Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Absolutely you should. I watched this TAS and noticed that it might be running a PAL game in NTSC mode. Harder to notice since the hack itself speeds up some of the music. PAL in NTSC mode is specifically not allowed. Also PAL isn't generally allowed without a good justification
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Lol, can't have too much HD Elmo. Thanks for the encode! :D
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Thank you making this TAS, I enjoyed seeing the new strategies for this rom hack.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Registrations are fixed. I flushed years of old records and it seems to have made the error go away.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
You're welcome :) Glad I could help.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
That is a very old BizHawk! What you missed is that there is now multiple snes cores. The default is snes9x unless a game specifically does not run, for performance reasons (as a casual player it is fine enough for most games) I believe the graphics debugger is only available for bsnes. You simply need to go to Config -> Cores -> SNES and set bsnes there.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Some UI updates were done and deployed recently; including an experimental version of dark mode, for those who want to try it out :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
SmashManiac wrote:
Additional feedback: - Most lsnes builds are still using an insecure HTTP link.
This is not an issue with the new site, but with the old. I can't magically fix this on the new one. If there are https links that can be added, this needs to be brought up in an appropriate thread.
- There is currently a bug in the old site where a really long and complex password can be used to log in to the forums but not for the main side. Because of that' I could not log in on the new site. I'm not sure how many people will be affected by this.
The forum password is the one that is ported to the new site, so this is NOT why you can not log in. Attempting to recreate the old phpbb2 logic can be tricky, I suspect some characters in the password are not quite handled correctly.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
A new feature of the new code base I wanted to show awareness of. Homepages are now automatic, nobody has to ask for one. The page will be /HomePages/[username], and can be accessed from your profile (linked from username in menu bar when logged in). This privilege can be taken away from a user, of course.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
natt wrote:
(How often do those go out; is it daily?)
Was daily. Temporarily it is ahdoc as needed, because I need to rule out if the automatic restarts are causing the site to come down. Will post when it is back on schedule.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
SmashManiac wrote:
Holy moley, security finally! - RSS feeds are not working.
This is known. I will build RSS eventually but it isn't a priority to get to the point of showing everybody The issue tracker will be useful for knowing what is or isn't known: https://github.com/adelikat/tasvideos/issues Particularly this milestone: https://github.com/adelikat/tasvideos/milestone/5 Which is being used for the "must haves" for this to be a viable replacement
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I think we neglected to mention this, but you can log in! Using your existing credentials. Please, post things, edit things, etc.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
SmashManiac wrote:
Holy moley, security finally! Technical feedback: - RSS feeds are not working. - There is no CSP HTTP header. This would greatly improve security, and also fix the mixed content warnings that occur while browsing the forums. - The Referrer-Policy HTTP header is set to an unsafe value. - I realize this is not possible on the demo site as it is hosted on a subdomain, but I'm hoping for an inclusion in the HSTS preload list is planned for the final release.
Wow, you know a lot more about this stuff than I do. I'd love to talk to you more about this stuff.
- It kinda bothers me a little bit that the new theme looks exactly like Twitch's.
To be fair, the colors are themed from the existing colors on tasvideos.org, and we were first! If you mean the styling and not the colors, then it is because it is just using bootstrap with a few tweaks, which is probably all twitch is doing
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Synahel wrote:
Only thing i could see added would be a button which always appear even if you scroll, to get back to the top really quickly when listing stuff like movies (yes, i know the Home key works for that, but some people would love having a button just for that intent i guess)
I feel like I've seen something like that before. But do you have a site as an example of this functionality, that I can pillage can be inspired by?
