Posts for TASeditor

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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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unauthorized software Which unauthorized software does Nintendo mean, the emulator or ROM? As long as this isn't clear, I'd say you're not bound to the statement. Also the emulator isn't unauthorized, if you let it run on your PC. Nintendo can't forbid which software you run, they can only forbid sharing or downloading ROM files. copies of games Every game, no matter on cartdrige, on VirtualConsole or as a ROM file, is a copy. So does Nintendo sue themselves? distribute or continue work on the modification Hilarious! He never shared an ROM file, which contains copyrighted data from Nintendo, didn't he? How do they want to control that you aren't working on hacks... Oh I get it, you're supposed to buy Sucky Mario Maker. Nintendo want us to stop TASing, so we buy their games... time to play some xbox!
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I really think it's only you who has a problem transforming this notation into frame by frame inputs. When you really want to make a notation for TASing for new TASers, isn't that in contrast to being able to figuring out things themself. Aren't TASers supposed to be "intelligent", being able to look at recourses and apply them into TASes? Heh
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Is there any goverment-signed international guideline for fighting game moveset notations? No, so people can invent any notation they think it's the best. Btw.: Here are the notation legends: http://www.tekkenzaibatsu.com/legend.php
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AngerFist wrote:
Did you try taking a damage instead of jumping over him? I know taking damage is so bad in this game.
Yes, it's slower.
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Here's 1-4: User movie #25329848427765914 The frame-rule can't be beaten, one frame too slow. 2 frames need to be saved to start 1-4 earlier. And the boss fight couldn't be improved. I only saved 10 frames over Xipo due to lag reduction. If the frame-rule can be beaten it would be 26. Link to video
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That was really great, Yes vote.
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Another one frame improvement in 1-2, two lag frames saved. This was made out of a old WIP, which had better climbing, but it lagged in the section with the enemy boost too much that it lost time. Now I managed to improve it by delaying the sword attack before the enemy boost. While doing the enemy boost I get 3 more frames of lag compared to the earlier WIP I posted, I really want get rid of these.
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Yeah, I always forget about UFO glitch, good thing my inputs on the overworld wont sync so I easily recognize I forgot something. The UFO normally is orange (normal palette), it's pink (power-up palette) after doing UFO glitch.
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ALAKTORN wrote:
So how was it like in other emulators? It simply didn’t drop inputs? I’ve never experienced such behaviour with any other game ever, and the fact that the in-game timer is also affected by the “input drops” is extra weird.
Fake lag, which doesn't count the lag, isn't as uncommon. I don't know details about how fake lag works, but the game usually doesn't process input, but input was polled. It isn't a problem of the emulator, it's just how some games do it.
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Thanks to mugg for finding the clip, he gave me a fm2 of doing it, which I then managed to improve by 49 frames. Here's a WIP up to 5-3 which saved 827 frames.
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There are many more places in earlier worlds where some frames could be saved. I wont bother improving these right now, because it would take another 2 years to do it again. Maybe a 2nd version of the run will be made with new timesavers, including delayed exits, a trick I only used once in this run so far. It would be way to tedious to redo every room with different entrance frames and test every possible pixel/halfpixel/movement interupt while efficiently killing enemies until it's perfect, also general lag reduction in this run is not perfect. 5-2: The best way to clip would be in the second room, the next exit will lead to the room where ufo is gotten. 5-5: I knew about this clip before, but didn't know it was possible to do with ufo, it's 335 frames faster.
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New WIP up to 5-5. Overall 5200 frames saved. A better route througth the second room of 5-5 saved 133 frames. Slope clipping in 5-5 is slower.
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This "glitch" wont happen outside randomizer. The item drop addresses is also the addresses of the energy enemies have. The game tries to drop an item (maybe room item) for the address which is used by the ladder. Also using ROM hacks is not an indicator that this is a glitch in the real game.
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ALAKTORN wrote:
mathematical solution
This is the best I can make: Figuring out the best route is just testing all possible routes. Level 1: Level 2: The player starts where the arrow is; enemies start in circles with "e"; the distance (number of pills) is the number next to lines (0 if no number); circles with dots have pills; This looks more like the actual level than the drawings I made on paper. I didn't make other levels yet.
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Kurabupengin wrote:
I'll find other GBA game to work with, but I'm done with this one.
This is the worst decision you can make, your next GBA TAS will be just as bad. Most improvement are already found, you just need to execute them.
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Here's another WIP up to 5-3. Saved 181 frames over my last WIP. Several frames where saved, starting in the room before I get UFO in 5-2. But most of it comes from the large slope room in 5-3. The slopes have weird behaviour there, not touching them saved a lot.
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dekutony, you can do better than that. Your problem is that you work on it too quickly and because of that you don't spend time learning basic tools like RAM Search (There is a wiki page for it and also a video tutorial). Two weeks of work is way to less, even if it's a simple platformer. I made two 32 mins TASes (one test run) in the span of a year, and when it was submitted people found some "obvious" improments. It is not nice to see after a year of work, but when I submitted the 3rd version a year later, I was really happy people mentioned the improvements, it led to movie of better quality. You shouldn't take valid negative critism as insults, but as a message to advance to better work.
Kurabupengin wrote:
BTW, if some expert TASer can work on Breakin' Da Rules instead of me that would be awesome... That game begs to be TASed and be Starred.
Why are you expecting, every game you pick up must go to Stars? This game looked nothing interresting for Stars (based on a short video I watched), plus a expert TASer isn't needed to do it.
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fail wrote:
Why it say GBA and this submission says use Bizhawk emulator?
:|
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NitroGenesis wrote:
Jesus, 100k rerecords?
That's because of TAStudio.
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