Posts for MUGG

Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
I only watched two addresses while making the run. A200 = Oscillation pattern A202 = Speed (in pixels) There are no subpixels in the game, which is why it uses oscillations in order to move at a speed of 1.5 pixels/frame (1,2,1,2,1,2). 1A00~onwards seem to be the possible oscillations the game uses. Aside from this, I didn't use any position-related addresses. I can try looking for them later, because I know there are some that are useful. FYI, the second half of the OoB area (4000~8fff) is switchable ROM. The area changes between two possible layouts by holding "up/down + b" (and not holding it), which is why there are so many possible ways through it.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
That would mean lagframes are not accounted for. Isn't that the wrong way to go? Times in submissions and publications would be inaccurate. Why aren't we using the console-based frame rates? Is it just a special case with VBA? Because Desmume does record AVIs using 59.826 fps, at least in 0.9.2~0.9.4. Also I added info about Dophin to my first post since you posted.
Post subject: Gameboy TAS times being miscalculated in subm./publications?
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
The SML2 TAS I submitted yesterday has 7740 frames on emulator (2 minutes 9.5885479887824 seconds), ~7978 frames in recorded AVI (2 minutes 13.5733121259052 seconds). This is because some lagframes throughout the TAS take longer than the duration of 1 normal frame, ~0.016 seconds. The recorded AVI accounts for that and records multiple frames in place of one. This also seems to be why TASes on Youtube end later than they are supposed to, time-wise. Yet, the submission time says 2:08.98. Why aren't lagframes accounted for in submissions and publications' times? Also, why isn't it 2:09.59? I used framerate 59.7275 (taken from here). 2:08.98 would mean the framerate used for calculation was 60. Dolphin currently has a related problem. Recorded AVIs don't account for lag (as far as I know, a recent revision fixed it for Direct3d11 (?), so recorded AVIs that use Direct3d11(?) add multiple frames in the place of 1 lagframe). Should future gamecube TASes have those miscalculated times too? It would mean that times would be many seconds lower than they actually are.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
...and no, I don't know why it got obsoleted.
Because the glitched run uses the pipe glitch just like the previous fullgame run (by andymac), just to a greater extent. Therefore it makes no sense to have seperate categories. At first I complained about this reason for obsoletion, but later accepted it. All that's left is either a "glitchless fullgame/all levels run" or a "no-pipe glitch fullgame/all levels run", the former makes more sense since the pipe glitch is actually a "touch an object, quit out of the level at the same time" glitch which there are several varations of, for example touching the bubble item or the bell (to skip half of Moon Zone 2). But I think both categories would be fine. Also, I just noticed I messed up while editing the VBMs, so the submitted VBM lists andymac as the author, yet the rerecord count is correct. I think this can be ignored.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
My first SML2 TAS using the new pixel trick! I didn't spend a lot of time doing this, so maybe I lost 1 or 2 pixels somewhere, maybe andymac can have a look at it. This is 19 seconds ahead of the published run. WIP (VBA23, 1.0 ROM)
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
I would be interested in seeing it, but I can't tell if it's gonna be an interesting watch.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
This is the best TAS ever.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
MUGG wrote:
Lost levels improvement 1.51, SMA+SMW
encoded so it gets more attention.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Toad King wrote:
Those backshifting problems look like polling issues with the input code. If you use the new TAS Input window, you shouldn't get any of those bugs anymore.
I already pm'ed this to you, but here goes: The TAS input window does not fix any of those input-loadstate desync bugs that occur in Mario sunshine and Tony hawk's underground 1. I just TASed a section in sunshine with TAS input and it desynced right at the beginning.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Obviously not. I saw many TASes on nicovideo for this game, by the way...
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
MUGG (in the Desmume development topic) wrote:
http://tasvideos.org/LuaScripting/Registers.html while true do- loops don't work in Desmume yet. Try other registers.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Sorry, I forgot about the rerecord count. http://dehacked.2y.net/microstorage.php/info/1162051984/spartanx%28J%29Corrected.vbm (J run) Please update the submitted vbm with this one and feel free to encode.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Brandon, didn't you see the messages I wrote to you? I was also interested in your opinion. I think we can safely go with the J version now, however, as many voted for it.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Found a Bowser battle cutscene skip... almost. The game reset itself.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
As long as there's something to click on. But I mainly want to interact with it with keyboard presses.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
For the record, the Japanese version is as fast as the US version. The only thing changed is the final level.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
Actually, after seeing my new video twice now, I think the character looks a bit ugly in the Japanese version (less detailed, no throat, no knee, bad walking animation). I'd like to know what everyone else thinks. http://www.youtube.com/watch?v=QMYI-vU3HCI US version 3:40 http://www.youtube.com/watch?v=sStOmk0Su7I JP version 3:29 What do you think looks better? I don't mind switching back (keep the current vbm) if everyone agrees on one version...
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
In case my question went unnoticed, did the crackling sound get fixed? About TAS Input, it should be made so boxes are checked when buttons on the keyboard are pressed, and unchecked when they are not. For now, I'm interested in it for being more desync-proof than the usual way to TAS but it is too impractical to use right now. It would be more convenient if it had control stick graphics to click on, in my opinion. I think there has been something like that for Mupen too.
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
I'm still on 7323, but I don't think anything has changed. You select "start recording" in the dropdown menu. Dolphin will now start up the last game you played. Every savestate you make will record your button sequence (meaning you can close Dolphin, then re-open it and load the savestate to continue TASing). When finished, select "export recording" or "stop" and it should ask you where to save your DTM (dolphin tas movie). This is your recording that you can play back in the emulator. Why can't you play it back? Black screen would suggest the emulator is paused. Unpause it using Play/Pause (in non-frame advance mode). Also note that Dolphin will not save your settings or memory cards in the DTM, so you may need to back up your memory card file. What do you mean by TASing with as little savestates as possible?
Editor, Experienced Forum User, Published Author, Expert player (2362)
Joined: 5/15/2007
Posts: 3976
Location: Germany
<mugg> is it dolphin not emulating the load times or the avi only having 1~10 frames (when it should have 400 frames)? <mugg> dolphin emulates ssbm's and tony hawk ug's load times, but only records 1 frame for it in avi