Posts for TASeditor

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Basic Bot doesn't learn anything while it plays, it can't play whole games. It's for brute-forcing small segments which are tedious to do normally, i.e. endless combinations to get a good random number or making a really hard clip throught a wall, mainly by telling at what few memory addresses the bot should optimize.
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Please replace this, 9 frames faster in S6User movie #26774409996131478. Also the randomness depends when the mode is selected, haven't got any better than that though.
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feos wrote:
TASeditor wrote:
And I use some of the stuff in TAS Editor/TAStudio that can't change hotkeys too. I'd like to be able to change some of these though.
Like which?
Some for editing need better places for me: Cloning, deleting, selection courser up/down. I'd like to put them somewhere near my left hand, so I don't need to move my hand from mouse or my other one all over the keyboard, they should be single key. Copy/paste/paste-insert/cut are already on the left, but multi-key.
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Since my savestating behaviour has change since back then, I feel like I need to update, because now that most platforms support non-linear TASing. When do I savestate: Never, it does it automatically, it is known as greenzones. When I playback the movie it save the greenzone for every n frames, when I rewind it loads the previous greenzone, when I edit the movie it loads the greenzone where I click and invalidates the ones after it. There're also branches which have several features normal savestates don't have; they save the entire movie and don't truncate it when loading, and branch screenshots which let's me compare movies without taking notes on a notepad. My hotkey layout (some might not be in TAStudio): Frame-advance: tab Rewind: q, backspace Pause: w, pause Turbo: tilde Restore last position: a Toggle auto-restore: s Branches: mouse Controller input: mouse And I use some of the stuff in TAS Editor/TAStudio that can't change hotkeys too. I'd like to be able to change some of these though.
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Kurabupengin wrote:
How are you using the analogue controls? Last time I checked, they didn't worked properly, both in BizHawk and Mupen.
Seems like the X axsis isn't allowed to be 127.
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BrunoVisnadi wrote:
[I didn't understand what exactly the problem is.
N64Hawk before v1.9.4 had 2 copied frames at power-on. That my caused the confusion.
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Here's a rough draft using warps: User movie #26477340288790924. Don't know if I missed one.
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Depends on the emulator. The keyboard savestates are usually limited to 10, for lsnes to 30 althought it can use like a million. It's possible to make a named savestates in "save state as...", which give the possibility to make infinity of them.
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No, just a number. See each savestate like a written sheet of paper and a number at the top of it represents the slot.
We need slot since there is more than one state?
Yes.
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The savestate is a copy of the memory at a given point. The slot is a number to reference a specific savestate, usually 0 to 9. Like a pseudo memory address, so your computer loads the right savestate when you press load.
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Voted yes. The zips where an interesting touch. Another problematic game where game breaking glitches for 100% could be used is Zelda II, the movie would be completely different and I'm sure both version would be interesting. So is this run. However I think limiting glitches for 100% runs only applies when ACE is involved. Obsolete the old one.
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Why does it say emuVersion 1.9.1 in header file? Typo? 1.5.x still had .bkm files. It also says SMSHawk.
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No.
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It's an official release. Version number is 1.11.1 (GIT Release-9307#9e06c13) in About window.
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Hâthor wrote:
But what I only notice few days ago is that between two versions, the emulation change a little bit and so, I get offset of one frame. The results is that from time to time the input occured during a lag frame and not during a visual one.
Insert two empty frames in the beginning of the movie.
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The author made an encode already: Link to video
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That's true for this version as well. The game has a published level 6 run.
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There still isn't an uncolored dinosaur. :(
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720p60 was a nice experience, stuttery video on full screen, voting yes.
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If you would use BizHawk as intended, and don't write your input files with notepad, you wouldn't have that problem. It looks something like this:
MovieVersion 
Author  
emuVersion 
Platform 
GameName 
SHA1 
Core 
rerecordCount 
If you can you could add the missing info and add it to the bk2 file.
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Wow, I haven't posted yet, even I have a clear opinion on the topic. To chose the best fitting difficulty some considerations need to be made. On top of all it should show interresting non-trivial solutions to the problems, which change with difficulty. They make a run entertaining to watch. More boss HP vs. less boss HP: If there's ammo in the game, it may makes the run look more interresting, due to the need of collecting ammo along the way, which requires killing enemies or opening boxes making the sections before the boss more entertaining. It also may show clever usage of multiple weapons. So the prefered difficulty should be the hardest. However if there's no ammo limit in the game ammo management is no longer needed and thus the problem falls away and with it the interresting part. In this case the difficulty is free to chose. Sometimes the hardest difficulty is the most entertaining one in this case, due to boss battles being entertaining, if the game has different ways to attack, or because of the nature of the game (example: 2529M). Enemies deal more damage vs. enemies deal less damage: When enemies deal more damage it means less damage boost/getting hit when bypassing can be made. But it also means that the TASer needs to do health management, which makes the run then more interresting. When at easy difficulty, the game may let's you rush througth the level and do as many damage boost as possible; Damage boosts alone aren't as interresting as damage boosts and health management together. The easy difficulty can be used when there's always a way to bypass the enemies without getting hit, which isn't slower. Or no damage boosts exist in the game. Enemies have more health vs. enemies have less health: Let's say the TASer is in need to drop an item from an enemy, it would be possible to kill him with one attack on easy difficulty without slowing down. But since hard difficulty is used, the more attacks can't be made without slowing down, it requires the TASer to compensate the speed loss and thus make its execution more interresting. If no enemies ever need to be killed througthout the run, it doesn't really matter which difficulty is chosen. More enemies spawn vs. less enemies spawn More enemies could mean more lag and lag reduction is hard, but this shouldn't be an excuse to use the easy difficulty if the frame-rate doesn't drop significally in the overall run. At hard difficulty clever tricks to reduce the lag, like killing enemies or camera manipulation, are needed making the overall run more interresting. In case the frame-rate drops significally the whole run, it makes the run annoying to watch, therefore the easy difficulty need to be chosen. I personally chose the hardest difficulty when ever possible, even if it doesn't change anything.
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Isn't it about downloading ROMs and/or playing on emulators, rather than putting an encode on youtube?
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Post subject: Oh no I posted
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Bisqwit wrote:
On my own I have eventually come into the conclusion that intelligence in a closed system cannot increase, and that it is a natural law much akin the law of entropy. A closed system can not exhibit more intelligence than what was originally put into it.
Intelligence happens because of the presence of enery and matter, of which both have a defined amount in a closed system, which means intelligence units forms from this limited amount of matter and energy until no matter and no energy is here anymore to form another intelligence unit. Therefore the amount of intelligence isn't predifined, but it's limit.
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