Posts for MESHUGGAH

MESHUGGAH
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BrunoVisnadi wrote:
Ignoring the advice to 'flatten the curve'
Without offending anyone, I'm pretty sure that many countries government made both efforts and mistakes to avoid and help to the situation we are facing still today. I think I don't need to list how many people died because of their own governments false informations and encouraging them to work/pray/party despite meeting their sure death. I don't know or at least never heard of someone ignoring this advice. However I do know of ignorant people who can't wait to go to the beach with hundreds of thousands others despite of knowing their fate in terms of health. edit: I guess I can expand my view of covid as this is on topic in off topic lol. So... I've used to say the current year (in 2021 !?!) whenever I hear something that only exists outside of modern technology. From the simplest things of how many steps you are required to do when completing your desired action (registering to a game store, filling in all your information, purchasing the game, downloading the game, installing a game, registering to play a game... going online on public wifi, accept terms to sell your souls before going online, find out what is the IP address of the router if they don't have the default captivity set up.... ability to register for a coronavirus vaccine, filling in all the data they should already have after using they health facilities 30+ years with paying for it but no, type in your mothers name and your name and birthdate and birthplace and favourite dessert after a hot night so in turn you get an email depicting another twenty steps on how to validate your request for the medical emergency everyone is facing) to the missing rules filled with backdoors allowed (most countries government don't face punishment for their inability to handle a world wide emergency crisis despite having information about nearly every country's situation thanks to the john hopkins initiative, there are countries where there's still not enough equipment and resources to avoid death related to this coronavirus not mentioning other problems, how governments are allowed to be non transparent and able to create rules under an emergency unrelated to the emergency itself... let's skip the corporations of various categories and just talk about medicines drug factories and special health equipment producers insanely overpricing them in the name of caring, behindering the progress of new potential researches meant to be helpful to maintain health and support humanities chances of surviving these kind of catastrophes...). I wish if my imaginary perfect world where these shouldn't happen would exist. Until then, everyone should take care of themselves regardless of having a current pandemic.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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I'm not sure what did I witness, apart from dancing mario, some minutes of a shmup and another of barricade running or what ever it is called, but I'm equally impressed after watching this game for the first time through this TAS as of the game itself. So a yes vote went in. I guess this game was made by the developers of PokΓ©mon Yellow and other stuffs for the gameboy. But those (loading and displaying) graphics and animations seems so smooth for a gameboy to handle. Are there other reasons for this apart from being made by professionals? edit: a video demonstrating everything the gameboy camera has to offer (except for taking a photo) Link to video
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Encode of your original submission movie with my HUD script enabled: Link to video (the actual framecount is 22173 but I've recorded through my TAStudio project which had 3 appended frames at the end) HUD script used: User movie #73265863092820188 edit: started to assemble a gameresource page here: Wiki: GameResources/NES/FistOfTheNorthStar Timesheet: https://docs.google.com/spreadsheets/d/1GvTYgRjMsYSk8Jt3U8HjL7OphKcUWiGyy1YvzwCwFW8/edit?usp=sharing WIP 5 uses different position to sacrifice for a better 2 enemy scenario for the first miniboss camx pos double exploding enemy glitch.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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I would really love to defend pirate_sephiroth and point out that he is talking about the flatten the curve memes and not coronavirus or anything else than humorous contents of something, if he would still be TASing after his inactivity from 2013 that mostly consists of trolling (which I personally enjoy usually). Can you pirate_sephiroth be just a little bit not too edgy? I see that not everyone has the taste nor piece peace of mind especially these times. I dont want to miss TASers just because they are way too honest and express themselves in a offending manner. This is just my personal observation and trying to be constructive, not to offend you.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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YaLTeR wrote:
FWIW, Half-Life supports Linux (and therefore native libTAS) starting from the 2013 update, where the console was already enabled by default.
Thanks! I've only found this page (a forum for half-life modders) so far: https://forums.alliedmods.net/archive/index.php/t-207021.html --> Mentions in Update 2/4/2013: - Allowed the toggleconsole command to be properly rebound
YaLTeR wrote:
(configuration files for different joysticks are present in game files, perhaps an argument could be made that you could even use a pre-made file and not type the commands) and fps_override 1 + fps_max 99999999999 to lift the FPS cap (or, if sticking to below 100 FPS, not even that is required). You also want to set mouse sensitivity but you can do that even with the GUI slider, it goes just below the minimum required value.
