It's not going to get rejected now, no.
But if you made an 'even more 100%' TAS than the current 100% TAS, and it was just as high quality, it could obsolete this TAS.
The user of bizhawk may quite reasonably expect bizhawk to behave consistently among cores. The user of any software may quite reasonably expect to be in control of when changes are flushed to disk. Savestates dont appear without the user putting them there. Why should savefiles? Because the user indicated it to the game, OK I get it. That will work, right up to the point where it doesn't.
We'll probably add an option for all the cores at some point in the future, but I'm not sure what the default should be. I'd rather work harder on training the user to be in charge of things, instead of depending on mushly emulation metaphors and automagic.
The intuition of saving in a console is that you can turn the console off and on and the save file is still there.
For the emulator it's the same idea - you should be able to turn the emulator off and on and still have the save file be there. Except now there's a 'meta turn off and on', where you close and re-open the emulator entirely. Technically it's a different operation, but it intuitively feels the same as turning a console off and on.
Savestates are different because they don't exist on a console.
You need to record your normal playthrough and present to the audience as an input file when submitting your TAS.
In particular, it doesn't need to be a TAS, or even very fast, but it needs to be an input file that, when played back, results in the save data that you use for your TAS.
Announcement:
Hi guys! I decided to pick up this project.
I spent last few weeks with testing and planning new routes.
A lot of things can be improved, according with my rough calculations i can save at least 9000 frames over published movie.
So sooner or later you will see new Lost Vikings TAS. Now it only matter of time.
Though, it definitely will take a lot of time. I guess about half of year. So be patient.
End of announcement.
P.S. I am big fan of old TAS by Ouzo. About six year earlier, when i saw his wonderful work in first time, i have experienced truly indelible impression. Thank you very much Ouzo!
But now is time to improve this masterpiece. Wish me good luck at this long and difficult journey.
Wow, this will be great!
Will you be posting WIPs?
Honestly I've been bored with the ACE stuff since about the 2nd time it was done. The concept is a neat curiosity and probably interesting from a programming perspective, but these have almost nothing to do with playing, or TASing, video games.
Please elaborate.
It's just a point of view about what makes TASing exciting to you.
ACE TASes and non-ACE TASes are awesome but in different ways. There's a kind of gradient on TASes, where on one end the entertainment is entirely from bending programming to your will, and on the other end the entertainment is entirely from playing within gameplay rules and boundaries and optimizing that.
feos: I guess I was baffled that you would need proof that 60 fps is superior to 30 fps deblinked. Humans can see stuff at 60 FPS after all.
Edit: What I see in the second video with 1080p@60FPS is 30Hz flicker like the source probably is.
That's not why feos made the post!
Feos wanted to see, 'if you upload a 60fps blinking video to youtube and watch it in 30fps, what happens? Does it show solid on/off or does it blink?'
I and a lot of other people thought, 'it will drop every other frame, so it will show solid on/off'
Feos PROVED that it will show blinking because of the frame dropping algorithm youtube uses.
So it makes uploading in 60fps rather than 30fps deblinking a lot more viable - because when it's downgraded to 30fps, it shows the blinking!
No need to test. YT likely will drop every other frame or so. Blending frames into one another wouldn't make sense for them, because there's no (in general) right way to do it.
There is need. It's people saying that deblink is obsolete/does worse than YT.
Ok, let me clear up the confusion.
Deblinking was our (tasvideos) solution to youtube encodes only being 30fps. Because 60Hz flicker is either invisible or solid depending on which frame it lands on, deblinking detects these situations and makes them translucent so they can be seen at 30fps.
So we made our youtube encodes deblinked for a long time.
Now youtube offers the ability to make 60fps videos. So if we can upload in 60fps we don't need to deblink, right? But there are a few problems with it:
-It's only available at 720p or higher. If you are viewing in lower resolution, it's only 30fps, and many people won't know this rule.
-It's not available in every browser. Most people won't know which it works in and which it doesn't. This is especially a problem on mobile devices.
-There are some other weird glitches, such as you can upload in 1080p 60fps but youtube will make the max quality 720p 60fps anyway.
(When I say '60fps is viewed in 30fps', I mean youtube will only show you every other frame of the video, with no filter/post production applied. e.g., no deblinking filter or anything like that. And you can't give it two videos, one to show when it's 60fps, one to show when it's 30fps, or anything like that either.)
If you compare 60fps and 30fps deblinked, 60 fps is superior. But the current situation is, if you pick 60fps, many people will not be able to see it, and will get something WORSE than 30fps deblinked. Until youtube fixes these issues and makes 60fps more accessible, it's too early to do encodes in it.
^I partly agree that ACE lost its charm by this point, but it’s still cool to see and try to understand why the glitching works.
As far as using it to beat levels more normally, I’m not sure if that would be just a “arbitrarily limiting the power of a glitch” thing or not. It looks cool in your speedrun though.
We've discussed this before (see MrWint's catch 'em all TAS for example) - a glitch that can be used in ACE and non-ACE ways can be used in the non-ACE ways for non-ACE speedruns. So long as the glitch stops before ACE is possible with it's valid.
That said, wouldn't a new any% run use the null egg glitch to skip every level? Or is this an any% no null egg glitch no L+R category where infinite tongue glitch is ok?
http://www.twitch.tv/iastsa/c/5714231
Here's the game being speedrun in 9:31 minutes.
This is a frantic run and gun where enemies will stream in from all directions and tons of firepower gets thrown around. It's also not very long when played well, as you can see from the speedrun, so it could be TASed quickly and look impressive.
By the way, the bonus games give health, but waste a bit of time in the score tally. They're probably worth it for damage boosts (since iastsa thinks it is) but it's one thing to investigate.