Posts for TASeditor

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WST wrote:
Have you guys ever felt fault for giving pain to your character by taking damage?
i cry evritiem i do dat Actually nope.
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Why couldn't xipo not have submitted that or even post it?... Would be nice if he shows up. As far as I know both of the characters are equally fast.
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snes9x 1.43 is outdated since many years, you should go with the newest emulator available. We recommend using BizHawk or lsnes. snes9x 1.5x is still accepted, but not recommended.
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sonicpacker wrote:
TASeditor wrote:
Again, you have no idea what you're talking about, you just said that you know nothing about 2D TASing and then say it's easy. You shouldn't assume anything on a topic you don't know anything about. Have you ever TASed a complex 2D game, with non-consistent speed, lag and luck manipulation? Then we can talk wheter 2D games are easy to TAS or not!
I never said I know nothing about 2D TASing, and if I did, it was blatant sarcasm to prove a point that I am not clueless about 2D stuff.
Then you don't have enough experience to fully understand it's complexity.
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sonicpacker wrote:
TASeditor wrote:
sonicpacker wrote:
because you disagree that 3d is harder than 2d, i clearly know nothing of the topic
I never said that. I asked how 3D optimizations are harder than 2D optimizations. You kept disagreeing with it, you assumed 2D TASing is easy. I have some 3D TASing experience and understand the concepts of 3D optimizations. Both of them require different knowlegde. I'd say that both are hard, just on different perspectives.
TASeditor wrote:
a bigger lol. I see you have no idea what you're talking about (case of Dunning-Kruger-Effect). Just because the game is simple when played normally doesn't mean it simple when TASing.
This isn't even related. The "I never said that" was an answer for "because you disagree that 3d is harder than 2d".
sonicpacker wrote:
And 2D tasing is easy in comparison. it isn't easy to make any optimized movie 2d or 3d, but to say 2d compares is a joke imo.
Again, you have no idea what you're talking about, you just said that you know nothing about 2D TASing and then say it's easy. You shouldn't assume anything on a topic you don't know anything about. Have you ever TASed a complex 2D game, with non-consistent speed, lag and luck manipulation? Then we can talk wheter 2D games are easy to TAS or not!
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sonicpacker wrote:
TASeditor wrote:
sonicpacker wrote:
more things that should be entirely obvious to anyone with tasing experience...thanks for trying to teach me l0l
To me it looks like it wasn't obvious for you in the first place.
because you disagree that 3d is harder than 2d, i clearly know nothing of the topic
I never said that. I asked how 3D optimizations are harder than 2D optimizations. You kept disagreeing with it, you assumed 2D TASing is easy. I have some 3D TASing experience and understand the concepts of 3D optimizations. Both of them require different knowlegde. I'd say that both are hard, just on different perspectives.
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sonicpacker wrote:
more things that should be entirely obvious to anyone with tasing experience...thanks for trying to teach me l0l
To me it looks like it wasn't obvious for you in the first place.
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sonicpacker wrote:
TASeditor wrote:
sonicpacker wrote:
TASeditor wrote:
sonicpacker wrote:
this tiny site based on TASing NES games with 2 buttons if not a way to measure TAS skill. Especially for something with actual difficulty like a 3D game.
lol. How's angle and speed optimization with analog inputs harder than things like subpixel optimization, which you probaply never heard? Old consoles don't have analog input with 65k possibilities, which makes deciding optimal inputs more complex.
LOL. That's the dumbest post I've read on this entire site. Congrats, that's a HUUUUUUGE accomplishment.
a bigger lol. I see you have no idea what you're talking about (case of Dunning-Kruger-Effect). Just because the game is simple when played normally doesn't mean it simple when TASing. I don't even know how I should describe it to you ... . Or why do you think NES TASes aren't finished in one day, damn, look at MESHUGGAH for example. When doing subpixel optimizations you don't just rewind one frame and change one input for some angle or whatever, you go back up to 10+ frames and test a shitload of possibilities with 2 (Sometimes with other buttons) directional buttons, it get's even harder with cycling speed. You can't predict the subpixel value after these 10 frames according to the inputs you make, for 3D angle optimizations you can make a prediction according to your inputs.
go tie 1 sm64 wr that isn't under 10 seconds (or even one of those) and tell me 3d isn't 100000000x more complex. this shouldnt even be an argument. optimizing in 3d is obviously more difficult and time consuming. 4 directions vs a range of 128 to -128 in both directions. please. stahp. as long as you have memory watch, you can TAS any 2d game and optimize it well. that simply isn't true with 3d. and i do know what im talking about. i have been tasing 5 years, you think i haven't spent time messing with gba snes and nes? just because you don't agree with my opinion (which tbh, is more fact than opinion) doesn't mean i know nothing about the situation also, it seems you don't know what YOU'RE talking about. because "for 3D angle optimizations you can make a prediction according to your inputs" isn't true at all. try optimizing a wall kick dive in sm64 for example. it isn't the "max angle" that's the best the whole time. just like in SMB1 how you don't just hold >.....but i didn't know that because i know nothing about tasing 2d games!