At TASVideos, the rules try to protect games from arbitrary environments. edit: elaboration after next quote
The GoldSrc package was made primarily for RTA rules and provides a set of files from mixed versions along with category rules such as "you shouldn't use unlimited FPS for the WON category". For TASing you can simply use a clean Steam install.
As long as the TAS syncs with an original, clean installation of the video game, it's OK for me (note that I'm not a judge). I just happen to have many knowledge of Half-Life and I would like to enforce the environment to be legitimate as other TASes requires it (every console and arcade platform). If the TAS requires more actions (editing files on storage, editing memory) than "out of the box" version (assuming you installed everything correctly according the video game's manual), I would question about how many degrees should be allowed to interfere and customize the environment. On topic.... FPS limits... As far as I know, DOS, Windows, Linux, Mac, J2ME, Android, etc and iOS games can be really environment dependent. This might be good for TASers but might be nightmare for judges hunting down difficult versions of required files. It has it's own pro and contra to manipulate FPS, which might happen in real life through legitimate usage or just simply allowed to manipulate it through software but not on that performance which the TAS might be allowed to. Imagine an old DOS game running on unlimited cpu cycle limits. You would press start and already gameover in a few seconds. Imagine Windows games having arbitrary fps limits for different video games. Elasto Mania with specific fps, Half-Life with "maximum" but sometimes lower fps, Doom with very high fps for maximum vertical jump distance.... Imagine J2ME games either running on post Nokia 3310 and pre Motorola flipphone versus running on Nokia N-Gage (not sure if it has j2me support) or the latest Blackberry. There are many video games, some were programmed to execute as soon as possible in order to be playable for the player on their computer. Some were programmed for 1 device but has way too many different devices to be tested or even thought about. As a developer, developing a video game to a target platform will be playable by the number of possible configurations multiplied with the number of possible devices. A limit should consider these already known events instead of relying on current, modern devices. They should at least try to be historical, increasing the legitimacy of playing them.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Ooookay, let's see what we have so far. Will edit this post later as I've ironed out the information and observations. Version differences ? - The double explode miniboss glitch and the 2nd double explode miniboss with 2 next level power up works in both version. edit: test movie showing the 2nd double explode miniboss with 2 next level powerup for Japanese version User movie #73227026846335122 - The Japanese version has more projectiles, giving more opportunities to damage boost for example at Stage 2 (level 1) - The Japanese version has some cutscenes for a few stages, much longer than the time we could save by dmg boosting - The Japanese version power ups are a bit different Because of the longer cutscenes, we should stay at the American version. How does the engine works The engine only allows 2 enemies at once and 3 4 objects at once. This means 3 projectiles, 2 projectiles and an enemy or 1 projectile and 2 enemy maximum. A boss counts as an enemy and the boss only spawns correctly if there is a free space in the slots. If an enemy is in an exploding state (only happens when you use B --> punching), depending it's exploding timer, the enemy won't be cleared from the enemy table when you start a boss fight. The boss will spawn with the values of the exploding enemy and will be placed into enemy 0 slot. Then he rewrites one value (17th) Double explosion glitch If two enemy is in an exploding state and you start a boss fight, then depending on their exploding timer, the boss won't spawn. However, both exploding enemy will get some values overwritten (6th, 11th, 15th, 17th) and the higher exploding timer between the two enemies will be used. 0x84 seems to be a "global explosion timer" which uses the highest explosion timer. The level will end in 255 - highest explosion timer frames later. - Currently unknown why it doesn't works for Stage 1 (level 0) miniboss to acquire it as a next level power up Fastest strategy so far (Applies to both Hokuto no Ken 2 and Fist of the North Star) Stage 1 (level 0) - Manipulate two enemies as close as possible to the first mini boss cam x position 1792 - First mini boss double explode ( I don't get glitched next level power up here :( ) - Manipulate two enemies as close as possible to the final boss cam x position 3840 - Final boss double explode ( we don't get glitched next level power up here :( ) Stage 2 (level 1) - This level has 3 stairs, which increases our cam x position greatly: (cam x position in previous room, cam x position in next room) from 1070 to 1560 from 1794 to 2304 from 2200 to 2816 - This level might improbable with using damage boosting if possible - Manipulate two enemies as close as possible to the first mini boss cam x position 3328 - First mini boss