Posts for feos

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CoolHandMike wrote:
Just hope the two submissions are not nearly identical.
This is usually the main question people have with Standard branches, and the problem with solving it in an ideal way is: if we only split them for "enough difference", then most actual reality cases will be ones with unclear difference. Most of the time it will be hard to tell if there's enough difference for them to co-exist in a given case. So a more future-proof solution is only combining them if there's no gameplay difference at all (or if only lag is different). For example, no difference in a TAS setting may happen if the TAS avoids all the obstacles that make a difference in regular play.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Is there a way to force specific FPS in scummvm, outside of libTAS? EDIT: https://forums.scummvm.org/viewtopic.php?t=16093 https://forums.scummvm.org/viewtopic.php?t=14695 Scummvm's goal is replicating time notion of a given game as accurately as possible. We have this movie rule:
Wiki: MovieRules#GameplayMustBeAccurateToHardware wrote:
For computer games, environment settings explicitly supported by the game or its documentation are allowed.
  • If a setting is not mentioned in any way, it's allowed if it doesn't cause significant glitches.
But in most scummvm games, there's no setting for framerate. At max it has vsync, but framerate used in this movie doesn't tie into highest possible refresh rates of actual existing monitors.
Based on iffy technical nature of increased framerate in this movie, lack of gameplay benefit from it, and presentation issues coming from unwatchable speed, I think it's not justified in this case to deviate from default framerate of this game.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Hmm, with Ctrl+F it only finds something if I search for DoAction without brackets. Maybe version difference, I'm on 18.4.1.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I did try searching (It's fine now)
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Where's DoAction (12)?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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When I load the exe into ffdec, I see several SWFs inside. If I save as SWF without selecting anything, it only saves the first one, which is 40KB. If I select the exe at the top, it can't save it. Should I save them all separately?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I can't remember any examples, and maybe it won't ever have 3 branches, but I don't want to kick the can down the road here, when the basic principle looks universal. Who knows, maybe in some game normal difficulty has a unique glitch that makes it quicker.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Suggesting a new set of Standard goals: difficulty settings. We've traditionally had low%/any%/100% separation, and we've also recently added the same for multiplayer goals (minimum players, maximum players, and whatever else if more optimal). And in a lot of games it's becoming more and more difficult to decide whether a different difficulty setting is unique enough to work as a separate sub-game, or maybe it's entertaining enough for Alternative, or maybe it's similar enough to obsolete, but then how exactly do we even compare, etc... So I suggest having 2 default branches, for easiest and hardest difficulty, and if there's a difficulty mode that's more optimal (read faster) than both, it can become a third branch. PS: Interestingly, it looks like we've never actually approved low% for Standard officially, even tho it makes perfect sense, so maybe we should do this now as well.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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coolman wrote:
Hello, TIC-80 should be added to https://tasvideos.org/Movies now that there is a movie. Thank you!
Done.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fixed.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ais523 wrote:
Although I'm not 100% sure, I think that input on DOS uses a maskable interrupt rather than polling, i.e. it actually interrupts the processor in much the same way that, say, vblank would on a NES. That means that if you press a key, it's handled as soon as the keyboard manages to communicate that fact to the processor – there's no "poll once a frame" or equivalent. The limiting factor on luck manipulation speed is therefore the rate at which the keyboard is able to send the "a key was pressed" message.
Is there any info on how often this happens?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Dumb question: why does the game run so fast in the tas? Is it because DOS input polling is that quick, and there's no other limitation?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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#9075: Mikewillplays's Flash The Impossible Quiz Book: Chapter 1 in 01:04.84 highlighted a sensible reason to use high framerate for Flash: routing. Another reason we used to have for DOS was overclocking games that work on independent framerate, to help them lag less. Overclocking for the sake of getting lower realtime duration doesn't look like a good reason, especially because we'd have to slow down the encode if we want to let users know what actually happened.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Mind blowing!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I know why it's a number higher than original refresh rate of the SWF. I'm asking why it's exactly 300 here. Is there any particular range when this value starts causing gameplay difference thanks to increasing it, and then stops causing it no matter how much more you increase it? With #6104: keylie's Linux TowerFall Ascension "all trials" in 03:26.75 1000 was used because it allowed more optimal movement, but higher values were yielding negligible effect.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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And why not a lower number?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ruru-ta, can you check if the above suggestions can be incorporated easily?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ruru-ta wrote:
Oh, I didn't know about that route. Yes, that route is faster. The file with the improvements applied: https://tasvideos.org/UserFiles/Info/638509571823584872
Looks like it desyncs?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Why did you settle on 300fps and not something higher?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1225)
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Mikewillplays wrote:
The three chapters are all separate games, which means I can't TAS them one after the other without making separate submissions. You bring up Henry Stickmin, which is a good comparison because the chapters in that series are also separate games (unless you factor in the collection, which doesn't even exist for the Impossible Quiz.
How does RTA do it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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RTA rules wrote:
Bad Ending is triggered by finishing the game with zero money left. The current way of doing this is achieving exactly $6,000,000 and healing twice (You can heal yourself at any time in the game by pressing "select" (assumed you have at least $3,000,000))
¯\_(ツ)_/¯
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The same exact situation was discussed earlier in this thread. A password is an-game code, and we only allow in-game codes to do very specific things in Standard: it needs to add gameplay (unlockables). In Alternative, it needs to help with entertainment, tho it's not preemptively limited there. Whether or not the password has been displayed does not matter.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1225)
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Sounds good!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1225)
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Screen transitions take longer on Octoshock in 2.9.1, but IGT is representative of actual gameplay times because it excludes the transitions. This room is 1 in-game frame longer in the new movie, because the jump is timed differently: Why do you take the lower route here? It cost you 54 realtime frames because you have to go back and forth (causing 2 more screen transitions). 3 in-game frames are lost due to the new timesave, because you start the next level facing backwards. But there's also 3 frames lost here: During the next level IGT difference is reduced to 15 frames, hard to tell why, because the strats look identical? On this screen the improvement is reduced to just 2 IGT frames: 2 IGT frames are gained back before the next level starts. During the rest of the game the difference becomes 11 IGT frames of overall improvement.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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