Posts for Patashu

Patashu
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Very entertaining, 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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If the credits can only be seen by beating the game normally, then this should be acceptable. I'd love to see a technical explanation of what's going on in the TAS submission notes, also.
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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Bobthefloater wrote:
Also, what is that variance formula? It gives a variance for a dice with 1 side equal to a quarter, when there is only 1 output value (and hence zero variance).
Ah, you're right. It should probably be (y^2 - 1)/12 instead. I'll edit the post.
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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StarvinStruthers wrote:
word! thank you i will try and get that started up would it work for me to just post feos youtube link in the thread?
Yup, though if feos's encode is unlisted you may want to make your own public encode if you want it to be discoverable via a youtube/google search.
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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PS - i still want this tas to be able to be viewed publicly for the prince mode taser that everyone seems to think is right around the corner throwing this submission in the dumpster isn't really what i was going for how do i go about making this a resource for people via this website? or is leaving it here the best i can do?
I would suggest making a thread for this game in the Game Boy Games board (or bumping it if one already exists) and linking the input file and an encode of the TAS there.
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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Published TAS, for reference, is also on v0.01: [2583] NES Rockman 4 Minus Infinity by tianwodeai in 35:40.26
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: 4025
AFAIK Bizhawk got a lot better at emulating atari 2600 in the most recent version so you'll want to do all testing and comparisons on that.
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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One question I have that I forgot to ask the last time you submitted this TAS: "In lsnes emulator, it is possible to manipulate the initial RAM values to some extend by setting the value of the Real Time Clock that acts as a seed. The first value of the RAM is set to the lower byte of the RTC, and each consecutive value is generated using a recursive formula: value = (value >> 1) ^ ( ( (value & 1) - 1) & 0xedb88320)" Where can I read in more detail about the Real Time Clock and how it sets initial values? Is it a quirk of the real SNES console that is being faithfully reproduced? Or is it an lsnes-specific quirk and not really related to a real SNES? How hard would it be in theory to reproduce this TAS on a real SNES?
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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By the way, if your TAS doesn't break all existing records (both RTA and TAS) in its category, don't submit it. Just upload to userfiles the input file (necessary for other TASers to easily critique your work) (make a video too if you want it to be easier for people to watch, though!) and post it in the respective game thread on the forum if you're looking for feedback. EDIT: Added... advice from Spikestuff.
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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Crosspost nathan7878 from http://castlevania.msnboard.net/t641p25-total-control-on-psn-ps3-achieved-xbox-tc-development#8959 : "I realized that when the relics selector is out of bounds, it is so close to the inventory coding that you can use it to multiply certain items... which lets you create any item for the credits warp, so this will be the new ace setup probably." Link to video Sockfolder has been alerted.
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: 4025
Great TAS! Loved the storyboarding and Spongebob sequence. Agree with the comparison to Demoscene, I think as long as a TASer has the drive to push technical limitations further than before, or to create a new visual audio experience, there will be new and greater ACE TASes.
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: 4025
Can we agree on 'item glitch, gate clip' being the category name? A little clunky but describes all the major skips in use, and means that the branchless category foregoes item glitch and gate clip (e.g. it would be your 'no major skips' 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: 4025
SmashManiac wrote:
Also, the submission text indicates that an extra ring can be collected in the main stages when playing normal Sonic the Hedgehog 2. (It would also be greatly beneficial in the special stages due to split ring paths.) I'm not sure how if would affect the entertainment value, but it terms of pure rings count, picking the Knuckles version seems sub-optimal and arbitrary to me.
Yes, Knuckles misses 1 ring, but he more than makes up for it with other rings only he can get: 'Casino Night 2 This is the second zone where appear the second group of unreachable rings, 14 in sky at the begining 2 groups of 7, only Knuckles can grab these rings. ' So in the end it's a wash - each character's Ring Attack collects a different subset of all rings in the stages.
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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Zarmakuizz wrote:
I remember that, for one game, going for the shortest input file lead to a really boring end of movie where it takes ages to reach credits. So the audience asked for a quicker ingame time instead.
Are you thinking of [2641] Arcade Magician Lord by £e Nécroyeur in 07:17.73? That's the most egregious example I can think of where going for shortest input is way more boring than going for fastest credits.
