Posts for Sabitsuki

Sabitsuki
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Joined: 3/26/2016
Posts: 28
Tompa wrote:
You should know that there is a TAS being worked on currently. Some of it can be found on his Youtube channel, starting with this WIP: https://www.youtube.com/watch?v=XZ89mHDWAjM He has also been streaming some of his TASing. Last session a couple of days ago: https://www.twitch.tv/thewayfaringfox/v/96194692
Oh I didn't know that TAS was still being worked on I honestly thought it was dead.
Sabitsuki
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I run MM and am planning on making an any% TAS (no promises). Are there any TAS only glitches I should know about while routing? I've spent the past few days researching and thought maybe I could get help here. As of now I am using the regular any% with a lot of TAS only time saves. I don't think so, but is there anything significant I am missing trick/route wise?
Sabitsuki
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Posts: 28
Kurabupengin wrote:
Those circumstances being the version being used, which is a fan translation. I'm still in favor of using the original Japanese version instead since I actually want a submission, but the lack of glitches in that version really sets me off.
Exactly no one would care if the TAS was just going at bike speed the whole time.
Sabitsuki
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Posts: 28
ais523 wrote:
This seems like the sort of thing that would make for a good YouTube video or the like, rather than a submitted TAS. Especially if the game has no RPG mechanics, it seems like something that can be put up IL style as a "look what you can do" type of thing.
Agreed, although this TAS is unable to be submitted to tasvideos due to special circumstances.
Sabitsuki
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Atma wrote:
I just watched the entire video you linked in the first post. While it may be apparent to someone who played the game as to why that path is difficult, as someone who has not, the choice means nothing. I presume there is a lot of behind the scenes manipulation to avoid getting into battles or the like, and there being some absurdly strong enemies on that path and you manipulate them away, but to me the run as a whole was actually pretty uninteresting. Run to point A, collect item. Run to point B, collect item. Repeat for the entire game with no real idea of what's going on until you jump off a building at the end. If there's a visible difference in difficulty of the path chosen (to the watcher) which makes it incredibly difficult for a regular player to get through, then sure, sacrifice some time to show it being breezed through while noting exactly how much time is lost by choosing that path for that purpose. But as it is, to me there would've been no difference either way because at no point are you under any kind of a visible threat.
This is mainly a TAS meant for fans of the game. As a whole from a subjective standpoint this game is very uninteresting. It has no RPG mechanics in it, and is solely a game based on surreal imagery. Not that it shouldn't try to be made to appeal to everyone, but I am guessing that people who are not fans will find it boring.
Sabitsuki
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Posts: 28
Samsara wrote:
An entirely different route seems a bit much for a tradeoff in my opinion, unless there's some meaning behind why you're taking that route that's more than "Because it looks cool". If you're going out of your way for something that would make the run more entertaining, there actually has to be something that makes the run more entertaining.
Both of the routes lead to the same place so it isn't that much of a trade off. The main difference is one route is humanly possible the other isn't even close to humanly possible, and it is also a great demonstration of how fast the movement actually is. Then again it is not a demonstration, so I feel like the faster route, even though less entertaining, is most likely the best way to go.
Post subject: Taking a slower route for entertainment purposes?
Sabitsuki
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A while back I made a TAS of a game called Yume Nikki. In this TAS at about the 8:30 mark I took a route that was a few seconds slower because it looked really cool. Is this something that is common? I only ask because I may be remaking the TAS due to possible route changes besides what I described. Link to video
Sabitsuki
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Kurabupengin wrote:
Have you tried testing the original japanese version on Hourglass to see if it works? I'm skeptical regarding few things. Does the desk glitch works on the japanese version? If not, why? Or, if it does exist there, why bother using the english version, or does the TAS sync there? BTW, although I enjoyed the TAS, I think you should really upload the .wtf file in the userfiles, just in case it gets lost somehow and also as a guide if something else comes up.
Okay thank you for the advice c: . And I don't know why both versions say v0.10 but I can assure you they are different versions. At the very least the JP one had a last minute bug patch. Any information on Yume Nikki is almost non existent.
Post subject: Finished the Yume Nikki TAS
Sabitsuki
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As I have stated before a Yume Nikki TAS is not able to be submitted on TASvideos. However I did finish the Yume Nikki TAS so if anyone wants to check it out it out it is right here: https://www.youtube.com/watch?v=ZP5LqrTfcgs
Sabitsuki
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feos wrote:
Screengrabber.
