Posts for WST

WST
She/Her
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Zenon wrote:
Sure I do, thanks! I'm a web-developer myself, have to use those constantly) Don't have access to any right now though.
Weird, maybe because it has an IPv6 address? Try using 149.154.65.193 for hostname, should be working When you finish uploading, just drop me a PM so I close the FTP access (upd) hidden the password on the previous page as the server log shows you are online now (upd2) closing the FTP access, since
[NOTICE] /home/zenon/lossless s3k rings2.avi uploaded  (9429583462 bytes, 1872.85KB/sec)
If you need to upload an updated encode, tell me and I will enable the FTP (you can also suggest your own password so I will not have to close it again)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Zenon wrote:
Thanks! And sure, I think we can move to PM to figure out a way to upload somewhere an almost 9GB video file. I don't usually upload that much elsewhere, so I have no idea what a good host could be.
If you know what is FTP, here is a temp account Hostname: yamato.averkov.net Username: zenon Password: *** Read+write access is available for anyone. Web access: http://yamato.averkov.net/ (upd) hidden the password as the server log shows you have logged in
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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TheYogWog wrote:
Oh, and here I was worried my notes would be TL;DR for "even the most hardcore" Sonic fans. I'm glad you enjoyed reading them. About the final boss, IIRC, hitting him from the right or left made no difference; but if I stood on the right side of the screen during his 2nd form, he would lunge at me nonstop until I moved. Doesn't this boss have a few different patterns he might use that could affect that? All I can say for sure is my time matched the existing TASes times of 0:57 seconds, so I was pretty satisfied with that. When it comes to bosses I figure things like that have been pretty much worked out by other TASers so I don't expect significant improvement there.
Next time try coming to that point 1 frame earlier or later (not exactly sure if that’s the in-level counter or global frame counter) — it will do what you need. You may take Qwerty’s input — it’s only 1 frame slower than feeuzz’s, but feeuzz’s one takes damage to gain that extra frame. By the way, I let myself repeat my suggestion about co-operating with an expirienced optimizer like feeuzz when you do the S+T run (you are going to, aren’t you?). You can plan the strategy and route and record test attempts, then letting him to do the optimized version.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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mike89 wrote:
I had a couple of questions, I feel like one was for something in Marble Garden but I've now forgotten it, but the other one was for the final boss: is it not slower hitting it from the left like this? It looked like Metal Sonic made four passes across the top instead of three.
Well, the minor mistakes are present, sure. I was able to improve a part of this (I am not going to show it for now). But at the same time this run proved me that I actually made a lot of mistakes in mine&feeuzz’s&Qwerty’s S&K TAS — some parts of this TAS are done faster, I also realized some possible improvements in MGZ and SZ2 myself (example). Only Aglar can be absolutely flawless, others, including me, are only attempting to match him. However, I suggest a star for this particular run. For me it’s a very huge milestone in Sonic TAS history. P.S.: I apologize if I can’t write the promised script tonight… Had a lot of work in the garden, deadly tired -_-
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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DemonStrate wrote:
Instead of making some long-winded reason why I like this run so much, I'm simply going to state it this way: This run with the "Ring Attack" goal is going to start something big for the Sonic speedrunning community. :-)
Many TASers tried to do ring attacks on S3K, but this one is probably the first which was done to the end, and it’s certainly a very significant achievement.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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solarplex wrote:
I used the savestates that came from the sonic extractor site, ill attempt again on friday with savestates that the TAS gives me.
Ok good luck. Try to dump the pieces for each of the levels. From my side I’ll try to write a script that will join them (previous time I joined the pieces manually in GIMP and that was kind of boring) — but not right now, maybe at night again.
Zenon wrote:
Also, here's our encode of this great run. Not the atlas one, but hope that'll do =)
1.8 gigs? Well, at least my downstream is many times faster than the upstream. Thanks. Can anyone please add the encode to the description?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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solarplex wrote:
Also doesn't like me saving as PNG, had to save as BMP cause convert.exe is missing.
