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Resyncing runs isn't just adjusting lag, the RNG can also cycle on lag frames and thus has a different outcome on an emulator which lags longer. So what want you do? Waiting until the random values are the same, which leads to a suboptimal run.
For every TASer who wants to start a run whould pick the recommended emulator from the site. If someone was already working on a run for a long time, before the new emulator existed, he/she can finish and submit the run with the old emulator.
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That settings are saved once you saved the tasproj file, as far as I know.
Also 65536 MB is a lot, it would take a hour or so to load/save the tasproj file.
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MUGG wrote:
Does Bizhawk run N64? Does it support branching between controllers?
Yes, it runs N64. There's TAStudio in BizHawk where you can work on all 4 players at the same time, but it's really rough for 4 players, it slows emulation down.
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mupen64 isn't fully banned yet, your run can still be published.
Or you can try to convert your m64 file to bk2 with an m64_reader lua script in bizhawk.
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This run was really well done, but lacks entertainment, going to vote meh. Wasn't as horrible as other fighting games which aim for time.
The published playaround TAS could also get an update.
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Patashu wrote:
'how do we make producing and optimizing a TAS, for human beings, as easy as possible'. For example, if you consider TASStudio to be superior to no TASStudio
The good thing about movie editors is that they focus on the game, instead of dealing with tools. It also speeds up the progress, because the TASer can even make frame perfect inputs while turboing and with auto-restore the TASer doesn't need to stop at the frame to compare RAM manually. Newbies tend to pick TAStudio, due to more intuitive controls. Of course if the TASer is lazy or doesn't know about the game, a bad result happens.
TAStudio makes things a lot easier, for me atleast. Someone without experience might need to get used to it to use it well. I currently work on Quake 64 and it gets ridicolously easy with that tool, no annoying virtual pad and no input memorization. The down side of it is that you need a decent PC for it, N64 with TAStudio and lua scripts runs at ~25 fps with a 2.7GHz processor and a huge amount of RAM is also recommended, I have only 2GB :(.
Aqfaq: I am currently trying to write some bot for 3D games that brute-force movement, but lua support for TAStudio isn't done yet. It should constantly run in background while the user assigns buttons. The positions and angles where the character should go are probably read from markers.
A better attempt to this would be a 3D enviroment where the TASer draws a path througth the level and moves parts of it around and many to manipulate the movement. The movement will be brute-forced by a bot.
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andypanther wrote:
It's not like Nintendo (or any other company) is actually losing a cent from people making videos or something. But hey, capitalism isn't supposed to make sense, right?
"People watch the videos, instead of buying the game." is what the companies think.
There are two effects with videos, one is that the viewer buys the game himself after getting advertised; the other the viewer would buy the game if there would be no video, but watches the video instead.