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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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I removed inputs on all lag frames, that could be why it doesn't sync. It's probably very sensitive to PPU state. At the beginning of the second room delaying the movement interupt and inserting a D press gives same position at first, but then causes a desync at the point where BizHawk also desyncs. I got the run to sync but it had overall 9 frames of delay.
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Please update the submission with this 8 frame faster run: User movie #36341054517440931
I couldn't get it to a glitched ending, so those who wanted a clean ending are lucky.
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Yeah unfortunately the lag in this game is not very cooperative. Everytime you change lag, the next instance lag will appear is different from before. I haven't done any work for other rooms, so give me 3 or 4 days until I completed a new version. As it looks interupts weren't even used in the published run.
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Masterjun works on removing the last button presses. It's dependend from PPU cycle count.
And I will try to improve other rooms by testing more interupts, might code a semi-automatic bot for, since it this point it's nearly impossible.
So, please set it to delayed for a while.
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Wow, that's one of worst experiences with BizHawk I have ever seen. Did you even use it for longer than two minutes? Most of the things you described already exist, the rest is plain nonsense.
blackbombchu wrote:
Bizhawk should provide it's own tutorial on how to use it that's easy for anyone to understand.
The only one who has difficulties using BizHawk is you. The worst thing about it you didn't even try to search for documentation. Help.
It should emulate all games properly and the emulation should not have glitches that the original game didn't have.
No shit.
Not only should it have the feature of being able to save or load a state. There should also be a way to suddenly switch to TAS mode in the middle of game play by opening TAS studio which already exists but TAS mode should work in a different way.
You can't just write random terms without ever describing them.
There should be a way to start recording your gameplay when ever you want by clicking a certain option.
You can configure many hotkeys, including one for this.
You should be required to have your gameplay be in the middle of getting recorded in order to enter TAS mode. Once you enter TAS mode, it should list the entire sequence of controller inputs since you started recording and you should be able to see what the game looks like on a specific frame by clicking that frame making it be the only highlighted one.
That's exactly what TAStudio is doing.
When you make an edit to the sequence of controller inputs, nothing should happen until you click "Save changes" and after you do so, the earliest frame that changed should be the one highlighted.
What? There are ways to store your best attempt to branches.
There should also be a button to play the movie in the TAS studio, but if you haven't saved the changes you made to the sequence of controller inputs, a box should open up asking you if you'd like to save those changes and if you pick no, they should be lost.
I give up. You apparantely never opened TAStudio.
Exiting TAS studio should also make you play in real time from the highlighted frame but once you reenter TAS studio, the change in controller inputs as a result of exiting TAS studio should be treated like a single edit that can be undone.
Why would one ever close TAStudio to record inputs and then start TAStudio again when there is a record option inside TAStudio.
Finally, TAS studio should also have a button for saving the video you're making and for closing it in a way that deletes the temporary record of what edits you made to the video and enables you to start making another video in the same way.
Ctrl+S for saving tasproj files. And branching for storing best attempt/tests/etc.
Clicking "Save changes " should really save changes in the sense of saving a video. It should just change the temporary record of what edits you made to the sequence of controller inputs.
And yes, you never used BizHawk for longer than 2 minutes.
Once you open a video you already made, you should also be able to edit that video and save it with a different file name without deleting the video you already made.
Again already possible.
The tutorial should give long instructions on how to use that version of Bizhawk that anyone can understand and actually learn how to do what ever they want to do in that program and there should be a clear warning to people before they download it that they will probably completely know how to use it if they take the time to read the big long tutorial and that they might even end up accidentally losing an edit that they regret losing if they don't read the whole thing.
Is that program really that complicated. I used far more complicated software when I was 10 and I didn't mess anything up.
If you're not willing to search for documentation or get used to BizHawk before starting a serious TAS, then it's your fault. Only yours.
They should also have tutorial on how to download it and there should be a simpler way to download it so that there won't have to be as long a tutorial on how to download it that peo ple who aren't computer experts can understand.
My mom isn't a computer expert and she can download things from the internets.
It should also be possible to load a gamecube controller profile just like in Project 64. Bizhawk should provide a tutorial on how to create one and there should be a way to create one in Bizhawk so that the tutorial won't have to be as long and still be understandable to people who aren't computer experts.
You can save and load controller config files, nothing new.
There should also be a way to save a screenshot as a PNG image file. Also, also files that were a saved state that wasn't saved in Bizhawk itself should be able to be converted into a PNG image.
Ever used BizHawk?
I think tasvideos.org should get help from a high level research group to figure out how to make an even better version of Bizhawk.
How would that help? An outside research group wouldn't help, they're not familiar with what we do and what we want. The developers of TAStudio are the researchers already. They try to improve the usability depending on what users say. Along with that much research already happened in 2011/2012 when AnS created TAS Editor. And I recently did some research for more semi-automatic TASing. But we could get more good programmers from outside, but they then act as programmers only.
I think what you wanted to say is that you don't know the TASVideos community.
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What you described isn't abusing floating point precision. It is just regular strafing. Abusing floats leads to a fractional small increase of the speed. In Chameleon Twister it's about 0.000002u (can't remember the exact value), it's so precise that no one does that. except me.
But since there's already strafing in this game, the float abuse would fall into strafing optimization anyways.
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Neat WIP.
There might not be strafing, but can you abuse floating point precision to get better speed? It's somewhat like strafing, but more precise and doesn't gain as much speed.
And if BizHawk doesn't display lag, there's an option called "Non VI Lag".
BizHawk 1.11.8.2 had some N64 core changes, maybe that would help with the desyncs. Or you used a bad setting.
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Today I made some tests with branch lua functions I added. I implemented functions that can save and load branches, I changed a lua script that I originally wrote for NESPack and replaced clicking on a button with saving the current branch. Saves clicking five times on a button, but not the best solution, better would be to have seperate emulation threats for the input testing.
The actual input assignment for this is pretty primitive, simply counting up. Many multiple equal valued input sets will apear.
Video for people interessted what's happening.
Link to videoIngore the rerecords; It's from month ago from when I used the script to optimize the game.
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I probably can do the one lua function, but definitaly not output log and costum columns, I don't know any C++ unfortunately.
Something I would like to try out is to have a window where the user can set game-rules in a intuitive way, so programming wouldn't be needed...
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Yes, it works fine.
I changed the marker control a lot. Added a routine that checks for all markers that contain "start" on script load, so the script always knows when it should do auto input. The control string "fjf" is removed, now when incrementing/decrementing jump height, the frame where the jump will be applied is first frame of selection.
A free speed-up for the script would be to use taseditor.submitinsertframes() and taseditor.submitdeleteframes() when input is shifted after landing earlier/later, but that would require an output log to see changes.
The marker controls for setting properties could be columns in TAS Editor instead, so that properties can be set quicker and easier, but that wont happen.