double explode, pick up glitched next level power ups for Stage 4 (level 3) Stage 4 (level 3) - cam x position 3328 - Going back to boss from right to left 1404 OR... die and start from left to right... right to left --> 3328 - 1404 distance --> 1924 / 2 = 962 left to right --> 0 - 1404 distance --> 1404/2 = 707 frames moving and death and respawn time. Since it takes more than 962 - 707 = 255 frames seconds to die and respawn, the submission's strategy of going to left seems to be better. The question is does this "gather 2 next level power up" works on other bosses. If yes, we need to find which levels favors us the best cam x positions to finish the remaining bosses. Latest hud v5: User movie #73228759550285392 edit2: glitched power up tests edit3: - Picking up a normal power up: 3000 score points. - The powerup of an enemy transforms when doing a double exploding glitch - The only miniboss who gives us next level glitched power up is the 1st miniboss in Stage 2 (level 1) so far. - Both enemy will drop the newly transformed power up Stage 1 (level 0) 1st miniboss. White flag sprite. Stage 2 (level 1) 1st miniboss. White flag sprite. Glitched next level power up!! Stage 6 (level 5) 1st miniboss 5122 cam x pos. Golden necklace sprite Stage 6 (level 5) 2nd miniboss. Kenshiro sprite :) Hit + 10 edit4: powerup ids and what happens at the boss fights... Doing the double exploding enemy will take up the 2 out of 2 enemy slots before entering a boss screen. With the right global timer and their exploding timer, the boss will be loaded to both slot and will overwrite some values (noted with Bs in my hud script). Since the boss spawns with 0 health, his exploding timer will start, which is first the highest timer version of the boss and then the small timer version of the boss (when an enemy has 0 health, they will only explode after 128 - current timer frames). The newly transformed power up for the (2 as both of them) boss will be increased according to something... the formula is not known currently, but if you see the screenshots, see B - 17 for the value and what is shown on the screenshot. I assume it has something to do with the array of minibosses, each miniboss having the transformed powerup of miniboss position + 4. (miniboss 0 the first having 4, miniboss 1 the second having 5... not sure about this theory so far) Value of B - 17 in hud or 0x398 for enemy slot 0, sprite 0, no power up 1, half star, +1 star if you have 4 star already IIRC 2, full star, +1 star 3, golden necklace, + 3 bomb 4, white flag, no effect 5, white flag, increases level by 1 <--- what we call glitched next level power up 6, white flag, no effect 7, golden necklace, +1 hit 8, Kenshiro, +10 hit 9, Kenshiro, +100 hit A, Kenshiro, +1000 hit B, nothing (also gets removed fast) C, nothing (also gets removed fast) D, Kenshiro, +10000 score E, Kenshiro, +100000 score F, Kenshiro, +1000000 score 10, nothing 11, Kenshiro, nothing 12 to 28 either Kenshiro or nothing and also gets removed fast 29, floating body?, nothing 70, opens a door?, nothing apart from a visual door being opened 71, one of the bosses, restarts stage 72, Kenshiro, nothing 73, nothing 74, Kenshiro, err a visual animation plays, probably kills everyone on screen, don't know as I'm not familiar with the game The reason this glitched power up exists seems unintended from developer side, is that they were using developer code to select the stage they want to go. While the game was never intended to be using the engine for this, the feature of instantly loading the part of the level when the level number is changed is there. final edit: even the "power ups" have near instant impact on the gameplay as soon it's value changed... As I seem I've (regarding understanding the glitch) finally looks like cracked the code, I will compile the tricks and stuffs in to a Wiki: GameResources. Also should beautify my script and use better screenshots and animations... The following test what needs to be done before diving in creating attempts that might will be unusable because of different beginning parts, are the following: - verify formula of transformed power up to be miniboss position + 4 - find possibilities to manipulate this B-17 0x398 value to be 5 (pausing, dying, continuing, etc) - act accordingly somewhat the basic strategy notes I wrote above in this post. Note for you as you probably don't have this permission to edit GameResources page: Any user with at least one published movie or with special permissions granted by an admin or admin assistant may edit these pages (see Editor Guidelines for more details). In case you would also like to edit it in the future or something.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Latest, v4 hud script: User movie #73201490362265633 Currently doesn't checks for half position lag. Also doesn't accounts going to left, so might report lag erroneously. Checked your submission up to frame 2550: 8 frames with horizontal lag 300, 310, 368, 414, 644, 686, 2362, 2544 one more edit: sheet link: https://docs.google.com/spreadsheets/d/1GvTYgRjMsYSk8Jt3U8HjL7OphKcUWiGyy1YvzwCwFW8/edit?usp=sharing Made 3 movies with 3 different strategy for 1st miniboss (edit: all movies will desync after the mini boss fight) and it looks like the best strategy is do a double enemy kill and start the fight at the right time to make him not spawned down (need to check if my hud script really works). WIP2 using your submission file but removing all lag frames up to 1st miniboss User movie #73202434469889014 WIP3 using WIP2 but delayed explosion. 