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Post subject: Site Rewrite: Feedback and Testing Wanted
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
We have been working on rewriting the site from the ground up and are now proud to make it public. It is not yet finished, and likely will not go live for quite a while, but we wanted to go public with it in order to gather feedback for continued development. This rewrite was needed for a variety of reasons. The current site is closed source, with dated technology/practices and extremely difficult to develop for as it hasn't undergone any significant development since it was founded. The new site should be far easier to develop for as it uses a modern tech stack, with modern best practices. The goal is to be in a position to develop the site as the needs of the community change. The current site has a lot of long unaddressed security concerns, such as not using https, that the new site addresses. Additionally the new site features responsive design, properly supporting mobile and tablet screen sizes. There’s too many other advantages of the new site to list them all here. A live demo of the site can be found here: https://demo.tasvideos.org/ The demo site regularly imports data from the live site. Anything that changes on the demo site (forum posts, submissions, page updates) between imports is lost when the imports happen. It can be tested thoroughly without any damage/effect to the current live site. Note, there are currently issues with this test site going down every so often and not coming back up. We look to resolve this in the near future. (This is not a symptom of the code itself, but with a “demo” quality server setup, that we put in for now) This website is open source and the git repository can be found here: https://github.com/adelikat/tasvideos The technical details of the site: Backend: .net 5 Frontend: Vanilla JS Database: Postgres OS: Ubuntu Please file an issue report on github if you find a relevant bug. Otherwise leave feedback below. EDIT: Important information that was left out but relevant: Once the new site is ready and all data is properly migrated, it will become TASVideos.org. The old site will be archived. EDIT2: Issues that must be addressed prior to going live can be found under the 2.1 Release Milestone. EDIT3: There is now a new url for the demo site: https://demo.tasvideos.org/
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Based on Thread #22710: Standard Class Discussion (formerly Vault Expansion) we will be reworking in the following manner: 1) Vault will be replaced by Standard, which will have no icon, and a player point multiplier of 1 (as opposed to the vault 0.75) (Note: Standard is just a technical name, it won't have a name at all, for instance, submissions are not going to be "accepted to Standard", just accepted in general 2) Moons will no longer be based on entertainment value/judgement if they qualify for standard. Instead they will be in standard (will retroactively do this for existing publications) 3) Acceptable branches in standard will be expanded to the following, and will not require entertainment value to qualify:
  • Pure fastest completion (GEG, ACE, Corruption, etc)
  • Warps (or fastest "intended" completion)
  • Warpless/All levels (warps are an intended shortcut so not using them counts as an objective goal)
  • 100% (assuming it can be defined objectively)
  • Score attack (an objective goal with room for improvement in the same vein as fastest completion)
4) Any branch or goal that is not acceptable for standard can be published to moons if it provides entertainment value (audience reception during submission) Note that this is not necessarily the end of the process, but an overdue incremental step towards further expansions. The discussion on further improvements is welcome but should happen in the topic linked above. Posts here should be directed to specifically and steps necessary to achieve these goals This will be a process that will be done in steps and we will use this post as a checklist for todo items. [x] Technical feasibility test (can the site code accommodate these changes) (Result: yes!) [x] Update tiers database table [x] Create Standard page [x] Update Moons page [x] Update Tiers page with new links and documentation [x] Front page (consolidate to single publications list) [ ] Movies page (consolidate many links) [x] Move or delete Vault page (may want to keep it for historical purposes) [ ] Update references to the Vault page [x] Migrate publications from moons to standard that qualify [x] Update movie rules [x] Set up a Review thread to unreject potential submissions that now qualify under new rules (Done: Thread #22780: Revisiting rejected submissions due to rule changes)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
It's unfortunate this movie wasn't uploaded to WIPs before. This situation is a great example of how it can really help with collaboration and getting the best quality TASes to exist. Had this been available, I would have used it throughout the TAS I made. Unfortunately this game isn't one you can simply splice levels together since the lag is so random, as is the enemy behavior. Thanks to Samsara, who made a spreadsheet showing the level by level comparisons. My movie was faster in 17 levels, Takanawa for 33. The best of both runs would big a good deal faster than either of these runs. Unfortunately it is going to be a complete redo, and it doesn't really save time to have these movies as an example. I'm cancelling this submission because I do not want it published. I'll work on an improved run, though it might be some time before I can get to it. Takanawa, if you want to work on it instead, or collaborate, let me know. If you take this on, please submit though, or at least upload to WIPs again, so the rest of the community can enjoy the run and learn from it. mtvf1, I was able to get Takanawa's run to sync on FCEUX 2.2.3 with the (J) version (good dump), did not desync in level 17.
