Posts for adelikat

adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Unless anyone strongly objects, I'm going to change the 2-player run to Vault and have it obsoleted by the 1 player as dunnius suggested.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
[980] NES Snow Bros. "2 players" by Randil in 13:56.85 Entertainment rating of 3.8 and pretty clearly not moon material. I think it is in moons because it can't be in the vault because the 1 player run is there and faster (only any% and 100% in the vault). Therefore, I propose that we have the 1 player movie obsolete the 2 player, I think that would have been the better decision back when 1 player was published, and it is not too late to do that now. I'm willing to give some leeway on entertainment ratings for moon movies (especially since ratings are not that accurate, and there is no definition of what a moon movie's rating should be). But 3.8 is awfully low, and I think a vast majority of people would agree it is not moon material.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I'll start with my personal opinion: I am against the proposal of moving any/100 movies into their own "tier" (which I will refer to from here out as the "feos proposal". Strongly so. Please add me to the appropriate tally. Here's my admin thoughts: It isn't going to happen. Period. This change will require effort, and does not solve problems. The problem we currently have is that movie navigation is dependent on giant lists that are sorted by platform and tier. Moon-Star is already too big for many platforms, absurdly so. This is a huge drain on the site resources, and eventually will be catastrophic as more content is added. Combining Vaults into that list will only shorten the lifespan of the current code (which is already on life support). The feos proposal has the same problem, it will result in tremendously long pages with slow load times, that drain site resources. And here's the long term thoughts: The feos proposal is bad and what we have wasn't intended to be the primary means of structuring the site by now. The correct approach is to be able to easily navigate by game, with smaller more performant pages that are quick to load and do not drain the server. In addition the rating system should be overhauled to make it easy and rewarding to rate. If tiers were not the primary navigation means, and ratings were more numerous and reliable, than that opens up a lot more possibilities for tiering, and solves most of the problems presented in this thread by default. This didn't happen due to technical road blocks, specifically the site code, the development environment, and lack of coders experienced in the technologies utilized by the site. There was a nice plan, it just never happened. The feos is a band-aid proposal at best. And as one, it is rather underwhelming, I was hoping for a better proposal than this.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I just wanted to state that I do not believe being in the vault results in runs being rated lower, and I see no evidence of that. I do however, see that being in the vault might be leading to less ratings.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
It has actually been implemented for years now. This is the first time the process has been documented.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I've got an Update. This version completes stage 5. It also improves stage 2 by about 20 seconds over the previous update. I used phasers on some earlier ships in order to have photon torpedoes for the final enemies so I can 1 shot them. That prevents them from cloaking and me having to wait for them to decloak. Stage 5 features a trick/glitch I discovered. Normally you have to slowly tow the ship at 165 speed (full speed is 550, and warp is 2300 speed). But I found that you can do a slide maneuver and hold that direction and you will maintain that speed. So, I just sideways-tow the ship and save HUGE amounts of time (several minutes actually).
It's hard to look this good. My TAS projects
Post subject: BizHawk 1.11.3 Released!
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk 1.11.3 has been released! For more details, see http://tasvideos.org/BizHawk.html.
It's hard to look this good. My TAS projects
Post subject: 1.11.3 Released
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
1.11.3 is now Released! This was mainly a quick fix for some PSX problems but there are some other nice fixes as well. More details: http://tasvideos.org/Bizhawk/ReleaseHistory.html Windows Binary
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I have you guys tried installing directx?
It's hard to look this good. My TAS projects
Post subject: BizHawk 1.11.2 Released!
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk 1.11.2 has been released! For more details, see http://tasvideos.org/BizHawk.html.
It's hard to look this good. My TAS projects
Post subject: BizHawk 1.11.2 released
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
1.11.2 is now Released! This is a big release for windows users, particularly those with poor openGL support. BizHawk can now be run in directx mode. For those without opengl , this is a huge speedup. (For others directx might perform better than opengl anyway) In addition, some big features for movie making including TAStudio branches, and SaveRam-anchored movie support. More details: http://tasvideos.org/Bizhawk/ReleaseHistory.html Windows Binary
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
You use emu.yield() in place of emu.frameadvance(), it will then run your loop for every screen draw instead of ever frame. Be careful with it.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Alyosha wrote:
One neat thing I did find though is that the running backpack enemies actually have a gun. If you set their state variable to 4, they will point a gun at you, and on rare occasions will even shoot (a single bullet.) I guess this was something that was just never used.
These states can be seen in Stage 5 and onwards, backpack enemies will regularly attempt to shoot at you.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
scahfy wrote:
Ratings consistency isn't helped when people vote on their own movies.
The author's rating does not factor into the overall rating value
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Alyosha wrote:
Hi, I am trying to import an fm2 movie from fceux 2.2.2. After converting it using bizhawk I tried importing it and got this error: The movie is a 2 player movie of ice climber. Bizhawk 1.11.1
I just tried the published ice climber tas (I converted it to fm2 in fceux first), and it worked fine for me. Can I have your specific file? Also, a converted movie won't have sync settings, so remember to set your controllers to 2 player in bizhawk before attempting to load the file.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
zeromus wrote:
which bsnes profile are you using?
The marI/O script was written against the performance core
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
AdituV wrote:
The lua function bizstring.split returns a lua table with indices starting at 0, when the convention in lua would be 1. While not strictly a bug as it works, it does prevent me from doing
local parts = bizstring.split(str," ");
for _,v in pairs(parts) do
-- ...
end
Nice catch. Fixed in the latest revision
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
if mGBA doesn't have the problem, then switch to the mGBA core in bizhawk. There is an option in the GBA menu
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I don't have an opinion on route. I just want to say I love this game, and look forward to your TAS :)
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
What adelikat said.
It's hard to look this good. My TAS projects
Post subject: SGDQ 2015 speed TAS competition results are in!
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
The SGDQ 2015 speed TAS competition is over! The game choice made by dwangoAC was Streemerz in "Streeeeemerz Mode" from creator Arthur 'Mr. Podunkian' Lee and thefox who ported it to the NES (used with permission). Over 150 submissions completed the game, with Mothrayas coming in as the winner (despite preliminary results that kaizoman had won). Full results are here. A proper submission of the category was made with the help of multiple authors. Overall feedback on the competition has been very positive.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
opengl was a good step for being OS friendly, there will be more steps like that in the future. Unfortunately, only having opengl leaves a lot of windows users (particularly windows 8, don't know about 10 yet) without a good option since their hardware lacks proper drivers. Unfortunately, to be well supported on windows we unfortunately do need a directx option.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
endrift wrote:
Going back and rereading the thread again, yes, I inserted 3 blank frames between every level. I was told before doing this that that's generally how console verifications work, so if not, I'd been misled at some point.
This isn't the first console verified movie to be different in length vs the reported time. Why is no one upset that the SM64 console verifications differ DRASTICALLY in completion time to the emulation time? At some point maybe we could add a verification time to the publication info. In the meantime, 3 empty frames to get it to sync is perfectly fine within our constraints for claiming console verification.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I had fun doing the speed TAS competition. And I was surprised at the quality of submissions in such a short time. I'd like to do it again too :)
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Stun Needle wrote:
adelikat,if you ever redo this,can you add a pitcher homerun?I know for sure its possible,as I have pulled it off once UnTASed,but,since its one of the rarest plays in RBI baseball,itd be nice to see.
I agree, that's the one thing really missing from this run, and if I were to ever redo it, I would consider a pitcher homerun to be required as the basis for that improvement.
It's hard to look this good. My TAS projects