40 frames slower User movie #73202494606517660 WIP4 using WIP2 but double kill explosion. 41 frames faster! User movie #73202511855948771 Note in WIP4 (which is the fastest strategy so far) uses the "boss not spawned" stuff I found while testing the Japanese version (edit:) so enemies will still spawn. I will continue researching on Monday.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Oh, thanks for the clarifications! I was under the impression that the previous blanket bans of different genres came from that specific page. I'm glad it's not used as a judgement guideline! I'm still not found that list of TAS examples through my own user posts. I guess sometime in the close future will download all the rejected and cancelled TASes to get more example. Not that I have that much motivation to do but who cares.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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I want to contribute in a helpful way. I'm interested in what the community thinks of the proposed system (in a simple way of checking how many Yes, No, or other) and their reasonings if there's any. Mothrayas and adelikat only mentioned as an example as they already cast some vote despite it was 2013~2018 and I guess they were not presented with a prototype of rules and the routines to be used for the different scenarios. But yes, the head of the site and the main judge might be enough for internal discussion, but as a community, I would also like to listen to them edit: the users of the community. As I used to say... since I'm in the extreme minority who opposes this currently, and I'm just a user, it's not required to fulfill my wish of bothering them to write elaborated thoughts about their decision of supporting this or not.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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moozooh wrote:
feos wrote:
Mothrayas and adelikat disagree with changing authorship here (even to co-authorship).
That's actually not what they're disagreeing with.
(edit: have no idea how to write double quotes) Edit by feos: you need to put names in quotes It's really hard to make useful contributions or simply debate this ordeal with the absence of those who will probably write and maintain this system. In other words, can we make a thread with votings regarding the current (if there's any) proposal of this, so I don't need to figure out who said what regarding each aspects and potential usage and misusage of the rules?
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Note that the animation differences I mention is from NES Hokuto no Ken. The Japanese text you see in NES Hokuto no Ken 2 is the same as in NES Hokuto no Ken, it's the name of the killing technique you or the boss used, depending on who killed whom. I don't know what happens at double ko glitch. I'm pretty sure that the Japanese version is the original (first released) while the American version is the easier, cut version. This might means that a change like removing the Japanese text affects the double ko glitch which helps us (as long as the observation was correct and the double ko glitch doesn't happens in the original Japanese version but in the American version we use). Here's my current lua script: User movie #73194288044847889 Still looking at the correct size and number of enemy object data, also the BizHawk crash seems to be not my fault albeit I tried to fix it but seems unfixable from my side (from lua scripting). Here's more notes about this and some Japanese version stuffs: strategywiki https://https://www.neoseeker.com/hokuto-no-ken-ii/faqs/95151-hokuto-no-ken-2.html edit: it looks like there are different lag levels... there are frames where Kenshiro (or the camera) only moves 1 or 0 px horizontally while vertically still moving. And there are lag frames where Kenshiro moves 2px but nothing else. So I need check the debugger to see what makes these difference. edit3: latest hud script with objects and lag indicators User movie #73199531389776805 edit 4: reinvestigated lag frames: 2 different lag levels in your submission movie (not every occasion mentioned, only selected a few examples) Horizontal lag frame 310, 368, 414, 644, 686 --> Kenshiro/camera only moves vertically (frame 686 uses 1st lag indicator) Half horizontal lag frame 2339, 2350 --> Only Kenshiro/camera moves 1 px horizontally. The next frame will be also 1px horizontally