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Post subject: IRC migration from freenode to Libera
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
We are moving our IRC server from Freenode to Libera, following many recent negative changes to Freenode. In 2017, ownership of Freenode was sold to an entrepreneur named Andrew Lee, and recently he has effectively taken complete control of it against the will of the staff, causing many of them to resign in protest if they weren't already forcibly removed from their positions. Since then, Freenode's actions under Lee have included updating their policy to explicitly remove a ban on unlawful content and hate speech, automatically seizing control of channels that mention Libera in their topics (this notably includes endrift's #mGBA channel, channels that explicitly mention NOT moving to Libera, and even channels that are not violating their new policy, but just happened to get unluckily targeted in the automated takedowns), targeting, punishing, and publicly mocking former Freenode staff, and silencing any and all criticism without warning or justification. As TASVideos staff, we can not and do not condone these actions, nor do we at all support the recent direction that Freenode has gone in, so we have collectively decided that moving away from Freenode as soon as possible was the best course of action. The process is not quite complete as of yet, however we strongly recommend that people migrate to #tasvideos on Libera immediately. Note: this news post originally contained a line disparaging Chris Punches, based on rash and incomplete information. This was an error on my part, and I apologize to Mr. Punches for any damage caused
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I'm going to ignore most of the walls of text above and just focus on a point. That we have a lot of SMB branches and not others. If there is any precedent I hope this publication accomplishes is to move away from a "too many branches" mentality. Having said that, we need to have criteria, which was laid out here. 1) Entertaining (with a super majority audience acceptance %) 2) Not-redundant to other branches by having different gameplay or tricks or glitches. Must be clear to a non-expert of the game (this is my problem with Super Metroid branches, the routing is very different, but if you don't know the game, it is hard to see) 3) Be technically impressive, ideally in a way that stands out from other branches. As long as each publication meets these criteria, I don't care how many branches a game has.
Or Mega Man. There's no zipless runs of any of the games to feature zipping glitches, and I'm not really sure why.
This is a curious example to bring up. As such a publication would easily be accepted here. If we don't have one, it is because someone hasn't made one. We can't control who makes what.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
feos, thanks for the table! That's really interesting info!
Bisqwit wrote:
FWIW as the founder of TASVideos (even if I have been reduced to nothing but a cheerleader nowadays), I think the reason why we don’t automatically approve every new branch of a game is because there is potentially an infinite number of them. However, this run has a clear-defined goal, and the constraints are far from trivial, and the movie is already very optimized. Additionally, this run is very much at the core of what I set out this site to be. Impressive and entertaining speedruns that are far beyond human limits. If it were me, I would accept this run.
I think this point should carry huge weight. Both with the original (and current) vision of tasvideos, and with the fact that this is a huge technical achievement with a clear goal.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
moozooh wrote:
but it could set a potentially problematic precedent for the use of similar in-game features elsewhere in the future, including cases where it's not so clear-cut. If this is allowed, the reasoning from both the player for choosing the particular way to utilize the feature and the judge for allowing it needs to be bulletproof so that the limits are well-understood and don't set anything on a slippery slope.
I think the reasoning you above is quite clear:
moozooh wrote:
I wouldn't be against such use of level select in principle since you aren't skipping any gameplay to your advantage
We've defined gameplay pretty well over the years. So I think the rule would be that as long as it does not clearly skip gameplay to your advantage. And with most vault rules, ambiguity errs on the side of disallowed.
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adelikat
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Joined: 11/3/2004
Posts: 4739
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What I would want to do, is define it based on the black screen after climbing the level, and make it consistent between each level. It would be subjective where to define it, but this is by far the most reasonable definition.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I'm working on a NES Lode Runner test, and I would like to request a ruling on the use of a level select code. If you see the speedrun progress on of this game, there was a world record that did no utilize any use the level select: No level select But bested by one that utilizes this: Improved WR For clarity, at any time you can press select to enter the level select and press A/B to scroll through the levels. It was deemed okay to use to skip the level end screen which is a good deal of time (about 12 seconds per level x 50 levels) since it does not affect any actual gameplay. I agree with this, and it cuts several minutes of repetitive non-action. I know we don't operate under speedrun rules, but I was wondering if this technique would be allowed here. To be clear, as soon as the level is completed (black screen), one would press select to enter the level select and then start to immediately exit, resulting in a faster transition to the next level. What do you folks think?
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I actually had the idea to do this for April Fool's for several years now and never got around to it. But this is far more impressive than anything I would have ended up doing. I really enjoyed this, and I think it became a great playaround for Mario Paint. I am giving it a non-april-fool's non-ironic legit yes vote.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This is a disappointing hack from a TAS perspective, and from a playing perspective due to the unlimited stars. If it just removed the TKO's, it is still very human beatable, and would lead to a lot more interesting strats. It's an old game genie code to remove TKO's so I've played it a number of times. Would make for a potentially interesting TAS possibly. (But maybe too tedious too)
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