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MESHUGGAH
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Care to explain why you start the game with S, empty, S, empty, S? It's might be the fastest on bizhawk but not on VBA/lsnes.
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MESHUGGAH
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Nach wrote:
MESHUGGAH are you looking to post a faster run?
No, not planning to do any TASing works.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Disabling Windows things: - control panel > mouse > mouse speed - leave the sensitivity at default (6/11, very important) - disable mouse acceleration / enhance precision (don't know the correct string) Disabling mouse things in source: - using launch parameters: (next line) -noforcemspd -noforcemparms -noforcemaccel - m_filter 0 (disable smoothing for next 2 frames after last input) - don't modify m_pitch nor m_yaw Other good to know things for your logitech mouse - use 1000hz poll rate (probably default but who knows) - try to accomodate to a specific DPI and change your sensitivity in-game whenever you can (or use mouse profiles)
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MESHUGGAH
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^ g_game.c @272th line. Newbie explanation: if you press the strafe button, using the "turn keys" will change the side speed and won't issue cmd->angleturn. edit: checked the source code and I'm pretty sure that it's impossible to do in vanilla Doom (SR50 and turning at the same time). Some ports have slight modifications that can be abused to SR50 and 180 turn but it's another story. Regarding doomwiki, the wallrunning page also contains ambigous conditions, currently I can't verify my observations without more knowledge of the code. edit2: anyone has the dos port version's source code? only the ticcmd build function required. edit3: judging by the source of (unofficial) Doom External Control API, one could inject whatever instructions to abuse these ticcmd properties. Don't know if the game makes any checks from these inputs. edit4: -control parameter added in Doom v1.4, make your conclusion yourselves. edit5: I tried to register to doomworld.com. Couldn't go past the captcha test lmao. Apart from the already known illegal inputs, note that the units of GF and GB is also limited, meaning you can't change them by 1 press in real (valid, verified) conditions. I've forgot to take this account in to my demo.
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MESHUGGAH
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Okay, I will just simply swallow the reasoning behind yours logic. I guess there is no hurry in anything, so I will just come back when some progress happened on the verification side.
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MESHUGGAH
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Care to elaborate what does TASVideos benefit from submitting/accepting whatever months old TASes for a video game (unbiased, rejecting the "root of tasing" thing) that based on weird assumptions/observes? I'm really interested in the reasons why is this allowed as an exception but many smaller things are not (fucking FDS roms). edit: just to make sure, if I would have know that Doom uses LMP as input submission, I would have already raised my voice about this... idea.
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MESHUGGAH
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feos wrote:
MESHUGGAH wrote:
- do we really want to rely on a demo format...
The second half of Post #404554 addresses it.
I don't understand. So it's a "no" from the judges but accepting LMP files because... ?
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MESHUGGAH
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Thank you for your input abyrvalg. I'm not a judge or anyone who makes rules, but I believe that these Doom TASes shouldn't be accepted until anyone is able to verify these ambigous/hypothetical stuffs. Well, I'm pretty sure I won't dive in the source code nor install any dev environment, but I would like to see (and probably help in some way) getting some basic rules with technical explanation about Doom. I think the first few things needs to be revised is - is it possible to do SR50 and turn around without using cheats (Doom's external control API? maybe.) - what and when can be put inside tics (mostly referring to the first 15 tics on each level) - do we really want to rely on a demo format...
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MESHUGGAH
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"you can't do both of them in the same frame" if it's impossible by human limitations, I think it's OK to use it. If it's possible to recreate it real-time (with tools), than it's should use that way, otherwise the TASer exploits the nature of LMP. BTW from the doom wiki, I've thought it's possible in real time but hard to pull it off. "It's trivial to hex-edit such LMPs, but is it possible to actually produce valid inputs within a game that lead to that result? In this case the answer's yes, it's been shown that it's possible." Where? And... how can you proof that you are able to press an input on the very first frame without tampering with the LMP? Only "easy" thing comes in my mind is simply modifying the source code to warn the user about the first G_BuildTiccmd (ticcmd_t cmd) with the tic number. edit: "This is easily detectable with basic tools" - I wonder how a judge would find 1 tic of 51 or whatever arbitrary strafe value in the midst of framecount*140 4 bytes + header, but I guess they used some sort of utility to filter this out, right? not just blindly accepting user input without sanitizing first and just thinking "wow it runs in dosbox this is totally legit" edit2: I've exported the 3 demos from doom.wad. Beginning of the demo files: Demo1: 6*WT, GB4, 3*WT, GF50.... Demo2: GF15, 6*WT, GF11, 3*WT, GF1, WT... Demo3: GF50, 5*WT, GF9, 4*WT, GF25.... Well, doesn't proves anything so far, I was expecting all of them starting with 6 WTs. edit3: Tried to look up for SR50 technical background from doomworld. The only post (Doom2 thread where probably Akse and Aqfaq discuss) I found about SR50 gives some verification to the above exported (doom1) Demo inputs: "for example you can only turn in the first tic of the next map, then on the 5th-8th tic but I don't know for sure about this" Well, I'm kinda disappointed that a game released in 1993 and probably also the root of all TASes doesn't have all the techical informations or proofs what's possible, also considering that we have the source...
