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Since you're using a custom version of BizHawk and the movie doesn't sync with the actual release version of BizHawk, I think it's gonna be a reason to reject your TAS when it's done. You have to wait for a stable release first.
TASing is like making a film: only the best takes are shown in the final movie.
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I still can't sync your movie. Well, the encode shows I have the same game ROM as you.
Your first input inside the game starts 239 frames before the game can actually read it.
https://ibb.co/KKnnKKR
TASing is like making a film: only the best takes are shown in the final movie.
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Does BizHawk for Linux use a different Commodore 64 core? I'm trying to watch a Superman input file. All the movie properties match excepting emuVersion field.
If I playback it, it goes out of sync after LOAD command is entered.
https://ibb.co/YfV3L5L
TASing is like making a film: only the best takes are shown in the final movie.
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I'm not sure if it's the right place for highlights like that, but I found a fatal error. Maybe it's mentioned already!
To produce it, go to Userfiles and select (unknown) game. The page shows some userfiles and a line at the very bottom of the page:
"Fatal error: Maximum execution time of 45 seconds exceeded in /home/tasvideos/public_html/db/sqlfun.php on line 432"
Or just click it and wait a little: http://tasvideos.org/userfiles/game/0
Isn't it a problem that all games that don't have any submitted TASes are marked as (unknown)? Because when we upload WIPs, we can't enter the game's name - only to choose it from a looooong combo box.
This also means that some userfiles can't be seen at all, unless an author gives a direct link on his userfiles.
I know it's reasonable to create a forum topic and post a userfile there, just to make it visible for other players in the future, but how to find the files which are beyond this fatal error? There are plenty of them which were uploaded in the first part of 2018 and earlier.
TASing is like making a film: only the best takes are shown in the final movie.
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You can open bk2 file as zip archive, open Header.txt and edit rerecordCount line. 99999999 rerecords or whatever are confirmed =)
So, it's not a secret now, but it has little point.
TASing is like making a film: only the best takes are shown in the final movie.
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feos wrote:
Does anyone see any visual glitches in these 2 encodes?
It's difficult to see any difference on such a low resolution. On the Wii version of RE4, using OpenGL render results in a graphical glitch when you do a headshot. Head explosion generates 2-3 rotating squares (I can't even describe it well), so I'd suggest you to use D3D11 to be sure.
TASing is like making a film: only the best takes are shown in the final movie.
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Spikestuff wrote:
and to configure the deadzone size for analog sticks
Wow! Does SNES actually have games that support analog sticks? I've never seen this kind of gamepad, or was Wii's Classic controller invented back in SNES days?
TASing is like making a film: only the best takes are shown in the final movie.
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Honestly, I'm out of ideas why such a game needs a "glitchless" TAS. Also it fails to HappyLee's TAS in terms of entertainment. Despite the fact I didn't get bored of watching a 5-minute video, I vote Meh.
TASing is like making a film: only the best takes are shown in the final movie.
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Zoldam wrote:
Are RNGs that don't appear to be effected by any player inputs common? And is there any sort of method to learning how they function faster? Or is it merely trial and error?
Not always, but they are common. Some RNGs work by taking the system date and time as a seed. Most old games use either a basic timer (that starts when you turn on your console, like 0,1,2,...,254,255,0,1,2,...) or a prescribed RNG tables (defined seed sequences that repeat after a full circle).
If a game doesn't use some specific in-game situations which may change RNG seed on the frame X and give a different action on the frame X+1 and so on, then we can consider that it doesn't depend on any player inputs. How to influence on it? Skip one frame and press your button and see what will happen (and so on until you get a proper result). It's like playing a virtual slot machine: you try, then load a savestate if you fail, skip 1 frame and try the same again...
Firstly, you have to find out if there are some information about it already. It's not difficult to find the RNG seed in RAM Search. It's might be difficult to figure out how it concerns the situation you want to influence on.
Imagine you play an RPG game, like Final Fantasy. Most games have all the math done already and it's hidden somewhere in RAM and you usually don't have to discover the pattern of how RNG seed affects you damage (or sth else) or it's easy to discover it. So all you have to do is to find the math in RAM.
For example, you attack an enemy and you deal 146 damage to him. You look for addresses which value is 146. Then you load a savestate, skip a frame and attack an enemy again - you deal 101 damage this time. Watch your found RAM addresses. If the one of them has the value of 101, than congratulations - now you know the address which shows how much damage you're going to deal in battles. Than you can use it to beat the game much easier.
If you can't find this kind of addresses (or whatever you want), then trial and error is the only option.
TASing is like making a film: only the best takes are shown in the final movie.
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c-square wrote:
As you point out in the comments of your video, there's a faster pacifist run, and it's no damage as well. It's amazing, and I'd love it if it was submitted at TASvideos!
ClumsyDoomer said he will eventually post all the episodes on doomworld if everything will be fine.
TASing is like making a film: only the best takes are shown in the final movie.
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Using Dolphin 5.0 - 8715. Saving and loading takes 1 second (maybe a little less) regardless of how long my Dolphin session is and how many savestates I have already made during it.
Separate HDD for gaming, i5 4460, Radeon R9 270, 8 GB of DDR3 memory.
TASing is like making a film: only the best takes are shown in the final movie.