Posts for TASeditor

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jlun2 wrote:
From BizHawk 1.11.6, I'm not sure why, but sometimes TAStudios Clear/Delete/Clone functions using Control+Insert, Delete, etc, don't work. Restarting the emulator fixes it, but I'm not sure why it stops working.
Go to Edit and press any of the functions, then they'll work again.
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Maximum rock hard elephant boner yes vote!
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You looking at float values? You wont see small changes, the values are truncated.
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Post subject: Re: ScriptHawk's Telemetry Module
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Isotarge wrote:
Spot on, this is exactly what it's intended for. I originally wrote it to make a pretty graph of a moonkick in DK64 but refactored the code so that any game could use it.
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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Use
exec("save-state movieslot<slot>.lsmv")
to save states and
exec("load-state movieslot<slot>.lsmv")
to load states.
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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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Both.
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niamek wrote:
Getting back to lua.. Need to be reminded of something. I'm not sure where my error is for this. Where is my newbie mistake? I have a hard time seeing it, but I believe it's the "XY".
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 6-4: User movie #29440699155987017
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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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dwangoAC wrote:
How would you differentiate this from the Mega Man explanation from SGDQ? I overall agree with the need for this but I'm concerned that pitching the same thing a second year in a row would get rejected by the submission committee. At the moment my plan is to do a fair bit of this explanation via the Anatomy of an Arbitrary Control Exploit idea, if possible. Thoughts?
I don't mean that you need to show in emulator how it is made, just explaining while a TAS plays back.
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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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ALAKTORN wrote:
It’s unfair that a user can get a rejected movie mark through no faults of his own. How was he supposed to know BizHawk was inaccurate?
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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Here's a WIP of 6-1: User movie #29061551834141499 It was one hell of lag. It's faster by 6581 frames over published run.
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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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NitroGenesis wrote:
arandomgameTASer wrote:
I'm voting Yes. This is obviously different enough from RTA play because of how soon input ends, which would justify it having a TAS. Just because it's short doesn't mean much.
How could two runs that both have no input in them be distinguishable?
RTA is timed by gameplay, so they would need to actually play the game to score 10 points as quickly as they can.
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c-square wrote:
This TAS was done on easy mode, correct?
It was done on hard mode, left difficulty false is hard mode.
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Doesn't all episodes in one movie work? If it works, I see no reason not to. I'd prefer it that way. Otherwise it looked really nice.
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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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Masterjun wrote:
im obviously voting no because i dont evn see an encode pls
Vote after watching!
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Post subject: Re: Question:
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ReyVGM wrote:
Question: I just tried a Sega CD game and the emu said Rewind was disabled. Is there any way to enable it for SCD?
Well, where would something be when you want to configure it?
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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
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