Posts for Patashu

Patashu
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Joined: 10/2/2005
Posts: 4022
It's not like not TASing the games will make it impossible for people to disassemble the RNG... Better TAS it anyway and make it more visible how bad the problem is to Gamefreak instead of trying to hide it from them and help cheaters stay unknown.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
Svimmer wrote:
Patashu: I'll get back on the Dawn of Sorrow thing a bit later. Meanwhile can you tell me if it's possible for you to work with "hifi" instruments as well? In case 8-bit doesn't sound right on top of the >8 -bit gameplay, could it easily be converted to another soundfont?
Sorry, I managed to miss this post ^^; Compositions in Famitracker aren't conducive to being directly converted into soundfonts/etc. I currently don't have much experience with 'better than 8-bit' daws and can't offer it as something I can reliably do.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
Hello SotN TASers! Sockfolder discovered the 'sock skip' (pending better name). It allows you to skip Death with 1HR or 1 neutron bomb+level up. It can be used on any horizontal loading zone to appear 1 screen width 'further' into the next room. This is useful for 'all bosses' category and possibly other categories. It may be useful in other rooms in the castle. 1HR: http://www.twitch.tv/sockfolder/c/3030513 1 neutron bomb+level up: http://www.twitch.tv/sockfolder/c/3030464
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
diggidoyo wrote:
Downloaded Dolphin 4.0 today. Mega Man 9 works fine with dual core enabled, but disabling it (to TAS) force closes dolphin as soon as it starts with no error message. Anybody else experience an issue like this?
Are you on 4.0-19 or later?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
Watched the archive.org link Great TAS. Every time you think you're going to get bored of horizontal underflow and zips the TAS ramps in how much complexity it has to go through to beat the level. The S&K part in particular is really great. Yes vote.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
jlun2 wrote:
Embed.
Site bug - the embed autoplays when loaded (a good embed should not autoplay)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
ALAKTORN wrote:
When’s the second time?
Here's how a pokemon gold run works: You beat the elite four, hall of fame plays, credits plays, Red is made available. You beat Red, the flag for Red is unset (no longer available), credits plays. Pokemon gold runs are traditionally considered beaten when you beat Red - even though it's not the first time the credits plays - because that's when the game really ends.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
Is this new? Magnet beam early with no L+R and no TAS. Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4022
Does this TAS win the award for 'greatest ratio of post game cutscenes to gameplay'?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4022
Is an improvement planned with Leblancanator9000's suggestion/help?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4022
I think for making captions, you want to use .srt, because you can add an .srt directly to a youtube video as subtitles - meaning even if you don't upload the encode you can give the encoder subtitles. https://support.google.com/youtube/answer/2734698
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
Ideally, with all the people interested in pokemon gold glitchhunting ATM we'll see some collaboration arise and curbstomp the game into oblivion.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
Is an encode in the works? (This seems like the kind of game where the best way to watch it would be with caption commentary, BTW. What do you think of making some, ars4326? A good example is the Actraiser TAS http://www.youtube.com/watch?v=dNUMflvjoyE )
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
I'm very interested to see this, although in its current state it cannot be accepted until it beats the real time record for pokemon gold glitched which uses different glitches ( 1h22m by werster ). Breaking pokemon in new ways is always exciting to me :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
the_randomizer wrote:
Why is this emulator pending deprecation? What would be used in its place for N64 TAS videos?
Bizhawk, using the mupenplus core for N64. (In the future, CEN64 as an N64 core would be even better, because it's cycle-accurate, but it's not done yet.)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4022
Synx wrote:
What is the biggest challange/problem with the new any% TAS?