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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Nice! Looking forward to progress on these TASes.
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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Was bored and came up with a math challenge for myself: To roll a y sided die is to randomly select a value from 1 to y inclusive. As a probability distribution, has an expected value of (0.5+y/2), a variance of (y^2 - 1)/12 and a skewness of 0. Normally dice have a positive, integer number of sides, but I would like to extend this function to all real values of y >= 1, and the expected value for non-integer values of y should still be (0.5+y/2). For example, if I roll a 2.5 sided die, I should be able to roll either 1, 2 or 3 with non-equal weightings, and the expected value should be (0.5+2.5/2). Additionally, this function should be indistinguishable from normal die rolling whenever y is an integer. 1) What is the algorithm for rolling a real sided die that satisfies these criteria? With what probability does it roll each side? 1.5) Extend also to negative integer y, then to negative real y. 2) Does this algorithm still have a variance of (y^2 - 1)/12 for all values of y? If not, can you come up with a second algorithm that does NOT have expected value of (0.5+y/2) all the time but DOES have variance of (y^2 - 1)/12 all the time? How about skew? EDIT: Fixed variance formula. Also, here's my answer for 1: xDy, where x is integer and y real: Values from 1 to floor(y) have 1.0 weighting, value floor(y)+1 has floor(y)*frac(y)/(floor(y)-frac(y)+1) weighting. select randomly via weighting for each roll. Examples: 1.5 (should have EV 1.25) is a 1.0 weighting for 1, 1/3 weighting for 2. e.g. 3/4 chance to roll 1 1/4 chance to roll 2. EV is 1.25. 1.25 (should have EV 1.125) is a 1.0 weighting for 1, 1/7 weighting for 2, e.g. 7/8 chance to roll 1 1/8 chance to roll 2. EV is 1.125. 2.5 (should have EV 1.75) is a 1.0 weighting for 1, 1.0 weighting for 2, 2/5 weighting for 3, e.g. 5/12 chance to roll 1 5/12 chance to roll 2 2/12 chance to roll 3. EV is 1.75. 2.25 (should have EV 1.625) is a 1.0 weighting for 1, 1.0 weighting for 2, 2/11 weighting for 3 e.g. 11/24 chance to roll 1 11/24 chance to roll 2 2/24 chance to roll 3. EV is 1.625. 3.5 (should have EV 2.25) is a 1.0 weighting for 1/2/3, 3/7 weighting for 4 e.g. 7/24 chance to roll 1/2/3 3/24 chance to roll 4. EV is 2.25.
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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Can the RNG be manipulated for a real time speedrun?
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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The convention for TAS timing is that it starts when the console powers on and ends when you stop giving input to the game (and the game must be completed with no additional input necessary, of course). RTA timing conventions are different - they go from when you gain control to when you lose control, because RTA speedruns have no input file to determine 'when the player stopped entering inputs'.
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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Congrats on getting accepted to moons!
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: 4025
So great to finally see a DK64 any% TAS on tasvideos. 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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dhxo: The /s at the end of the message means 'this mesage was sarcastic'. So you don't have to do that actually.
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: 4025
AlphaGO is super cool and a massive achievement, don't get me wrong. But it is still categorically different from an AI that can learn in a generic sense (rather than being tailor made for a certain game or simulation), especially one with emotions or biases.
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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Zamasu wrote:
Something I dont understand. Why at marks close of 30 seconds are optimized to less than 30 seconds? It is faster to add a score of 10,000 than one of 50,000. Mysctic Cave Zone 2 is a case.
It is considered less interesting to optimize for real time than for in-game time, because once you are optimizing for real time, there is no point in trying to make stages faster than 30 seconds but slower than 23 seconds faster for in-game time (as it is slower real-time than just waiting until 30 seconds is hit then taking the sign). As a result, all speedruns and TASes of Genesis Sonic games are timed by in-game time, not real time. The submission notes go into further detail, ctrl+f for 'Real Time Savings'.
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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Typo: The submission is a 3 frame improvement over the published run (5.9 seconds in-game time). -> 354 frames The submission text was very nice to read! I'll have to watch this TAS 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