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Why not use a canvas and display the values as a graph for the last 50 frames, Bizhawk has some canvas lua but I'm not sure what the current status on it is.
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Here's a WIP up to 2-3. So far 50 frames faster. The frame rule was beaten due to beating the boss faster, by adding a sword beam before the first bomb hits him. Also 2-1 has been improved and has a better steam section, but there still might be some lag to reduce, but not to much that it doesn't overflow the frame-rule as well as 2-2 where time was saved by doing a boost after getting bombs.
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The RR counting is actually not working as intended. The current method of "increment rerecords when greenzone state is invalidated" is only working for platforms which have greenzone states on every frame, but with n64 it might often not invalidate a greenzone state.
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Maybe you wanted something like this:
Language: lua
local function position(XPosA, YPosA, XPos2A, YPos2A)
--A: Sprite position low byte
XPos = memory.readbyte(XPosA)
YPos = memory.readbyte(YPosA)
--B: Sprite pos high byte
XPos2 = memory.readbyte(XPosA)
YPos2 = memory.readbyte(YPosA)
--D:Final position
X = XPos + XPos2*256
Y = YPos + YPos2*256
gui.drawText(x-xcam ,y-ycam,"X:"..X.."\n".."Y:"..Y)
end
end
You gave the ram addresses to D, not the values, and you need to assigne the value from readbyte to a variable. Also give your variables meaningful names.
I don't know what it's supposed to do or what your Map positions are, I guessed that they're position and cam related. When you want to make that the drawed text follows the sprite, you need to subtract camera position from object position. And when you want to combine X and Y into one variable you need a table.
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Here's a WIP up to 6-2: User movie #29299530440886933
I needed go back to world 5 to kill an additional enemy for a ~10 frame improvement in 6-1. In the next room the sparky would have attacked, instead of jumping down.
Being 6841 frames faster overall.
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Considering that AGDQ lacked an explanation of what a TAS is and how it's made, I suggest picking up a TAS that is impressive to watch, but doesn't have a lot of tricks to explain, so the presenters can focus on explaining the concepts of TASing.
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You can make a N64 TAS with TAStudio, but it's going to be rough with the current version. I made two levels of Quake64 with TAStudio on a version that was better with the TAStudio controls. The current version has conflicts with analog input controls.
Jogapher: The UDLR is the dpad, not the analog stick. You need to double click into the X-axis or Y-axis and then you can either type in a number or use arrow keys or hold and move mouse. But as I already said it has conflicts and the playback courser often doesn't jump back when the greenzone is invalidated.
Dimon: TAStudio can the used to both make and edit movies, it's up to the TASer how well he can use it.
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I don't think it's unfair that this movie got rejected due to innaccurate emulation, this movie didn't take a long time to make anyway. And having rejected movies is not the end of the day.
With the current build the fastest I got so far is 3 frames.
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feos: Updating branch, then saving immidiately after it seems to do some nasty things. The progress bar goes really fast when saving, I'm not sure if it is the same, as it happened to me on v1.11.3, all input files files in the tasproj gone. Since then I look at the progress bar when saving.
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You used the right settings? The easy mode sets the ball slightly to the right, and the numbers go dark when it counts down.
But yeah it could be possible that there's an issue in AtariHawk. I know of another homebrew game, Halo2600, which cannot been beaten because of an emulator issue.
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Delaying the steam wasn't possible, but I managed to start it 7 frames earlier. A lot of frames saved on the climbing section. And general lag reduction afterwards. The improvement peak is at ~30 frames.
On the section when I have the homing shuriken the lag gets really intense, I loose about 10 frames there, due to the the steam cycle being different.
Here's a WIP: User movie #28682338366802286