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MESHUGGAH
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Warp wrote:
If I understood correctly, the Doom demo file format cannot be tampered with, and it is possible for it to descync if you try. This is because (if I understand correctly) it contains pretty much the equivalent of key presses at each frame.
A demo lump is a sequence of instructions which tells the game engine what actions the player will perform: when he will take a step forward, turn around, shoot, switch weapons, etc. It is interpreted by the engine as keyboard and mouse input, thereby allowing anyone to watch a recreation of the original recorded actions. If you read the structure of these tics here, you will see that it isn't stores keypresses like emulator movie formats. "Replayed in native doom". I'm talking about exploiting the LMP format. Just like everyone else exploiting demo files (series of net_send packets or instructions, not obvious key series) for games famous of competitiveness. Do I need to list them?
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Post subject: DOOM rules / detailed informations?
MESHUGGAH
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Just recently saw that DOOM submissions uses LMP, the demo file containing instructions for each frame. Apart from the link to the submission from latest news article (DOOM submission accepted) and 1 line of Doom in the rules (DOOM: .lmp), I didn't found any discussion or set of rules regarding authenticity. My questions: 1. How did you verified the LMP file? Does Doom checks each frame input authenticity or just replays it as-is, allowing you to reject variable value limits? All I can see around g_game.c // DEMO RECORDING is using as-is. 2. How did you verified that the LMP instructions does the same thing in the game? I'm unfamiliar with Doom's source code, but I see a lot of "if (demo)" branches at the network code (d_net.c). Tried to look up the number of polls in a tic but the source code is too long (I'm just interested in the answers, not trying to prove anything without knowledge lmao). 3. What settings you are allowed to change? Things like setting the maximum memory allocatable (can be done by adding a parameter), changing the time of your machine (not sure if the game uses really the OS's time, just saw i_gettime.c) Sorry if these questions were already answered, I didn't found anything but that submission thread with very minimal informations of verification. edit: no, http://tasvideos.org/Natt/Doom.html also doesn't answers these questions.
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MESHUGGAH
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Probably a bit late in the party, but I guess you are looking to tweak these factors: - the polling rate of your mouse, e.g. the frequency of reading actual X/Y position in a second. The higher the value, it's more "fluid", but it can also increase jittering (value of lost packets, this is only for extreme cases or slow computer or anything interfering with the mouse) - disabling mouse related stuffs, e.g. Windows uses mouse acceleration by default, meaning that using the very same config but with another OS yields in different mouse travel distance to get from A to B position in a specific time. It's works like "if you are going to make a very wide strafe, I will increase the speed collected from your mouse, shorting down the required physical distance to move it". This way you lose 1:1 ratio and very fast movements will inflate too fast, resulting in clumsy, crazy mouse actions in counter-strike or whatever FPS games. - counter-strike settings. While I never tried CS:S mouse tricks, so you should google that one. Most mouse commands are for old devices or for debugging joystick/controller apart from manipulating keyboard turns. - everything else in real life (the surface you are using, your mouse internal health, etc).
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MESHUGGAH
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Rewriting my notes from currently published submission thread to this one: - (same as currently published one:) 658th frame uses start button, probably loses 1 frame (use A/B/Select) code obtain part (~19000th frame): - 4 unnecessary lag frames (maybe for manipulation purposes?) - generation @ 19080th frame, 6 frame sacrifice from 1st possible one - generated 0900, 3 frames to input (edit: 2 frames using the same math compared to published TAS, I don't count the final B button as part of the code input) = 6+3 frames total In 7 rerecords, I manipulated 0900 1 frame earlier (removed all lag frames from the room and just pressed B 1 frame earlier).
