Posts for TASeditor

Editor, Experienced Forum User, Published Author, Skilled player (1507)
Joined: 7/9/2010
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Bundling your WIPs, lua scripts, watches and notes sounds like a good idea. Memory addresses don't need to be emu specific, they're generally covered by lua scripts and plain text can be better for notes than a strict list. Upload the movie files and lua script from the emulator you used, don't mind about converting them, the users should do they if they want to.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
Joined: 7/9/2010
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Do you have ram watches or scripts for your WIPs?
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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After hitting the stone with the sword exit the room left from where you came, then climb up the vine and go right into the room with fish on the ground. The fish will sometimes jump, you can damage boost of it.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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You can skip the water section in Poka-Poka (first island) by damage boosting like in RTA run https://youtu.be/EsomqSTWucQ?t=102
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Can someone please add speedruns.com times to the spreadsheet?
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Since by 3D you mean graphics and not optimaly vectors, and the problem you stated wasn't related to neither of those, but to input. As Mothrayas suggested a lua script is a good way to set the analog stick to a desired position in a few clicks, it's much quicker than typing it in TAStudio or in Virtual Pad. I also have some unfinished lua script for that: User movie #28485160549799088 But it's very clumsy as it is as BizHawk doesn't have lua functions to implement it properly. For ego shooters you probably don't need a script, unless the game accepts different input equally and you want to skip those.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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amazing intro in the encode
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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MESHUGGAH, I highly appreciate you doing a listing of your research of the 100+ projects you have started, since many people don't optimize the games to their full potential, because they don't have that much experience as you have and thus can't figure out game rules which are essential for optimizing. It would be most beneficial that you group specific games which share similiar rule sets, so you don't have to worry about every game.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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TheMG2 wrote:
arkiandruski wrote:
Damn, you got through this quick, huh?
TAStudio is a lifesaver.
Two weeks of TASing for a 18 minutes long game is very quick, even for a game with this little complexity, but I'm not familiar with the game so I don't know if other parameters determine optimality as well.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
Joined: 7/9/2010
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I wanted to start by learning TAS Edit, but it wasn't really functioning back then, so I switched to traditional method, but when TAS Editor came out I stopped using the traditional method, unless it wasn't NES, but with TAStudio I basically never did any traditional TASing.
feos wrote:
Spikestuff wrote:
I prefer TASEditor
Why?
It has more functionality for input drawing, alt+lmb patterns, shift+lmb drawing. Alt+mousewheel for skipping sections. Functioning lag adjustment. Better branch overview and better control for branches too. In TAS Editor it's one click for updating into any branch, in TAStudio it's two clicks for updating into a branch that isn't current branch, same for loading.
Amaraticando wrote:
I just don't see how TAStudio is more productive or reliable while optimizing. I might be wrong because I didn't persist in trying very much.
You may not see benefits using a tool that you're hardly familiar with. And most people who use TAStudio or TAS Editor don't even use it's full potential in the first place.
Mothrayas wrote:
Due to the way it's set up, it's too intrusive into the process to really allow a smooth transition from one method to the other
In TAS Editor you can do that, in Config enable "Old control scheme for branching" and disable "Branches restore entire movie", additionally you can disable greenzoning. It now works like the traditional way.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
Joined: 7/9/2010
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TAS Editor lets you use the input keys to toggle input on selected frames and move the selection with Ctrl+Up/Down arrows. It also has Alt+Mouse wheel scrolling to scroll to input changes.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Window position isn't saved in newest release.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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YaLTeR wrote:
There is an array of entities over here, in a global variable.
There's some list with loaded objects at $08A8F3 with positions, angles and model name, but no way to get to the actual objects struct with all properties.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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[3153] NES Shadow of the Ninja (Japan) "1 player" by TASeditor in 09:30.41 would be a good contestant for showing many different aspects of TASing. It has very precise movement and tricks, many hidden parameters, a funny autoscroller and unfamiliar viewers should be able to follow the run more easily than some glitched Zelda 2. I don't mind if it is being played back in emulator.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Yes, it's not possible to rotate it that quickly without losing speed. And then there're enemies blocking the way too.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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To add one thing to the Mothrayas list: It is missing lua scripting. For most people it's a better RAM Watch tool which allows better representation than the normal RAM Watch at first, but it can do other things aswell. There's also another thread somewhere (can't find right now) were I and others wanted to create a tutorial series, but it never went somewhere due to the fact that noone wanted to talk. My intend wasn't really a tutorial ("do this, then do that"), but more like explaining from a generalized abstract view how things work. That means there'd be a theory part and a practical part. The first would be very minimalistic sketches and explaining, the other one showing actual work in a emulator. In order to not take as long as you did to create a video, I'd recommend keeping post-production as minimal as possible.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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I use TAStudio, it's only idiotically pressing up or down arrow on keyboard, not really hard, but still annoying.