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Thanks for the answer. I've searched again for the two symptoms I mentioned earlier and it looks like that: - It is still unclear why the loss of smell and loss of taste happens. - The first "official but not recognized as official" evidence of this seems to be around 2019 December ~ 2020 March. The first time I've read this on the internet was before 2020 March through imgur (same place where I've heard about coronavirus from the Chinese doctor) - Sources claim wild differences between where and how many patients actually got either of them. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7397453/pdf/11882_2020_Article_961.pdf says somewhat low percentages (country dependent, graph at page 3), medicalnewstoday.com (not a link because of inability to validate credibility) says 80% while it also says 25% ?!... https://www.hopkinsmedicine.org/news/newsroom/news-releases/covid-19-story-tip-helping-coronavirus-patients-who-lose-their-sense-of-smell-and-taste says "overwhelming majority". - Sense of smell and sense of taste returns around 6 months, dependent on many factors like coronavirus strain, person immune system strength, other illnesses etc. So I just want to suggest that these two symptoms should be monitored (those who actively try to avoid being infected). Google put these two symptoms under less common symptoms. https://www.google.com/search?q=coronavirus+symptoms
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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First of all great job moozooh on gathering all this information and presenting it here in order to save lives! On another note, I've thought that the inability to smell and taste is a common symptom among coronavirus affected patients. Did I miss something in your post regarding this or this isn't a common observation in other countries? This information came between 2019~2020.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Haha, for other TASes I used to draw a red rectangle over the screen when the character has 0 X position change, this way I can see the red flashing while turboing through the movie. According to my notes, if I'm not mixing up this with another NES game (Rush'n'attack), these were the values for hokuto no ken and my new ones for fist of the north star: x pos 0x60b 0x613 y pos 0x60c 0x61c camx 0x24 0x26 p alive 0x500 (32 projectiles according to my notes, might be only 16 max) N/A p x 0x523 N/A p y 0x525 N/A I will start gathering enough memory values and fix the crash and then we can continue doing this. For me it's ok if we communicate through this thread or through PMs, my plan would be something like: - get all required memory variables for the HUD script - make a comparison notes for previous TAS (starting frame numbers for each level and their duration) and this TAS - start reworking the levels one by one (it looks like the game is somewhat hex-edit friendly: it's possible to change minor inputs without heavy attempts to resync it, but I always prefer to get every tech implemented as early as possible to avoid headache later) edit: watched the previous 2 TASes of this game and I think I can guess what is that animation timer. In NES Hokuto no Ken, if I recall correctly, depending on how much you killed the boss (getting his health to 0 or making an overkill, damaging way more) will get a different animation. I suggest to use this video to understand what I'm talking about and then read my line: (watch this from 1st boss start to 1st boss end) Link to video Animation 1 - damaging a lot but his health not reach 0, explodes and a Japanese text appears (for example for the 1st boss: Hokuto JΕ«ha Zan (εŒ—ζ–—ζŸ”η ΄ζ–¬, The North Star Softness Ripping Slash) (watch this from 0:00 until 0:20. you can see on the right side that the first 21 seconds is recorded in one take. the video uses cheats, so he able to bring the boss health to 0) Link to video Animation 2 - damaging his health to 0. if this happens, the health bar also shows 0 and there will be no Japanese text being shown on the screen. Animation 3... now this is where I'm not sure about my memory. I believe it's possible to overkill the boss (his health value went from 0 to negative) and the animation was much shorter... I don't have my WIP as I've formatted my tasing drive mistakenly, but I guess this isn't important regarding our case of tasing the next game in the series. edit2: This would somewhat answers why there is a timer that gets reset, which probably used as "Did Ken beat him in N seconds while hitting him M times?". Probably because while I TASed the game, I was able to make very fast, all hit combos which made possible for me to see the 3rd type of boss death. edit3: versions: NES Hokuto No Ken has 2 versions, normal release and beta version. TCRF (unsure if I can link that page due to the no linking to copyright stuffs) accounts this as prototype and only the number of trailing digits are different. NES Hokuto No Ken 2 is the Japanese version of NES Fist of the North Star. TCRF says the main difference is Japanese texts and the credits also shows a picture of Lui (the girl who Ken rescues, she is the twin sister of Lin. Lin is the first girl from the first episode of the anime, when she meets Kenshiro in the prison IIRC) edit 9: I watched multiple videos and none of them depicted Liu... might by a mistake from TCRF. The following differences mentioned in the FAQ TCRF:
The Japanese version is harder because projectiles are randomly thrown at you from the sides of the screen like in the previous game and the first two mini-bosses have to be hit in their heads. Kenshiro's color was changed from black to blue. The "abeshi" and "hidebu" power-ups were changed to white and black stars. The NPCs that appear at the end of some stages were removed for the US version. In the Japanese version, when you use a continue you are dropped in Stage 4. In the US version, you continue from the stage you were on.