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MESHUGGAH
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edit: first possible frame is probably 19682th frame, forgot to remove unnecessary lag frames before writing this post. edit2: vaguely watched the fm2 file, don't forget to change ~650th frame input to something else than start (loses 1 frame I guess?) First of all good job on the SDA block and the TAS, usedpizza. Didn't watched the full movie, just checked the code obtain part @ ~19610th frame. You generate it at 19706th frame, while the first possible one is @ 19685th. That's 21 frames sacrifice to get 0800 which is 4 frames to enter I guess. While the number of frames to input not, but I guess the manipulation could be shortened. My wild guess is that the RNG is only cpu cycle dependent (pausing and multiple pausing manipulates it). edit3 (I swear my latest edit): definitely improvable if I'm right. - current TAS uses 21~24 frames to generate 0800 which takes 4 frames to input - using whatever tricks, 7 frame delay to generate 0301 which takes 1+6+2+1=10 frames to input (R = 0; U, empty, U, empty, U, R = 3; empty, R = 0; U = 1) (payload is just an example, didn't tested/verified it's length for 0301)
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MESHUGGAH
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Good job on your efforts. However there's a few missing optimization. Didn't watched the whole thing, so I'm just gonna copy paste my old notes: - Jumping inside walls reduces your horizontal speed to zero. Walls are huge... - Jumping gives 2x speed for 1 frame (when you jump). - You can increase the speed of β€œlaser traps” if you alarm them (striped two-colored ground or switches on the wall) Horizontal speed (speed meter trick): If you hold left or right as long as you touch the floor from air with 2.0px/f, you can wait and continue to run with 2.0px/f instantly, instead of waiting the speed meter to reach that level. This is very useful for optimizing the delays to avoid touching the laser beams. Conclusion (by watching parts of the video): - 1-1 should be 4~8 frames faster if you jump as much as you can without colliding vertically with wallls - 1-2 should be much faster if you avoid slowing down (speed meter trick above) - Always climb ropes on the last frame, always fall down on the first possible frame - Triggering the alarm can be used to shave off many seconds from waiting the camera laser traps - (1-3) There's no need to kill any enemies in the game (maybe only at the very end?), and you shouldn't do it because of slowing down dramatically. - (room of fire traps) I think you could throw that ball earlier (to the left side so it's reflects back to the right and hits the switch) - The death abuse was fkin amazing just like the 1-1 ending, I see potentials... =) - Falling (from jumping) is faster AFAIK than falling without previous Y speed (0) - Coins collecting (before dropping the picture) seems unoptimal
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MESHUGGAH
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ALAKTORN wrote:
What are you even talking about?
She wrote a lot of things on her account. Account still public with... very sensitive personal informations. If you want to read it, you probably find it very easy (as I did too).
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Nicos wrote:
digging up her past.
That's what going on ign.com (I also advise to put -ign.com for those who do a google search). Her glimpse of story has very few delights. Fortunately or unfortunately, I can relate to her, not as much as to the retards from anon. Avoid imgur links while reading. Or better, that account should be locked/deleted.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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^ what TASeditor says. Not mentioning medical "helplessness", taking (prescripted) pills to have less energy/concentration instead of curing the problem or going to physiatrists for a life-time to feed him/her money while he is solving crosswords.
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MESHUGGAH
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Bisqwit wrote:
Not the spirit of friendly cooperation I was looking for.
If you ask me, I would love to read some kind of list of contributors with minimal details of other's TAS submission. (sorry, I suck at grammar) What I mean is similarly like cinema movies' credits roll. Reading and just simply watching the amount of people involved in gathering the knowledge, using it in order to bring a high level of quality... for free for the previous viewers. I guess everyone would be happy and wouldn't it cost space to include them in the submission text. I rarely see anyone thanking a gamefaq writer for helping how to open a door (A+B+start for hokuto no ken) or using a dumped map for planning. edit2: and it would probably make others easier to find someone for their own project, like asking SNES Metroid TASer working on disassembly, speeding and helping up the process to collaborate instead of dead threads and mistargeted messages. Not mentioning the "value of contributing", mentioning your name on a wall of text is a magical thing for most of the people. Or, make fucking long publication links thanks to a huge magnitude of authors like feos' example.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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I don't agree with this co-author bitching. And also Spikestuffs obviously lying (1064 rerecords for 10 hours)
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MESHUGGAH
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PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Alyosha wrote:
So my question now is what should I do with this?
Improve it and submit it.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
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TASeditor wrote:
Antivir detected libsneshawk-32-performance.exe as trojan. libsneshawk-32-compability.exe should be detected as well.
moar stats
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Alyosha: this isn't how it works (game says: ok, add lag frame here). http://en.wikipedia.org/wiki/Input_lag#Console.2FPC_processes_next_frame Timing is important and even the sligthiest change of these "sensitive" factors can have a dramatic result (compared to what you have thought of)
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MESHUGGAH
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edit: basically the TL:DR; version of my post from the thread feos linked above me. No, it isn't always possible. Regarding emulation... this is highly depends on how it was properly emulated on said platform of that game. Maybe it's just different starting RAM state, maybe the former one had an exploit or erronous implementations of behaviour on real console fixed later. Regarding games... yes, most of the time you can easily fix with minor hex editing "basic" (NES emus/games) games, but if a video game developer uses RNG seed based on something that the emulator gives wrong values compared to console or emulation highly increased that dramatically changes the flow of extensively used features (SNES emus/games). Umihara Kawase resyncing requires effort. Answering your question, yes, you can probably recreate the same states on the newer emulation. Lag frames are likely to change and their "reason" or level of appearance because of the difference of cores.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...