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DrD2k9 wrote:
Asi understand it: because JPC-rr processes inputs based on time passed and not based on frame number, it does process inputs as fast as the emulated hardware/software can process irrespective of framerate. It’s just the graphical rendering of that processing that that is limited by the frame rate.
In other words: yes we can send inputs at maximum rate the game is able to process them, without also forcing it to render at that rate.
True, though JPC is the only exception IIRC.
DrD2k9 wrote:
If speeding up CPU clock allows for speeding up a character movement due to faster processing, that’s a type of time optimization, even if it doesn’t change gameplay otherwise.
It doesn't feel legit to me. If the goal is now to have all movies last 00:00.000 realtime seconds by forcing framerates that cap out integer size for numerator and denominator, then why not also overclock all consoles to run as fast as possible?
DrD2k9 wrote:
More importantly, there are situations where increased CPU allows for faster movement but also necessitates a different approach to optimization because the movement speed increase affects where/when inputs need to take effect to yield an optimized run. Any DOS game made by Sierra using the AGI interpreter would be an example of this type of change (Kings Quest, Space Quest, etc.)
Interestingly, there could potentially be a CPU speed and thus character movement speed that became so fast that optimized movement of the character would require unoptimized input from a timing perspective; because the characters movements would have to be tweaked so much that it takes longer to properly control where the character actually goes.
Now, if gameplay is affected at 100k% FPS and becomes quicker, but the game itself speeds up by 100k%, does it sound fine? I don't know. And even having a community discussion on this matter is hard because it depends on deeply technical issues that not everyone may even understand. We've been discussing Flash rules for a couple years now and there's still no clear cut.
Maybe it should all be decided on a case-by-case basis depending on how reasonable it feels to change framerate?
while case-by-case may indeed be the best way to approach such situations, that makes judging harder because there’s no standard to judge by. It also opens up the possibility of two different judges having opposite perspectives that would impact obsoletion chains over time.
Pre-rewrite rules solved this by splitting unintended environment runs into a different goal that was Moons only. We tried to keep the rewritten rules generic enough to cover more cases by broader wording, but it looks like we'll need to reintroduce some of those pre-rewrite rules, to allow things to not get mixed up completely.
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 hard part is TAS tools don't have a way to distinguish input poll rate from video refresh rate, and we can't send inputs at maximum rate the game is able to process them, without also forcing it to render at that rate, which may in theory break things.
But even if it doesn't break things... if we try to artificially speedup the movie by enforcing higher framerate when nothing else changes, that feels like an unfair advantage that may lead competing in setting unreasonably high framerates. The main purpose of a TAS is optimizing gameplay, not reducing real-time duration at any cost. So if some specific faster framrate helps optimize gameplay, it feels reasonable, otherwise it doesn't.
Now, if gameplay is affected at 100k% FPS and becomes quicker, but the game itself speeds up by 100k%, does it sound fine? I don't know. And even having a community discussion on this matter is hard because it depends on deeply technical issues that not everyone may even understand. We've been discussing Flash rules for a couple years now and there's still no clear cut.
Maybe it should all be decided on a case-by-case basis depending on how reasonable it feels to change framerate?
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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Open the Exported Project folder in Unity Hub
How?
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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darkshoxx wrote:
I specifically asked in the discord if what I'm doing follows the Rules or not, but I sadly didn't get a single response after several days and decided to go ahead
If you have any questions that this page does not answer, or if you are unsure about the presence or absence of a rule, ask a Judge on the forums or reach out to us on our Discord server.
Now obviously Discord is mentioned there, but only as a secondary resource, due to its live chat nature, which makes it impossible to use as a general future reference, so forum is preferred (and more visible to judges).
Yes, precisely, because to the best of my knowledge that's the only way to disable vsync on a clean install.
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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Clearing registered functions would have the same effect as closing the emu (right-click menu on lua console).
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 tried everything and I can't sync this. Gameplay is never entered, even with the same game files as the author, and various scummvm versions.
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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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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I made a rough comparison video by adjusting the framerate of the original game video, and adding some pauses to align the rooms (more or less). Since the route is the same due to the nature of the game, I need the audience to express their take on the 2 versions of the game.
Do they feel different enough to co-exist as separate branches?Link to video
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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CUI, is this actually your TAS, and do you approve this submission?
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.
Second, due to heavy time pressure (AGDQ 2014), what we see here is what Masterjun came up with overall. It may be not perfect for everybody, so there is a room for obsoletion - if better stuff is programmed within total control. But for now it is the best payload existing. And posts and votes on this submission prove that.
Since this movie's goal is in no way speed, it can not be obsoleted by reaching the total control point faster, or by making input during total control shorter. Only by providing a better payload. Which will be judged by the audience response. If people like the new movie more (as happened with Pokemon total control), this one will be obsoleted by it.
Now I didn't explicitly go and ask for feedback on this submission because I wanted t judge it quickly, and recently we have problems with getting feedback. Looks like making a decision was a more effective way to get this feedback, and I don't even think anything bad happened: we can't delay every uncertain submission for months, but we can fix a decision if it gets backlash. Thankfully it's easy to fix this one.
dart193 wrote:
Now, visually both glitchy TASes look quite similar - in that you can hardly undestand what is going on in there, though deep knowledge of the game may help that. Masterjun's TAS, however, is both competely different and everything that happens on screen is absolutely clear to most viewers (well, except if you never played/seen/heard of snake and pong) and is significally different to two other TASes.
I like this point.
The only unclear thing is what would be a good way to label these movies, because ultimately there are only two ways to do an ACE TAS: you either program something entirely new into the game, or you change what is in the game. Sometimes it's a combination of both.
What I'm unsure about is whether it makes sense to have several movies with the same payload type published separately, or is it better to split them only by payload type, or in some other way? Masterjun's ACE is an entirely-new type, and this submission is a hack of what is there. Or maybe we approach it from a different angle and just rename this movie to "ACE, glitchfest"?
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.
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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JD wrote:
This submission is STILL delayed, over a year-and-a-half later. The fact it's been in limbo for so long is absolutely insane to me.
The site feature that it requires to exist is slowly being worked on.
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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If you're actively working on an improvement while the current submission is being processed, it's best to indicate that you're working on it, so we don't repeatedly process every iteration to a full-blown publication. Submission inflow is very high already.
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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Does this game a strict fixed linear route, or is there some room for different order of actions?
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.
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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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.
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 actualexisting 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.
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.