Posts for TASeditor

Editor, Experienced Forum User, Published Author, Skilled player (1507)
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It was a fresh tasproj. I think the greenzones must have been invalidated at least once to make it happen, clear greenzone and playback again to the section then make the branches. Otherwise I don't know what else causes it, I used a fresh config file.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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TASeditor wrote:
Cause a fatal error: [...]
Video of it
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Both bugs are still there.
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Invariel wrote:
While dragging A upwards, auto-saving triggered, and when auto-saving was done, A was drawn for every frame in the movie.
Drawing past the scrollbar while holding frame advance also cause it. TAStudio stops responding for a moment then all rows from drawing start point to frame 0/last frame have input, analogally with frame column and courser column.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Cause a fatal error: This is some test with few greenzone states, so set it up so it only has 5 or less of them, I tested on SNES. State gap was 0, but probably doesn't matter. Add branch 0 Playback for a few 20+ frames, so the greenzone near branch 0 dissapear Add branch 1 Load branch 0 Load branch 1 Load branch 0 Playback
System.ArgumentOutOfRangeException: Der Index lag außerhalb des Bereichs. Er darf nicht negativ und kleiner als die Auflistung sein.
Parametername: index
   bei System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   bei System.Collections.Generic.SortedList`2.GetByIndex(Int32 index)
   bei System.Collections.Generic.SortedList`2.ValueList.get_Item(Int32 index)
   bei BizHawk.Client.Common.TasStateManager.StateToRemove()
   bei BizHawk.Client.Common.TasStateManager.MaybeRemoveStates()
   bei BizHawk.Client.Common.TasStateManager.SetState(Int32 frame, Byte[] state, Boolean skipRemoval)
   bei BizHawk.Client.Common.TasStateManager.Capture(Boolean force)
   bei BizHawk.Client.Common.TasMovie.GreenzoneCurrentFrame()
   bei BizHawk.Client.Common.MovieSession.HandleMovieAfterFrameLoop()
   bei BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force)
   bei BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop()
   bei BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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I tried to make a TAS of this game some years ago, but due to emulation issues it was not possible, now it is: User movie #33362436420754580
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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World 7 is done. 8242 frames faster totaly.
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You want to have a good PC if you're looking forward to make TASes with TAStudio/etc. for modern console games. You want have a fast CPU because you almost will never frame-advance, lots of memory for greenzoning. A more outdated PC will be fine, if you only TAS older games. For now multi threading doesn't matter much, but you'll never now what awesome tools will be coming up next. In case you're TASing the tradional method it's fine if you have at least some decent PC.
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Here's a WIP of 7-5.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Currently TAStudios functionality is about as advanced as TAS Editors, so no stuff for Output log in neither of them. And this stuff being actually implemented will sure take some time (talking about years). You could do a seperate window in BizHawk with lua and put your values there.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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How fast can pictures in the music maker games you posted be drawn? If it's consistent 60fps animations might be possible.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Use markers, these will force an greenzone to the corresponding frame.
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Still no update?
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Here's a new WIP of 7-3.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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I used macros and tastudio. The bounce is simply a derived parabola, first frame max speed, then decrease each frame until collision. The circling is a sine in y directing and a cosine in x direction, to make a spiral simply add a constant to either x or y or both. Hugging the wall is done by setting max speed to the priority direction and then increase deacrease the other direction, works for moving walls as well.
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jlun2 wrote:
Sorry for hi-jacking, but what "state" is the game at after the credits are reached via stone glitch? Does it still only have the first stage unlocked? Or up to the last? Similarly if you wrong warp to a different world's stage, does it unlock the previous worlds too? If not, then the stone glitch seems rather useless in a 100%.
It has all played stages unlocked, unless something that clears save data is triggered when performing stone glitch.
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Here's a WIP of 7-2, includes improvements in 7-1 due to better luck manipulation in meta knight battle.
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Optimizing the general movement in "3d" game is a problem is most of the time a problem with two optimization parameters (X and Y coordinate), sometimes a third parameter is there, e.g. when there's non-constant jumping height or flying freely on all 3 axises. Going from one place to another is an easy problem, even with an crazily rotating camera. Most of the time you only need to work on one frame, it's very unlikely that a frame will saved by going into a suboptimal angle initially or manually rotating the camera. Since most TASers only use the very outer range of the analog stick to adjust angles, their work is not as optimized as it could be. Using all coordinates on the analog stick doesn't make it any harder, you just use a line drawing algorithm on the analog stick to calculate the next x,y pair. While going around corners you need to test two scenarios: let speed drop to go in a tighter angle or don't let speed drop. Both can be done by the same algorithm as above. For the latter you try the most tight angle that doesn't drop speed, for the first you need to decide when an how much speed should be dropped. You should consider the level layout as well when deciding which approach you want to make.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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So after a long time I started e1-m3, but I'm stuck doing the grenade jump. How does it work, if it works in the n64 port at all? Here's a WIP up to it: User movie #31633952658470542 Edit: something better, but still not enough: User movie #31661858610797929 I guess it's not possible then...
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feos wrote:
I fixed one case leading to this back then, do you have the repro steps?
Updating or loading branches seems to cause this problem (removal of states because of state gap). I haven't figured out how to fire it consitently though.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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feos wrote:
I need a full list of those that you want to be hotkeys.
The best would be to make these costumazible.
    Clone: c Delete: d Clear: x Cancel actions: Esc (stops seeking, exit analog editing) Rewind: q Enter Analog edit and cycle through: e (Pressing e causes entering editing the analog input for the first visible analog column for the current selection, if multiple frames are selected edit input for all selected frames. If already in analog edit mode go to the next analog column when e is pressed once more) Toggle auto-restore: s Restore last position: a
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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It is also already done. [2406] NES Kirby's Adventure "game end glitch" by MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor & illayaya in 00:35.91 You can do any category you want if your goal is to learn the tools and not make a good run.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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I already work on that, as you can tell by my signature. The latest WIP is on the previous page, it'll be finished this year.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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No, not good at all. What category do you want to make? You failed to add a reset in the beginning, you didn't manipulate luck, you didn't get power-up, you hit the wall, etc.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Cappan1 wrote:
Kirby's Adventure!
Don't you want to write that in here.
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