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Does anyone know how to find the map collision layout for this game? Also a list of all objects loaded in the level? I know where the objects are in memory, but I haven't found any structure that allowed me to cycle each loaded object. I used the documentation for the PC version on GitHub for help, but wasn't successful. But I have found some stuff in the player struct, here, uses mostly the same terminology as in the documentation for the PC version. I have more stuff at hand, but those aren't of much use. And is there a way to automate strafing? I know for the PC version such thing exists, but I don't know how it works.
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Post subject: Re: SM64 1-key using micro500's N64Bot confirmed working
Editor, Experienced Forum User, Published Author, Skilled player (1507)
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dwangoAC wrote:
I know boct1584 has made an attempt at creating a brief explanation on what a TAS is and what the process is like which I may refine and adapt to be in my voice and modify for use in a live setting.
That document isn't really a explanation of a TAS, it's an explanation of how a TAS is created in the traditional way. Note that a TAS is an abstract thing, just like an algorithm isn't the implementation in a programming language. A TAS is more than just an input script made using an emulator with rerecording tools. There are many different ways to make a TAS, if you define one way as a TAS than that means all other ways of doing aren't creating TASes. There's also a lot more tools than frame-advance and savestates. Someone picking up TASing after watching the stream isn't very likey to make his TAS using the traditional way, but instead will use BizHawks TAStudio. Unlike in the old way frame-advance is almost eliminated in movie editors, while in the old way it's a necessarity. There's also botting, where sometimes an emulator isn't even used. The best way you could describe TASing is: "Making an input log using tools that eliminate the needs of human abilities (such as reaction time, etc.)". You then would describe different ways of making a TAS.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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That information is usually in the movie file, it will set the game to the time it used to be when the movie was recorded.
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StarvinStruthers wrote:
anymore shitters out there?
Yes! Me! The way you have been whining over your submission is just far beyond normal behaviour. If you aren't willing to accept improving your capacities, but instead wanting to lower the entry barrier for getting a run published, you'll never get to a high level of skill. Just look at my past: My first runs are unoptimize garbage; I go as far and count many of my runs up to those of 2014 inclusive as garbage; I said that because I'm willing to go beyond my comfort zone and got better. Back when I started TASing I was like "how do people make so many (10k) rerecords?", and now I'm having the second highest of non-botted rerecords. And my way of abstracting the game rules also is no longer what is was, when I started. Heck, I didn't even had any abstractions back then. I went to this point where I'm today by accepting being critizied and having rejections. If you're not having fun when TASing, then don't do it. Most of it is labourious work. If you don't enjoy that, you have plenty other activities to go for. And if you really desire to become a very good TASer you should accept all aspects of it, including being critizied in a scientifically manner. Don't do it if you just want to feel intelligent by making TASes or if you only desire fame, player points and awards, these are worth a shit. There's nothing more worth than knowlegde when it comes to something like TASing.
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Does the game only accept 45° angles on the stick? You are only hitting 0,255 and 255,0. And does camera rotation affect movement? And you really put a poll on twitter?... As if they will give a strong opinion. Also many people don't even have an account in the first place. I'm voting no for entertainment due to missing sound effects.
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No, you shouldn't. Most importantly you need to get a break, as you already stated your family, who are priority, suffered from you being away from them most of the time. And as the site ambassador you should get more familiar with other aspects of TASing, you have a great knowlegde of console verification and total control, but you can get into other aspects as well to be able to talk about TAS stuff more competently. You could try to make a TAS of a somewhat hard NES platformer for that, unfamiliar challenges usually increase skill and abstraction by a lot. And you don't have to hurry, since there's no time limit and your family wouldn't be hurt from you being away.
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pirate_sephiroth wrote:
TASeditor wrote:
Please remove me. I don't really like working with teams.
Maybe you mean you don't like incompetent or lazy teammates.
Yeah that sums it up.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Please remove me. I don't really like working with teams.
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