edit 10: Dying on 1st stage doesn't gives the ability to continue... Couldn't verify this last line where we would continue on stage 4. I believe this means this only happens if you already beat stage 3. NES Hokuto no Ken 3 and 4 is an entirely different game, similar to those classic Japanese top view, overworld map walkable stuffs, but much better than those cheap Chinese bootlegs. edit4: NES Hokuto no Ken 2 (japan version) tests Killing two guys whos explodes to glitch the boss: - if one guy explodes and another guy explodes later while going through the "start miniboss" camx pos, the boss will die after 3 seconds and it looks like the two guys turns in to a flag that goes upwards. Enemies and projectiles will spawn as usual. - if both guy explodes and we go through the "start miniboss" camx pos (it looks like I need to be closer to that camx pos to get this effect everytime I test this), the boss fight ends after 3 seconds and the boss' sprite will remain on the screen until we enter another screen. Enemies and projectiles won't spawn until entering another screen. edit6: (they actually spawn but instantly die as soon as drawn) edit5: LOL, I just realized that this might be a potential time save, as none of the TASes did this on the first miniboss. Both effect can be done in Fist of the North Star as well. The glitched sprite looks a little bit different but it also showed something flying upwards from the two guy killed. Only had success with once (I'm using a savestate and replicate the glitch in real time), there is a tricky timing in how much frames spent between killing the two guy. So far I believe the USA version of the game should be used because of not using that cutscene after each battle main boss 1, main boss 2, main boss 3, main boss 5 (different cutscene), main boss 6. All of these cutscenes are cut in the USA version. notice around 1:57 in following video Link to video edit11....: Screen lock bypass: - Works in NES Hokuto no Ken 2. I've tried it on level 1. Went left as far as I could but nothing useful found until I died from the timer hitting 0. Enemies and projectiles won't spawn. The screens getting loaded seems to always use correct level data but they get loaded from seemingly randomly places. Since nobody spawned, the miniboss and boss also not spawned. Need to test more to be sure, might save time if we figure out does it required to spawn both miniboss and boss to be able to skip the level using the main boss double ko glitch The cam x position rolls over from 0 to 65535 and down. Since the bosses seems to be cam x pos dependent on when to spawn, they probably cannot be spawned arbitrarily. I guess the video you show in your first post in this discussion thread (bypass screen lock and fight main boss 2? not really familiar with this game so far) has the right cam x pos either because it's already positioned somewhere 65535 or the starting cam x position is already bigger than 255. Up to stage 6, it looks like the cam x pos gets increasing for each sequential levels, which then gets 0. Some screen transitions adds 255 or a bit higher values for example when going through stairs or going to the next level. Stage 1 cam x pos 0 to 3840 Stage 2-4 cam x pos 0 to 3410 (cam x pos 3326~3410 where you do a fancy out of bounds trick and then you go back to 1404) Stage 5 cam x pos 0 to 6400 Stage 6 cam x pos is 0 to 13570 Stage 7 cam x pos 0 to 4860 Final stage cam x pos 0 to 258 final edit to this post: Here is the 1st level breakdown between the previous TAS and the current TAS. https://docs.google.com/spreadsheets/d/1GvTYgRjMsYSk8Jt3U8HjL7OphKcUWiGyy1YvzwCwFW8/edit?usp=sharing So now the following needs to be done before I start optimizing (minimizing lag frames caused by other enemies present in the same horizontal lines as Ken): - Check if delayed double kill explosion for 1st miniboss --> is it faster to manipulate two enemy there and using this glitch to kill and let projectiles and enemy spawn (required for 1st boss skip) - Check the remaining differences between Japanese and USA version. The Japanese version has both benefit and problem by much more projectiles being spawned. This increases the opportunity of dmg boosting while introducing a bit of lag - Settle at one of the versions between Japanese and USA - Make a test movie with the delayed double kill explosion for 1st miniboss to investigate why it's possible to get this alternate effect
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Ok now for a real bug report. edit: reworded to reflect to my latest knowledge of informations If a lua script which has both an event.onframeend and a while true do emu.frameadvance() end block and you throw the lua script twice on BizHawk, BizHawk will shows an exception dialog and closes. Happens with both lua engine. There is a simple fix (as long as possible to change your code) by not using these hooks but incorporating it to the infinite while true do loop your functions. Exception text:
System.NullReferenceException: Az objektumhivatkozΓ‘s nincs beΓ‘llΓ­tva semmilyen objektumpΓ©ldΓ‘nyra. a kΓΆvetkezΕ‘ helyen: BizHawk.Client.EmuHawk.LuaConsole.ResumeScripts(Boolean includeFrameWaiters) a kΓΆvetkezΕ‘ helyen: BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() a kΓΆvetkezΕ‘ helyen: BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Example lua script for repro steps:
Language: lua

local function hud() end event.onframeend(hud) while true do emu.frameadvance() end
alternative code:
Language: lua

event.oninputpoll(function () end) while true do emu.frameadvance() end