convert.exe is ImageMagick. It’s almost a «standard» program in Linux and other UNIX systems, but almost not known in Windows world. Though it will not help much — even if it’s installed, the resulting map will still be broken into pieces… The graphical glitches, I beleive, can be avoided by making the savestate a little later in the level — when the proper tiles for the level terrain are loaded into memory.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Crap… This will need even more handwork than I expected… Okay, trying to explain what is needed, step by step. 1. First, as already mentioned above, you need to have lua-gd installed 2. You need to have high quality full sized level maps. Those can be made using Sonic Extractor. The problem is that Sonic Extractor doesn’t dump the map as a single file. Instead, it produces set of pieces. It is possible to write a script for merging them into single map, but also possible to do it manually in any graphical editor (example: GIMP) 3. You’ll need my Sega Atlas script: https://github.com/WST/gens-atlas-tools/blob/master/atlas.lua 4. Put atlas.lua in a place like C:\sega-atlas and create subolders within that directory: C:\sega-atlas\maps and C:\sega-atlas\results 5. Put your level maps into the “maps” directory 6. Edit the function “loadMap” in the code to add the maps. X and Y offset will be zero everywhere, the last value is the default camera Y position when starting the level. It is used to align the picture when the proper camera Y position is not yet set by the game. 7. Change camera_x_address and camera_y_address to 0xFFEE78 and 0xFFEE7C (if I’m not wrong) 8. Edit the section marked as “TODO: get rid of this ugliness”. You’ll have to add more ugliness like that. These lines are quite self-explaining, and their purpose is loading the next map when certain frame is reached. You can determine the frame numbers by viewing the entire run. 9. Start the emulator, open the game’s ROM and start marzojr’s Sonic TAS Tools. Click “options” and configure the script to hide all it’s panels, plus the game’s original HUD. Ensure there is nothing wrong displayed (the “options” button itself can also be hidden). Then go to Graphics → layers → scroll A and disable the layer “scroll A low”. It will disable the background layer. Now you can rewind the movie to the starting point (let it be the movie beginning), load the atlas.lua script and start emulation. If everything is correct, the frames will be rendered into the “results” directory, otherwise you will get some error message… If you started rendering, but noticed some mistake (forgot to disable the game’s HUD, for example), you’ll need to stop the script, delete the wrong rendered frames, return to the starting point and start the script again. Pretty complicated, true. But now you at least see it yourself why I am more speaking than doing… If you get any questions, post them here, I will answer. Important notice: for some reason, sometimes the script behaves normally and consumes stable amount of RAM, but at other time it can suddenly start eating more and more. If you experience that kind of problem, you can workaround it by invoking the garbage collection manually. For example:
Language: lua

frame = frame + 1 if (frame % 100 == 0) then collectgarbage() end
(upd) ah… About the maps… I have only this one, dumped it when I was creating an encode for an old TheYogWog’s run. A good illustration showing how large are the levels in this game.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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solarplex wrote:
I said I'd do the encode if someone would gimme the lua scripts(Im not too familiar with scripting yet so I don't know which part to change in it, maybe viewport-camera.. last time I tried it told me I need some other lua scripts.
Thank you. First, it needs lua-gd to be installed. The installation is explained here. Second, it will need some extra handwork. I may do it as soon as I have some spare time (maybe this night), I’ll try to post an explaination on how to do the encode. If you could help me rendering the frames into png files and putting those png files into publically available place, it would be enough — I could do the final encode (merging the frames into a video file) using ffmpeg on some of my Linux servers through ssh.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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niamek wrote:
How about making a mini? like a radar indicating the position of the player according to the level?
Well, for now even making something like I already did is under a big question. Anyone, who understands how it’s done, can easilly take my script and do it himself. It will be a lot faster. Because making the encode for me means that I have to 1. Install Windows into VirtualBox (or install lua-gd into my Gens running under wine) 2. Free some extra disk space, as I don’t have quite enough now 3. Run an extremely long process, which will be even longer if I add some extra code (examples: HUD, mini map) 4. Go to another city (located 70km from me) just to upload the resulting video I’d like to remind you that I also have some coding tasks from my job to be solved soon. P.S.: who the hell could give this a «No» vote?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Most levels are way too large even for big modern screens. You will hardly see anything if we scale the picture. Also, it will make the encoding process even more time-consuming. (upd): nope, in fact, it can make it less resource-consuming, as we’ll have to deal with pre-downscaled map…
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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Joined: 10/6/2011
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S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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LSK wrote:
If you can't make the offscreen rings/objects work, it would be cool to draw a box showing the actual game screen boundaries. I think that'd make it a lot more comfortable, visually.
It would look like this (but in this particular case the color difference wasn’t intended, it’s a result of using level maps with wrong colors).
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Fishaman P wrote:
EDIT: Dat Altas encode. If it could be modified to show rings and objects while they're offscreen, it would be perfect. I actually thought about something like that while watching the WIPs, but I didn't think it was already a thing.
Making the offscreen rings/objects work is possible, but it will certainly involve a lot of coding and, even more importantly, some knowledge about the game engine which I do not have.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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This is incredibly incredible, my brain is jumping to voting yes ~
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Ilari wrote:
What takes so much disk space? The raw dumps? The intermediate files? The final encodes? Any reason why intermediates can't be done using FIFOs?
The generated frames. The processing is done in 2 stages. First, I generate high-resolution frames from a Lua script. On my system (a VirtualBox machine) it takes hours and gigabytes of data to dump a single act. Second, I join them using ffmpeg on the Linux host. You may want to see my Lua code if you have mood to try it yourself. Because I’ve just realized that even if I succeed with it, I will have to upload the resulting video, which is going to be hard with my uplink speed (I will probably have to go to Maykop city to upload it from my friend)… https://github.com/WST/gens-atlas-tools/blob/master/atlas.lua (upd) also, for some reason you need to invoke the GC manually from time to time. Without that, the memory begins to leak after dumping some 2 minutes of the run.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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boct1584 wrote:
An Atlas encode of this would be incredible.
I might try; though, I can’t give any ETA yet. Probably in a few days (it takes incredibly much time and disk space to process even a single level/act, despite the automation, and also it’s very easy to make some mistake while dumping frames). This is probably the first movie, which I am giving a yes vote even without watching it once — but I realize it’s fine, since I watched all the WIPs many many times.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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glitchfest Link to video
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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As far as I remember, I was using some different DOS distribution. I beleive that was Windows Me rescue floppy (as I needed DPMI), but I may be wrong. Anyway, it was like a year ago, and I’m feeling like I’m not interested in TASing DOS games anymore.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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Have you tried other letters? Changing the drive by typing «D:» in DOS is the right way, the last command is a bit UNIX-like (but not correct anyway). Also, looks like you are trying to play the game which is ouside the emulator, am I right? My experience with JPC-rr is very little, but as far as I get it, your game should be «inside», for example, connected through the CD-ROM driver of your DOS instance. Checking the boot log for the messages from the CD-ROM driver will be my suggestion.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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TheYogWog wrote:
For 2, for some reason I can't jump from the very edge of the wall. I'm pretty sure there have been times in the past where I've been in similar situations to this - I'm zipping through a wall, get close to where the inner wall/floor tiles end, spindash, and then I'm able to safely inch my way towards the edge without being ejected from the terrain, and perform an ordinary jump from there. Why doesn't that work here?
The spin dash is not actually a requirement — you need to be inside the rightmost 16 pixels of the wall to be able to «walk» there (though the spin dash may help you to align yourself). Can’t answer about the jump though, as I never managed to do it myself. In my TAS of Sonic and Knuckles, that small part was done by Aglar, and he certainly is the one who knows how to do it. I beleive it’s the question of positioning too. I apologize about almost-useless reply, just leaving it here to let you know that I am not ignoring your question — just feeling like it’s something I can’t answer…
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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Another gift from a cute girl :3
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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TehSeven wrote:
Link to video
Yes vote.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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True wrote:
But without resolution I don't know what the settings are...
The capacitor’s actual capacity is about 20µF, while it’s labelled as 1000µF (I wrote that earlier). A good proof that the failed capacitors were really the source of the issue.
True wrote:
http://www.ebay.com/itm/DER-EE-DE-5000-LCR-Meter/161104294237
Thanks
True wrote:
I bought my first one for ~$350 (but it was a full set with case and USB link). It's a steal at the current selling price. I liked it so much I bought another from this seller. Just noticed that he changed his listing to no longer have his real name... I modified a TL-21 with some cheap sort of Kelvin clips from DX - they're pretty crap though, but give me more working range than the alligators that come with it. The wires are a bit too long to calibrate properly though, I will need to shorten them. The price has also gone up, like all things on dx do. http://www.dx.com/p/test-clip-probes-for-lcr-meter-with-bnc-wires-pair-34214
Thanks for the suggestion as well
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)