Posts for TASeditor

Editor, Experienced Forum User, Published Author, Skilled player (1507)
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No game end-glitch.
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It continues. WIP of 7-1.
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Post subject: Re: OH POR DEUS
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Kurabupengin wrote:
the site is featured in this video, um
Based on the bad automatic translation it seems he's not enterly familiar with speedrunning...
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kid, remove your embedded bullshit picture at first.
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mklip2001 wrote:
I also see you mostly stayed away from doing charge attacks right before boss fade-outs: does that help reduce lag?
Charge attacks cost energy, but only when it actually starts attacking not the animation of the sword holding up. So I started the charge when it doesn't waste energy. Edit: Oh, I first thought you meant by stayed away delaying the charge. It reduces lag, but the lag can usually be removed by pressing down too.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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I once made some very hackyish enemy display for my glitched run, I could try to make something better out of it.
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jlun2 wrote:
Can the submission text please be expanded on? It makes it sound like a "simple" game that warrants no comment despite taking 2 years plus 2/3 authors to create. I'm really curious why/how. :P
It just was put on the shelf for that long. And it doesn't need multiple authors, dekutony just wasn't good enough back then to analyse the game well and perform certain tricks.
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You can remove me as author, since I didn't really work on it.
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feos wrote:
The way taseditor does it is this: if the green arrow is in greenzone, it won't pause there, otherwise it will. That way AnS worked around my problems by adding some real logic: if I'm editing, I need it to stop at the last frame after each edit, so that I could evaluate the outcome; and if I'm just watching, to evaluate the fashion, it won't pause there to not break the real-time pace.
This is what TAS Editor only does with middle-mouse, but not with pause button or hotkey. TAStudio does it with all three of them.
I haven't specifically tested, but I'm pretty sure you can't tell taseditor to stop pausing on an ungreenzoned green arrow, either with autorestore on or off. Autorestore means it will just autorun to there. Pausing there isn't optional.
It only pause with middle-mouse button (and auto-restore, manual restore).
feos wrote:
TASeditor wrote:
Also another request: Can the "keep paused" until mouse button released be removed? I know there was and argument that this boosts the rerecords, but usability should be favoured.
Describe the situation.
It is just annoying that for every input change I need to release the button in order to fire auto-restore (e.g. holding A for different jump height).
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feos wrote:
WarHippy wrote:
If I pause the game and go back to change an input, then TAStudio marks where it last left off with a little arrow... and the part that truly throws off my rhythm is that it will pause the game once it hits that arrow. Is there a way to stop that marker arrow from being created?
How would you even optimize if it never pauses at the last position? How to compare the outcome without this ability to return to the same exact frame?
It should always pause at the green arrow if auto-restore is enabled. If it isn't enabled it only should do nothing, meaning if it was paused keep it paused, if it was unpaused keep it unpaused and don't stop at the green arrow. TAS Editor has a a manual restore to last position, which is what TAStudio currently does with the unpausing. Also another request: Can the "keep paused" until mouse button released be removed? I know there was and argument that this boosts the rerecords, but usability should be favoured.
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PikachuMan wrote:
There's hack of Battletoads that allows you to play as BimmyBilly and Jimmy Lee from Double Dragon. FCEUX has to be used as it crashes on BizHawk.
Why the fuck do you care about every bullshit hack gets a TAS, stop this nonsense!
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New WIP. Now 235 frames faster. Killing the enemies in 4-1 with two hits was a huge downtime, I never got it to work, but then Xipo told me the sword beam passes enemies every second hit, that's why I hit the cannon before the enemies. Then some genereal lag reduction afterwards, leading to 46 frames improvement. 4-2 is mostly improved by positioning, 39 frames improved. And, well 4-3 isn't improved, but frame-rule offset improved it by 8 frames.
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1. Goto Config->Profile, choose "tool assisted speedruns" or "n64 TAS". 2. Set up hotkeys. You're ready to go.
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feos, something in your state gap implementation is wrong. I ended up having only two states.
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Post subject: Re: BizHawk Speed
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Figaro10 wrote:
Between 400% and 6400% there is no difference. Thanks in advance.
You understand that the emulation speed is only as fast as your hardware can handle it, yes?
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Are you aware that there's infinite jump glitch and mid-air slide glitch? User movie #30813489787326649
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Make greenzone state invalid by adding and removing a button then play back to validate states. Should save properly now.
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It doesn't has any affect as far as I can tell... He probably mashed pause and A hoping that the pausing would help.
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Try using a different Core Type, but that might cause desyncs.
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WIP of 3-1 is here. Now 109 frames faster. Improvements come from attacking the first enemy, which prevents him from shooting to the right; better zipping glitch, including odd-rule after the zip to get speed to 25; and not being hesistant using the shurikens. Frame-rule is very tight this time. Only lag improvement wouldn't save time, but position and lag improvement would, but it looks quite hard in this stage.
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And here's a WIP of World 6. It's faster by 2:03.85 minutes (7431 frames). I found some technique which let me attack Meta-Knight each 32 frames, instead of 54. He need to be at the corner, then do a dash attack immidiately followed by an arial attack. I tried to lure him to the right corner, but he didn't cooparate. Also only 1003140 rerecords, don't laugh, i'm amateur taser :(
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Here's a WIP up to 6-6. Saved 7323 frames.
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It's heavily improveable. Without putting any effort into it, I did level 1 219 frames faster. Improvemts come from extending jump lenght by releasing B on very specific frame after jumping; not losing momentum with spin-jumping.
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marzojr wrote:
This is guaranteed because Bresenham's algorithm minimizes the error between the ideal line and the raster approximation it computes, so you will always be checking the points closest to the ideal line.
So I finally added the algorithm, but it does some weird things. First it gives most of the time a (X, Y) coordinate which has a higher movement error according to the RAM variables than the old method, but the error from the ideal angle is lower; and second it often chooses a (X, Y) coordinate that is so bad that the angle is off by 10% or more. File for reference: User movie #30053802212310494
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