Step by step repro: 1. Launch BizHawk 2.6.2 (probably affects older versions) 2. Make a test.lua file using one of the codes I written above 3. Drag and drop it on BizHawk's window 4. Repeat step 3 (--> drag and drop the lua script two times total) 5. Dialog with exception comes and BizHawk closes. Notice that BizHawk doesn't closes if you do this only once. Also notice that it looks like not every problem gets output in the Lua console. There should be a null reference exception edit: because this script uses NullHawk which probably doesn't have the event or emu defined. I'm unsure if this is the case as I've read the bizhawk src code very long time ago. as well but this doesn't happens with my example code. edit (new info + edited repro steps: The problem happens if you drag and drop the same lua script which has both an event.onframeend and a while true do emu.frameadvance() end block to BizHawk twice. edit2: whoops, my previous conclusion wasn't ok. looks like I found the culprit. if the code contains an event.onframeend hook, drag and dropping that script twice to BizHawk will make it crash (force close) after a dialog with the exception comes up. Bug doesn't happens with event.onframestart(). Bug happens with event.onframeend(), event.oninputpoll()
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A new post as this is more about the removed page by Nach which was part of the rules (go back 1 page for the link where I linked it or watch the previous version of Wiki: MovieRules). Looks like I had a lengthy txt file pointing out the errors on that page which I unfortunately lost after mistakenly formatting my TASing hard drive. According to the table at the bottom of the page, sports gets 4/7 while "classic board" gets 0/7. A short list for each genre with valid information, first about subjective values and then about the table: - Best version is subjective and there is no need to discuss it - Not single opponent is another stuff that has nothing to do with genres or they should be TASed or whatever - Imprecise movement.... ? - Unknown rules... ? I never saw a sport game with unknown rules. - Escapes simple non-visual definition. Again I have no idea what would this do with TASing. I guess these lines were written before vault or I don't know. - Sports sometimes have a definitive version (BMX) and sometimes not (FIFA) - Pretty sure that many classic board games have multiple enemies, even the listed examples have some - Other version also have multiple enemies, even the listed examples have some I guess I could list the errors on this page for an eternity. My point is that this page shouldn't be used as an up-to-date information or the base of judging as many mistakes are present there.
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Thanks! This means I tried FCEUX compatible lua script. Sorry! edit: what I needed to change to run my FCEUX lua in BizHawk: - remove emu.registerafter(hud) - add the following instead:
Language: lua

event.onframeend(hud) while true do emu.frameadvance() end
(Other lua scripts might require more changes)
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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 edit3: I've tested 2.3.2 and it still not working. Is it possible that I'm trying a lua script for FCEUX and the page also only refers to FCEUX's lua?
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I think you can cancel your submission and edit the submission text saying new improvements found and you are redoing the TAS. edit: I guess I could also look into this game and check the TAS in case you would like to collaborate with me. edit2: - to minimize lag frames, you can jump higher without losing time. the height required to avoid a lag seems to be dependent on other enemies around the same positions horizontally drawn. There is no real rule apart from trying to change the jump heights to change the starting floor position of the next jump. edit3: I've started to transform my Hokuto no Ken hud script from fceux to this game for bizhawk but currently it has a fatal bug, will update it maybe tomorrow. User movie #73111147014864254
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My current opinion according to feos' version is a strong No as this system would not support the original TAS and it's TASers."
To you feos.
Authorship is the only way to get player points so I dunno.
Currently. I guess there could be made a change to give points to the resyncer if that would be the requested feature. edit: or adding a new user rank Resyncer.
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I hope nobody thinks I'm on an opposite side trying to change the rules each time I see a new version. I'm very glad that this TAS got unrejected and hopefully gets accepted or rejected for something entirely different reason from triviality, too educational, banned genre, etc. I'm still against the blanket ban of game show games and any other genres for the reasons I wrote in my last non joke comment which I'm going to reiterate it here again (linkg if curious http://tasvideos.org/forum/viewtopic.php?p=462943#462943 ) (these are my personal opinions) - if Brain Age is allowed (educational game genre using numbers / mathematical knowledge), Wheel of Fortune (game show genre using words / lexical knowledge) and other knowledge based games should be also allowed A similar opinion elaborated better from DrD2k9 (linked in my original post):
I'd like to believe that creators of edutainment titles were indeed attempting to create a fun video game that also provided educational value. It's true (and unfortunate) that many edutainment titles don't tend to be fun or entertaining, but that doesn't necessarily mean they were intended to be any less 'actual' video games by their creators. If anything they were trying to be more that 'just' video games. So why is our default perspective that edutainment titles are not 'actual' video games unless enough of us deem them worthy of moon/star tier?