I'm sorry I don't know what you mean how would that fix it?
Post subject: Quality TAS video with an RPG maker game.
Sabitsuki
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So I finished my TAS of a game known as Yume Nikki but when I try to play back the TAS the sounds don't work and it glitches up. I cannot post the video to TAS videos anyway because it is an English translation so is there anything I can do to the game files to fix this?
Sabitsuki
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ALAKTORN wrote:
Splicing is not necessary for most TASes. I’m not sure whether Hourglass is bad to the point of requiring it, but do you understand re-recording? You should be doing re-records (loading older savestates) throughout the TAS to make sure it doesn’t have mistakes. In case you did mean splicing then what do you need it for?
Close to the beginning of my TAS I was I think a frame late on menus and hourglass doesn't save savestates after you close it and keeping hourglass open all the time is not practical. And even if that can't be fixed I still think it would be good for me to learn how for the future.
Sabitsuki
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Posts: 28
scrimpeh wrote:
Wiki: InputFileEditing
Thank you still have a lot to learn lol.
Post subject: How to splice, and fixing small errors?
Sabitsuki
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Is there anywhere I can learn how to splice and fix small errors?
Post subject: Re: TASing Rpg Maker 2000/2003 games
Sabitsuki
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Posts: 28
arandomgameTASer wrote:
Rpg Maker is an application that allows you to make your own games in it. It's fun and simple to use. As far as I found, very few people have been successful. Link to video This person managed to get it running, but had to edit the games actual files. Quoted from the description: "Specifically, there were some audio issues that made the movie either desync or be soundless, so I had to change all the MP3s to WAVs and fiddle with some settings in RPG Maker. Nothing that affects the actual gameplay was changed in any way." So unless TASvideos allows editing to prevent movie corruption, RPG Maker speedruns seem unlikely.
I know this thread is old, but the problem with RPG maker games is not that they have to be edited to fix. Imagine Rpg maker games are allergic to Hourglass and they have a bad reaction when ever they come in contact. It can vary for different people. Why I have no idea.
Post subject: Blue Tint in Hourglass.
Sabitsuki
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Hourglass turns my game completely blue. This wouldn't be to much of an issue but because of this I can't see red colors. Any help?
Post subject: Re: Yume Nikki
Sabitsuki
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Kurabupengin wrote:
For quite some time now, I've been thinking of making an improved TAS of this game, but because some audio issues from the YT TAS, I really stayed away from it. I actually tried an english v10 release on Hourglass and the sound worked, although my screen got a bit messy. I would also want to figure out how to perform the desk glitch and see if it can be performed in said version of the game. So yeah, it's a project Iwill definitely get into once I figure out all of my current issues with it... hoping it can be possible to work on it.
To be honest I will tell you TASing this game is not worth it unless you are a hardcore fan. For one the English translation is the only version of the game you can get with the speed glitch anymore so it can not be posted on TASvideos. Plus the fact Hourglass absolutely hates Yume Nikki. This TAS really should not have a remake but since there is a new route I am making one. Although if you would like to make a TAS I would definitely be willing to help you (I've already started making it though). EDIT: If you have any questions about YN PM me and I can help you I do kind of think it would be pointless for both of us to make the same TAS at the same time.
Sabitsuki
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Warepire wrote:
The idea isn't that bad, but it does come with it's own difficulties. The biggest one being that you need a complete (additional) Windows installation, and higher hardware requirements. Also going by the state of VirtualBox (the only, to my knowledge, open source VM), there is a lot to do in order to get it running stable enough to TAS with. I base this of VirtualBox not being particularly stable for regular usage today. VMware is much more stable, but not open source.
So basically it could work but the technology is not there yet?
Post subject: An Idea for a New windows TAS emulator
Sabitsuki
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So I had a thought last night. I have no idea if it is practical or not. Hourglass has a lot of compatibility issues this is no secret. What if a TAS emulator was made for windows itself like a Virtual Machine. You would have to be somewhat specific with when you start timing but could this work or is this literally the stupidest idea ever?
Post subject: How much time to put into a TAS per day?
Sabitsuki
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So I have no idea where I am at whether I am putting to much time in or not enough I was hoping someone more experienced could tell me what a good TAS work ethic looks like.
Sabitsuki
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ALAKTORN wrote:
You mean Uboa? What kinda run are you thinking of doing with Uboa in it? 1/100 chance is actually pretty easy for TAS, you should definitely try to get that first try, worst case scenario you’ll have to manually try a different system time 100 times before getting it.
No by the Buyo Buyo effect there is a place you can enter and there is a 1/100 it can teleport you to the demon effect saving some time. Uboa is completely useless and is a 1/64 chance. There are even some rarer events that would save some time but some are so impractical they have never even been caught on camera. For example there is an event that is a 1/2400 chance (I think that is the right number) EDIT: The wiki says it is 1/6 but there is so much not known about Yume Nikki that the wiki is often wrong. And in this case I am positive it is. (Never trust the YN wiki) Although 1/100 may have been an exaggeration lol. But the hard part would be getting all the little time saves to match up.
Sabitsuki
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ALAKTORN wrote:
The best way to get around that RNG would be to TAS the whole game in bits and pieces assuming best RNG, then splicing all the inputs together. After that you’d run a bot that changes the system time and runs your TAS until it finds a system time that syncs. I don’t recall this game being heavy on RNG though so it should be possible to fiddle around with it and find a value that works manually…?
The game is not to based on RNG but good RNG could save around 3 to 4 seconds all together. Edit: But there are so many small RNG time saves to get them all right or at least most of them is extremely unlikely. For example there is a place in the game that when you enter it there is a 1/100 chance a demon will appear. If you could get that first try then it would save like 3 seconds. Most of the YN community has deemed it impractical to use in speedruns and even a TAS.
Sabitsuki
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Samsara wrote:
The TAS you linked modified the audio files to get it to sync properly, but we require the game to be unmodified for publication. Basically, in terms of judging and encoding, we need to be able to just download the game and have it work immediately without needing to resort to changing file formats and making weird, specific changes just to ensure a slight degree of syncability. Hopefully this doesn't discourage the creation of a new TAS. If anything, it should encourage you trying to find a way to make a run sync on a fresh, unmodified download. EDIT: Just to be clear, if it syncs on the unmodified game but Hourglass doesn't pick up the sound, then that's fine. The only thing preventing it from publication is tinkering around with the game files itself.
The version used in the US is an English locale version is that considered modified? Other then that I'm pretty sure I know what caused the audio desync.
Sabitsuki
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Samsara wrote:
There's a bit of a minor issue with Yume Nikki that actually makes it unpublishable at the moment. From the movie description:
I haven't submitted this to TASVideos because I had to modify the game slightly in order to make it work, which I think is against their submission rules. Specifically, there were some audio issues that made the movie either desync or be soundless, so I had to change all the MP3s to WAVs and fiddle with some settings in RPG Maker.
But that's just the Judge in me talking about site publication. If you want to just work on a new TAS for fun, go right ahead. I don't know anything about the game, but I would start with figuring out exactly what you need out of the RNG when compared to the TAS itself. Are there any major timesaves that are RNG-dependent? Is bad RNG a matter of losing a few frames or would you be losing full seconds over it? You don't have to worry in the case of the former. If it's just simple things like enemy positions then it's pretty much negligible. I wouldn't tell anyone to find the perfect RNG if it only ends up saving a second or two. In case of the latter, though, I would just try to find the system time that leads to the biggest overall timesave, even if the rest of the RNG isn't perfect. Check as many as you can and go with the fastest one you find. This isn't a situation where RNG can be easily controlled by in-game actions, so I would personally be more lax when it comes to judging "bad RNG". It's great that you're asking about it and worrying about the manipulation, but this is probably the one case on the site where it's not as big of a deal as it is anywhere else. Still a great habit to get into, though. Sorry I can't be any more help than this. Good luck on the TAS!
Thank you c: if I may ask though what makes YN nonpunishable?
Post subject: Yume Nikki TAS help?
Sabitsuki
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So this is a little bit of a shot in the dark. Yume Nikki is a game I am very familiar with and am very motivated to make a very good TAS for. Unfortunately I ran into a problem. The RNG is completely based off system time, and the games way of deciding what happens is very difficult to understand for someone who is not very experienced at TASing. The way I would have to do it is to try random times until I get one I like which could possibly take years to get one that is right. So I really do need help with this. If you are interested the way this would work is the person willing to help me would either find the right system time, or find the right RAM addresses and tell me what to do with them (obviously credit will be given). I know that people who are sort of new to the TAS community are not necessarily as trusted, but I can assure you I know this game inside and out and the TAS will be as close to perfect as I can get it. Thank you c: Current Yume Nikki Tas: https://www.youtube.com/watch?v=w-vH8orvNSc