No specific problem, 3D zeldas are just extremely demanding to optimize.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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GhostSonic's previous attempts have shown that the Genesis emulator used for TASing is not very accurate, so genesis verifications will be difficult to do (about equal in difficulty to verifying a SNES TAS not made with Bizhawk/bsnes)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Hey THC98, the nicovideo upload for this TAS is about to break 100k views. Grats :) Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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FractalFusion: So is Wheel of Fortune badly emulated? Or is it just badly coded and has similar errors on real NESes?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4022
There's an easy way to make an infinite number of savestates available - type them. Each savestate could have an associated screenshot depicting what the screen looked like at the time. (If it can't find the screenshot, because the savestate was made before that version for example, it shows nothing or loads it and creates the screenshot). When you hover over a savestate, it could show the screenshot. When you save a state, you could do it like /nameofstate, and when you load you could do it like \nameofstate, (obviously you'd want to use as small names as possible to be fast to type while meaningful to you) and as you type the names of states it could autocomplete to are shown as well as their associated screenshots. You could have memory watches saved and displayed when you hover over a savestate, as well (e.g. if you're comparing the x position and frame count of many different attempts, you'd like to save each one and hover over them all and see which one got further into the stage in the same amount of time!) Is there a particular reason why no TASing emulator has implemented this yet? Wouldn't it be more user friendly than having to associate 10 numbers with what you're currently doing, and having to reuse them again and again and again for different mappings as you test different things? And if you go test something else at the same time you have to cram it into those 10 and so on... etc I think this is what TheAngryPanda was hinting at.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Isn't there a precedent on tasvideos where two different games with identical gameplay but differing graphics/console/whatever, only one can have a published TAS?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4022
N. Harmonik wrote:
I wonder what a glitchless run would be like...
Sonic is far too busy going fast to care about 'rules' and 'developer intentions' and 'staying in bounds'.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Beautiful, I am definitely going to have to watch this again to pick out more of the detail of the speedrun. I've been hoping for a 3D sonic TAS like this for a while and this delivers everything I wanted. Yes vote. Good luck with future SA:DX and SA2B TASes, to everyone who is planning them :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4022
Every time you hit an encounter, there are three possible ways you can deal with it - reset glitch, run from the battle and stutter just enough to skirt over it. So, you can branch execution and examine what results of each of those three branches: 1) Reset glitching it, adding the associated frame cost and continuing at the same danger level; 2) Accepting it, adding the associated frame cost and continuing at danger level 0; 3) Calculating how long ago you would have needed to start stuttering to baaarely miss it (only allowing you to stutter immediately after the last reset glitch/accepetd battle, or beginning of the graph, whichever comes first), adding the associated frame cost and continuing at the danger level that just mised the battle. However, if you can't go far back enough to stutter over it (for example, for your example graph, if reset glitch was chosen for the encounter at step 30, it can stutter as far back as immediately after the reset glitch, since stuttering further back than that is a different universe - and if stutter was chosen for the encounter at step 30, we could go all the way back to the last danger level 0 and attempt to stutter and still not make it) then this option is skipped. In each of the possibilities we've picked, we wait until the next battle, and again try reset glitch/accept battle/stutter starting after last event, again adding the associated frame costs to the total frame cost spent manipulating so far. Finally, in each string of possibilities (how we dealt with each encounter), when it reachess the end of the graph, we note what we did and how low the frame cost. Once we're tried all strings of possibilities, we sort by frame cost and recall the cheapest. This is a very dumb backtracking algorithm but it works in the case of few enouncters to deal with (For example, in your graph there are 19 encounters - at worst you'd try 3^19 universes, but most of the encounters won't be reache by most universes, and a lot of the time stuttering won't help, so in reality it's a lot lower). If you need it to be smarter and more efficient, maybe something like alpha-beta pruning could apply here? (Google it, but basically alpha-beta pruning is used for exploring trees of possible future moves and picking the best outcome - it's a rule that lets you ignore all branches if they can't possibly beat a prevously evaluated branch using perfect play.)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4022
max12187566 wrote:
Errrr.......I don't think he did well I TASd this game before and almost 1 minute faster than this ,but I do not use this version so I think it can improve a lot
If you still have the input file, could you upload it?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu