Posts for Warepire

Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Abahbob wrote:
I've been wanting to TAS some games, but they aren't supported. Are flash games or games coded in Java going to be worked on, or will there never be comparability?
Flash and java games are not Windows executable binaries. There is a chance that java games can work by downloading the game, and launching the java interpreter with the game as command lines (Google this). I never tried this and I cannot promise that Hourglass will support the interpreter. Flash games have the problem that the stand-alone flash players suck and most games are incompatible with it.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
I have no name wrote:
Also don't forget that some platinums are slower in realtime to get than the respective gold-and wouldn't 105 aim for realtime?
A few posts up:
Warepire wrote:
But Platinum is more impressive, so in a submission, getting Platinum relics instead of gold ones would be a valid Speed/Entertainment trade-off.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Personally I think that meat is not required to get again, the big shield shall be gotten once it cannot be lost anymore from whatever now can make it be lost (I forgot, I haven't played the game in a long time), the letter shall be shown to the old woman and that items that are superseeded by other items (white sword, blue candle etc) are ok to skip in favor of the better item. But I still found this TAS highly entertaining, and my yes vote still stands.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Inzult wrote:
I guess you could argue the big shield is permanent for two rooms if you wanted to though.
That was my aim.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
TASeditor wrote:
OmegaWatcher wrote:
one thing that I don't get is why you bought the bait again. It is not a permanent item...
The bait becomes permanent after it's used in dungeon 7. The moblin in this dungeon takes it away. Afterwards the moblin is not in the game anymore so there's nothing where I can use the bait.
But then you can also argue that the shield becomes permanent after a certain amount of time because there won't be anything in your path that can take it away anymore?
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
When BizHawk adds Playstation TASing, I hope that I will have time to TAS. This is one of my favorite games so perhaps I can be of some use in any% and 105%.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
But Platinum is more impressive, so in a submission, getting Platinum relics instead of gold ones would be a valid Speed/Entertainment trade-off.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Bobo the King wrote:
Warepire wrote:
FractalFusion wrote:
I know the run is supposed to be 27 minutes long, and Youtube says it is 22:55 long because of scenes that play at 200fps, but shouldn't we be doing something about this instead of pretending that nothing is wrong?
The load times are not emulated correctly and the loading screens are way too fast.
Boo hoo.
I was answering why the encode is shorter than the movie file for the same run. Nothing else.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
FractalFusion wrote:
I know the run is supposed to be 27 minutes long, and Youtube says it is 22:55 long because of scenes that play at 200fps, but shouldn't we be doing something about this instead of pretending that nothing is wrong?
The load times are not emulated correctly and the loading screens are way too fast.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
If the game is sync stable enough (and that box hopefully can be solved) I think a DD64 TAS could be interesting. Specially if the scoring is the same as in DD2 so that you need to actually cause some damage to have a chance to win, no matter which position you end up in. Though I could be biased since the Destruction Derby is my most favorite racing series ever. Perhaps completing a full stage will make it clearer wether this game has TASing potential or not. Although now any game can be submitted as long as the game has an end, even non-entertaining TASes so if you absolutely want to TAS DD64 there is no stopping you from submitting it here, and even if it was, there is always YouTube.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
zeromus wrote:
bizhawk cannot be updated with a newer libsnes, as newer libsnes is incompatible with tasing and our libsnes is already heavily customized. Why do you need a newer libsnes?
I was unaware that the newer versions are incompatible with TASing, in what ways? I don't really need a new libsnes personally since I don't have time to launch more projects than I have going right now and therefor don't have time to do any TASing. I just thought it could have been interesting to update libsnes due to that have been some bug fixes that improves emulation accuracy. Like: major improvements to SPC7110 emulation, enhancements to RTC emulation, improvements to SNES coprocessor memory mapping, cleanups and improvements in the libraries used to build bsnes, etc. (quick summary from release announcements from newer bsnes versions than v0.87) But since it isn't possible to TAS with this version then I guess it's out of scope for now.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Lil_Gecko wrote:
also this part :
rnd1 OR rnd2 (combine rnd1 and rnd2) = rnd0
What's the operation between rnd1 and rnd2 ?
That's a bitwise OR: http://en.wikipedia.org/wiki/Bitwise_operation#OR To understand any of that, you may need to learn how to read binary numbers.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
You mean lag frames? Or does the actual emulator lag? If you mean lag frames (frames that don't accept input) it means that the game is performing too many operations and falls behind execution schedule so input polling which is usually done as one of the last things in a frame boundary by the game is missed. Lag reduction can be attempted by for example killing enemies or not performing certain actions, though it has to be timed what is faster, taking the lag frames or eliminating them. If the actual emulator lags then I cannot help you.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Masterjun wrote:
GhostSonic wrote:
Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console.
<TASVideoAgent> Movie [1945] SNES Super Mario World (USA) "glitched" by Masterjun in 02:36.4 edited by feos: Set flag Console-verified --> http://tasvideos.org/1945M.html <Masterjun> not sure about that change <Masterjun> since not that exact run was verified, but my unoptimized lsnes run [...] <feos> err, well, everything still works out on a console, I'd let this edit be
This is not how the Console Verified flag works at all. That flag should not have been set.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
A similar situation as I noted in my previous post exists for ResumeThread, which has been moved to Processthreadapi.h on Windows 8, this h-file is not included by windows.h. The same IFNDEF check should be applicable here too. Again, it will not affect already compiled binaries as the dll or call has not changed. It's just for compiling on a Windows 8 machine.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
RachelB wrote:
Warepire wrote:
kirbymastah wrote:
Hm under the latest development builds, there're only options for 64-bit and 86-bit dolphin... not 32-bit.
x86 is 32-bit, it makes absolutely no sense, but that is how it works.
Sure it does. The name comes from intel's 8086 cpu, which was the first x86 cpu.
Don't I feel like a moron now. I should have figured that out easily.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
kirbymastah wrote:
Hm under the latest development builds, there're only options for 64-bit and 86-bit dolphin... not 32-bit.
x86 is 32-bit, it makes absolutely no sense, but that is how it works.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Personman wrote:
Can we implement a new site-wide rule against arguing about 100% definitions in submission threads? If you care about these things, speak up in the game's thread /before/ the run is made. No one is going to redo a multi-hour run (e.g. the hotly disputed ChronoTrigger 100% that was recently published under a different name..) because you decided to chime in /after/ they put in months or years of work and had some problem with it. 100% definitions are inherently arbitrary, and each game's community needs to define what they care about on their own time, before work on runs is started. If you think you have some really compelling argument for why the consensus is wrong, bring it up in the game thread, and convince the people working on the next version of the run. In the mean time, be a little more gracious to the people putting in hundreds of hours to make high quality runs for your enjoyment, even if you can't figure out exactly why they made all the choices they made. They've probably thought about it more than you have.
The Chrono Trigger run wasn't discussed on the forums as far as I know. So that was a bad comparison. But I do agree with the rest.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
NFITC1 wrote:
I vote meh for good execution of a lousy game. Decent Vault submission, though. Ugh, if I paid money for this I would probably never have played another video game again. How can the "you can't get past level 4" bug make it onto a cartridge? Did they not have QA or beta test teams?
In this case the game was not intended to be released. But someone found some box-load of copies and sold them, then the game got dumped and here we are.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Ilari wrote:
- I looked for the point input is transferred from the pad plugin to core in PCSX2 1.0.0. The data format looks quite nasty, so I presume rerecording would need to be added as special pad plugin or something.
The good news is that most pad plugins are maintained by the PCSX2 devs, and I think only one of them is can be compiled for all platforms. So it should be easier to just add TASing stuff into that plugin instead of writing one from scratch. The main worry I have about the PCSX2 emulator is the accuracy of the EmotionEngine (and helper units) emulation, there are some hacks that raise a big red alarm sign in my mind like timing adjustments and floating point accuracy adjustment. Which suggests that these parts are really wrong because all possible settings of those options fixes and breaks games.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Ace Of Hearts wrote:
As for your statement of "I just need to collect the strongest item, if some item is replaced by a better one." I think there are those who would agree that with this particular game, you should collect even the things that can be skipped due to later qualifying for a more powerful upgrade. Besides, you chose to take the Wooden Arrows, despite the fact that those are upgradeable, so why not do this with the other upgradeable items? It makes no sense and doesn't demonstrate consistency.
He needs them to kill Ghoma (I hope I got the spelling right) in Level 6. Since the silver arrow upgrade is in Level 9 which cannot be accessed until Levels 1 to 8 are beaten he has no choice but to collect the wooden arrows.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Ilari wrote:
Warepire wrote:
The reason for PS2 games not being allowed on the site yet is that PCSX2 is far from ready for TASing, the build used for TASes by the Japanese is quite bad, I guess they just have inhuman patience.
Furthermore, that version is based on quite old PCSX2, and porting it to new one isn't easy.
Forgot to mention that, thanks!
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Evilagram wrote:
I posted this in the wrong thread originally. I've noticed a bunch of TAS of PS2 games on nicovideo. What tool do they have that we don't? Are they doing things in an unacceptable format?
They're using this build: http://tasvideos.org/forum/viewtopic.php?p=334318#334318 You will need an extra dll that isn't included there, the info to you need to find it is here: http://tasvideos.org/forum/viewtopic.php?p=334430#334430 The reason for PS2 games not being allowed on the site yet is that PCSX2 is far from ready for TASing, the build used for TASes by the Japanese is quite bad, I guess they just have inhuman patience.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Patashu wrote:
Isn't the only reason why nitsuja didn't implement mouse support is because he couldn't think of a good way to make mouse support go well with resizeable windows? If a 'hack' version of mouse support was implemented, shouldn't that do for the time being?
If I remember correctly he wanted to make sure keyboard input and the overall stability of Hourglass improved before adding new things (like mouse-support). Hopefully nitsuja will return soon from whatever he is up to.
Warepire
He/Him
Editor, Experienced Forum User
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
I was thoroughly entertained by this, the glitched level 5 was a nice touch. Yes vote.