I was talking about going in a straight line in a 3D room. With analog inputs you would go from right to less right to even more less right and so on, when you want to optimize a 2D position. With only 2 buttons it can look like this right-nothing-left-right-right-right-nothing-left, to get a optimal position.
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sonicpacker wrote:
TASeditor wrote:
sonicpacker wrote:
this tiny site based on TASing NES games with 2 buttons if not a way to measure TAS skill. Especially for something with actual difficulty like a 3D game.
lol. How's angle and speed optimization with analog inputs harder than things like subpixel optimization, which you probaply never heard? Old consoles don't have analog input with 65k possibilities, which makes deciding optimal inputs more complex.
LOL. That's the dumbest post I've read on this entire site. Congrats, that's a HUUUUUUGE accomplishment.
a bigger lol. I see you have no idea what you're talking about (case of Dunning-Kruger-Effect). Just because the game is simple when played normally doesn't mean it simple when TASing. I don't even know how I should describe it to you ... . Or why do you think NES TASes aren't finished in one day, damn, look at MESHUGGAH for example. When doing subpixel optimizations you don't just rewind one frame and change one input for some angle or whatever, you go back up to 10+ frames and test a shitload of possibilities with 2 (Sometimes with other buttons) directional buttons, it get's even harder with cycling speed. You can't predict the subpixel value after these 10 frames according to the inputs you make, for 3D angle optimizations you can make a prediction according to your inputs.
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sonicpacker wrote:
this tiny site based on TASing NES games with 2 buttons if not a way to measure TAS skill. Especially for something with actual difficulty like a 3D game.
lol. How's angle and speed optimization with analog inputs harder than things like subpixel optimization, which you probaply never heard? Old consoles don't have analog input with 65k possibilities, which makes deciding optimal inputs more complex.
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There are a shitload of cunts who reupload my TASes without any permission and I'm not crying like a little baby, I don't even care if one reuploads it as long as they give proper credit and label things properly. You just tend to whine over everything, the TVC encode of the 120 stars is one of them.
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Post subject: out of controll
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No intense FrankerZ freakout in the Twitch chat. :-( So help is not needed anymore for Family Feud answers.
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You don't need to use a specific controller, the outcome is the same with any of them.
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Any updates on this, feos. I finished 5-1 with 26 frames lost. There's another enemy which is more crucial to manipulate than the one in the beginning, this enemy needs to jump. I could possibly improve this stage by a few frames if it's possible to manipulate that enemy, even with the loss in the beginning.
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Yes. Also mentioning some background information, like what's the point of TASing, where it came from, what are the objectives. People even have difficulties how to set up the emulator, so we should cover that too.
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Solarplex, I think we should start at the basics. We should follow the learning process of TASing with a tutorial series.
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My statement with "finding RNG" still stands and it's semantically correct. When you reverse-engineer a RNG, you'll also find its location in RAM, therefore the algorithm. You actually got confused because you didn't realised Solarplex was talking about the algorithm (RNG). For me his statement is obvious from the context, even his could be better for people who think RNG means random value.
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ALAKTORN wrote:
I’m not even sure what you mean here.
The programmers need to put the RNG somewhere into the ROM, of course. It's located at whatever lines of code. When the game runs, the RNG is in RAM. If you don't trust Google Translate, you can look up other translation sites too, there's still no difference at all.
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"Find" translates to "feststellen" (figuring out). You can actually find the RNG, its location in RAM/ROM.
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ALAKTORN wrote:
Finding the RNG means finding the address in memory.
To be correct it should be "Finding the outcome of the RNG means finding the address in memory". It could be that people mess up terms or don't know it's actual meanings.
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RNG is the alghorithm which determines the random values. Finding the address for the random values is easy in most cases. Finding the RNG is not.
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What?
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For good TASing tutorials the best way to do them is to seperate theory (stuff about subpixels, optimization, luck-manipulation, etc.) - without using an emulator and just show things with images or simple animations - and actually TASing (apply the knowledge, usage of tools, etc.). Personally I'm really interested in contributing for a tutorial, but I don't know if my spoken English is understandable. Also I lack owning a microphone. I almost did a tutorial on the lsnes movie editor with text on screen, it's really annoying to put all the text together, I don't have a decent video editing program. So I only could help with writing a text without a video.
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Sorry, voting no. Just standing around in the auto-scroller levels, without playing around with enviroment and enemies in unexpecting ways makes this hard to watch. Besides that there're obvious parts which can be improved, even for people who aren't familiar with SMB3.
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