If I'm correct only game show TASes gets blanket banned by the new rules. Does this affect other TASes that got rejected for the following reasons?: - trivial TASes that's replicable in RTA. #5799: Flip & ajfirecracker's Genesis Aladdin, Disney's "game end glitch" in 00:02.64 - SMS Genesis Aladdin non gameplay TAS; #2614: FatRatKnight's NES The Guardian Legend "Password" in 00:03.31 - the 1 second long auto-scroller TAS <-- Note: this is an April fools day submission and uses password and uses holding buttons down... not a good example but wanted to clarify which TAS I was talking about #5218: FatRatKnight's NES Overlord in 03:57.34 - that hard SNES game which is similar to DOS X-COM: Enemy Unknown, NES Overlord beating the game as fast as an RTA game could; etc. - sport genres. Don't remember if anyone tried to submit one without entertainment (= Vault) edit: found and added in TASes I mentioned. I believe there was a thread between 2017-2018 with a few examples like this, might be written by me, currently didn't found so far. I'm still looking for the TAS of that space simulator resource management game for NES or SNES game. The RTA speedrun was probably around 3 minutes. edit2: found the space simulator game from topic Thread #21436: Bad game choice for a tas, still not found the remaining examples already written by someone else or me
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The 2nd paragraph of my post shows a similar situation where the community members try to TAS old movies that probably will have improvements and will be allowed to submit it and everything goes as used to go. The 3rd paragraph of my post shows this officially supported system where the community members try to TAS old movies that might have improvements and they might be allowed to submit it and it will require investigation from the judge's part about is there actually an improvement made to reward the resyncer player points (in this case the resyncer becomes the author) or not (where the resyncer's TAS will be the world record but he won't gain player points nor any indicator on having experience in this). edit: regarding "not supporting the original TASers", it is my interpretation of adelikat's and Mothrayas' opinion from 1st or 2nd page. They might be thinking something entirely else but this is what I've understood so far.
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I don't like this approach. My current opinion according to feos' version is a strong No as this system would not support the original TAS and it's TASers. What I see is that it's similar to the First 500 project, trying to reTAS old TASes on a new emulator and hoping it will be resyncable at least. If it's improvable, the resyncer becomes an author and he can simply (as long as the judge makes enough investigation to allow this considering the margin of improvement) drop out the other authors. Note that if these would be my TASes, I'm perfectly fine with dropping me as an author since I don't care about authorship. What I care is that encouraging officially this kind of behaviour (go and try resync TASes! improved? go get your player points! not improved? well, no player points but thanks for the resync, bye.)
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I finally tracked down the TAS I wanted to debate through reading through my user post history but it was accepted after a judge change. #5772: Ready Steady Yeti's GBA Noddy: A Day in Toyland in 17:52.19 [3609] GBA Noddy: A Day in Toyland by Ready Steady Yeti in 17:52.19 I currently don't have a "list of educational TASes rejected" and I don't seem to be able to search for this particular reason used for rejection. Regarding game shows, my personal opinion is that they shouldn't be blanket banned. I don't see this as part of the discussion on the above linked thread by Samsara. I guess I'm in the minority who thinks game show TASes and some other banned genres should be allowed to get a chance case by case. If that's the case, it's not important to create a thread, I just want to understand why they get no chance to be allowed.
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I had a lengthy chat with moozoh and he pointed out that I made mistakes about what should be called legal or should be classified as legal. Console Classix seems to be using a loophole in a sense that while this particular type of service is not illegal by the law in most countries, it is definitely consists of the ability to play games you don't own. It doesn't have ROMs available to download and you can't share them. From their site: We operate as any other rental service and own copies of each game we allow our customers to play. On the surface this is like going to a friend who has a lot of games where you can play on your own. However there is paid service which allows to play an even bigger selection of games. Nintendo and other companies don't try to legally battle them (going to a court where the judges will act according to the law) because they might not win (examples in general: the relevant laws in South Carolina where they are based didn't changed since and they are waiting; the said service doesn't generates enough profit to spend money for the justice system required to start the legal battle;) so they try to threaten or just come to a deal outside of the court. I've found a few books regarding this topic, but I need to verify their copyright status before linking it here. I'm going to edit my previous note, mostly striking out some words that doesn't reflects the truth.
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