CoolHandMike
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CoolHandMike
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Curious about what kind of limits exist for TASing games. The only real limitations I can really think of is that the entire system would need to be: 1) Deterministic. 2) Be able to be Emulated. What kind of systems or games have proven or are expected to be impossible to TAS for whatever reason?
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CoolHandMike
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Randomno wrote:
I'm a bit more active again and would really like to update the libTAS guide. I wanted to have something finished for 1.4.5's release but didn't. I've linked a few people to my video above and it seems well-received, but simplifying everything into a shell script might be overkill and not prepare the user for using WSL/Linux. However, teaching everything about how to use Linux is out of the scope of a libTAS tutorial. So it might help to have some feedback: What should the libTAS guide teach? Compared to the existing guide, I think vcxsrv is completely unnecessary now. WSLg works fine and requires no extra work. Windows Explorer may be easier to use than Nautilus. The guide should ideally come in text and video form, though I'm unwilling to make a commentated version at the moment. The annotated version above is not bad though I think.
Having the WSL\Linux and LibTAS setup be as automated as possible would help a lot. It is not the point of a setup process to teach a user a system. Making the user jump through hoops at that point will have them run into more issues than otherwise and might make them give up. Then have separate Linux/WSL, and libTAS usage tutorials.
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CoolHandMike
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That was great! Really bizarre movement lol.
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CoolHandMike
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Alyosha wrote:
Link to video I finally managed to console verify this! It turns out the data rate was only too high for a short time when the code is first being loaded. So I increased the latches per command from 28 to 32 (with some minor fiddling to prevent buffer overruns) in that area, then returned it to default 28 for the rest of playback. With this tinkering and using my hacked SMB ROM that sets RAM for me, it worked out first try. Really amazing that this worked out, you have really mastered the NES OnehundredthCoin!
That's crazy that this actually works on console!
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CoolHandMike
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DrD2k9 wrote:
moozooh wrote:
I think there is somewhat of a contradiction over the fact that we'd only accept the most optimal default character for Standard while giving a "free pass" there to an unlocked one regardless of how fast it is in comparison. I mean, what if it's the slowest character? Or at least slower than the second-best default one?
I’ll use a reply to this question to submit my perspective here: I don’t like any save-anchored run obsoleting a run based on a clean start. I don’t see a point in having a save anchored run be slower than the clean run unless it introduces a significant amount of new/different content. I personally don’t see a different move set (from an unlocked fighter) as qualifying as significantly new/different content in terms of gameplay. So for fighting games, my perspective is as follows:
  • A clean start run can only be accepted to standard using the optimal base character.
  • A save anchored run using an unlocked character can only be accepted to standard if that unlocked character is faster than using the fastest base character. This would not obsolete but be published along side the clean start run.
  • If multiple unlockable characters are more optimal than any of the base roster, then only the most optimal unblocked character is eligible for standard publication as a save anchored movie. Unlockable characters can obsolete each other’s save anchored publications, but cannot obsolete the clean start run.
  • If no unlockable characters are faster than the fastest base character and no new content is introduced, then there’s no reason to have a save anchored branch in Standard publication for that fighting game.
  • The branch name needs to indicate that the run is save anchored without using the fighter’s name in order to prevent potential confusion that the site would accept all character runs.
I think my perspective rectifies the contradiction moozooh mentions about a “free pass” to unlocked characters. As far as a name for save anchored branches:
  • savegame” is good.
  • A similar option that may be even slightly more descriptive that the run is starting from a saved point is “save start” or “savestart” if we want to eliminate the space.
  • There’s also the option of using an icon to indicate that the run starts from a save anchored point. In staff chat, the classic disk icon that is used as a save icon in much software was suggested.
This sounds reasonable to me.
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CoolHandMike
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Good improvements. The "background" having different colors on some of them like between the legs is a little jarring, but besides that I think these are easy to look at.
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CoolHandMike
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Woah that is super impressive. That audio in particular is extremely clear, way beyond what I expect of Nes! Great job!
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CoolHandMike
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Mowing the lawn is really hazardous nowadays!
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