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Not exactly new info https://cah4e3.shedevr.org.ru/cheatsbase.php#1080 Since it doesn't skip gameplay it sounds alright to include, but a movie that only adds that skip won't obsolete the current pub - gameplay has to be improved.
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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TLH wrote:
feos wrote:
I turned your savestate anchored movie into a saveRAM anchored movie, and the very start of the game now desyncs. If I can't resync it, we may discuss granting an exception.
I see... I guess since it is an arcade-style game it also saves the scores in a leaderboard, so it is very hard to reproduce the exact same saveRAM. And that likely affects the RNG and the entire game since the spawning and behavior of all enemies is affected by RNG. This probably means that in this case the goal of complete reproducibility is hard to reach at this point...
Unfortunately, after a staff discussion, an exception hasn't been granted. But you can still submit the run and we can send it to the Playground class (granted it's well done).
TLH wrote:
Maybe for the future it would be nice to have a small note on the website or the rules on how to make TAS runs based on New Game Plus or unlocked features.
Added a note here: Wiki: EmulatorResources/Using#StartingANewMovieToRecord
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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Don't hold it, press it every frame.
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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One important thing. The bigger the changes, the longer they take to implement. Currently we have about 2 active site code developers, and a bunch of tickets that are critical or important. If the reform we agree on is too big, it will take years to implement (nobody knows how many).
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 the link tho?
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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Speaking from direct personal experience has always helped me improve things, and I happen to have a lot of personal experience with matters described in this thread... The first TASes I saw in my life, of the games I played myself, I didn't realize they were done with tools, so you can imagine my absolute insane fascination with what those gods could pull off in real time! It was one of the strongest positive emotions in my life. Fortunately it didn't really fade out after I've learned that TASing is not a real-time thing at all. Instead while discovering every aspect of this hobby in 2010, I got fascinated over and over: by the expertise and creativity needed to design those movies, by HD encodes, by judges and their high-level work, by emulator coders and all the unique tools, and to top it off, by the warm and kind overall mood of the forum (especially after the places I've been before TASVideos). Fascination with judges persisted for years, and I was dreaming of becoming one, which happened in 2013. The first few months were very interesting, but eventually it became boring and there were a lot of submissions to judge, so I cut a whole bunch of corners to speed myself up. Which led to my demotion in 2015, and in 2016 I developed a new approach to judging (maximal thoroughness) which made it interesting for me again... for a few more years. Then in 2018 I became a senior judge and got to organize people as well as the rules. It was hard but rewarding. But I slowly started feeling a certain problem: I stopped having any time on TASing. The only submissions with my name after 2016 were things others did on top of my old work, or my trivial tweaks to movies I judged. #8889: feos's Flash Samorost in 04:21.24 was the only bright exception where I had a chance to be creative again. I was unable to finish the MAME core for bizhawk because I had to look after the submission queue. I stopped publishing because I stopped having any spare energy on that extra job. I don't have time to finish my current emucoding project - Amiga in bizhawk. Heck, I was only able to have this insane Wiki: Activity rate because I kept switching from job to job the second I got tired of doing the same thing. Combined with constantly working with people on people problems, this made it not unbearably boring. But even though I don't have a real life besides my RL work, I still don't have enough energy to process the submission queue even if it's the only thing I do for like half a year (like it was in 2023). We never reliably have enough active judges for enough time to let them work in a relaxed way while still not drowning in submissions they have to process. Due to insane amount of judgments I have to do, I stopped enjoying it many many years ago. The only bright side is when there's some movie that requires thinking out of the box or some research, and I accomplish it after fearing it for a bunch of weeks. That feels awesome. All the rest is empty duty, and the more new submissions I see these days, the more it kills me that I have to work more and more and more just so the queue is not 500 in size. I have to sacrifice everything I ever wanted to be doing, to this. And even then no matter how hard I crunch, the best thing we get is the queue not increasing for a while. Right now it's 83. In 2018 when I first started caring about it, it consistently stayed at 30 no matter how we crunched. This summer I realized I do not want to overwork anymore, and I can't. I spent a few weeks working on AmigaHawk instead of judging, felt refreshed, claimed like 10 submissions to handle them quickly, and halfway though got overwhelmed again by a certain issue: no matter how much we overwork, there's no goal to possibly accomplish with judging. No matter how much you've overworked before, there will be infinity of new submissions to work on like nothing happened. It doesn't get easier, it doesn't get more efficient. Every edge case is like building everything from scratch, because reality forgot to give a fuck about our policies, so all we do is constantly hacking our policies to be less optimistic and more realistic. That's right, we've been working on policy improvements for years like crazy, and they are not going to ever match what this hobby needs. It's always what we need from the hobby. But as it was rightfully noted in this thread, our rules limit creativity more than they help it. Now I can't say I have a clear vision of what exactly needs to be fixed in our policies and how, to make everyone happy. And interestingly, I can't even come up with a way to improve TASVideos to be more sustainable. The staff team that we've had for the last few years is so awesome that after all the reforms, the overall current system does feel ideal in terms of achievements and rewards. The only fundamental problem truly is we don't have enough people to do this at the required volume. Maybe we just need to be more demanding for new judges and publishers. Because really the site will die if everyone burns out, which will happen with the current ratio between queue size and the amount of people who manage it. And either we manage to attract more staff members, or we'll have to reduce the work they do. There's no easy and enjoyable solution here. And the community has to understand it too. I do feel that the current situation is deeply rooted in our site culture: admins and staff were so dictatorial that only minimal amount of things were outsourced to the community. Staff would manage everything according to whatever vision was prevalent at the time, and the feedback would be parsed only within that vision, not as a way to constantly improve that vision. The community got so used to it that now people don't seem to even think that judging and publishing are important and interesting jobs to do - they know staff magically does everything for them. So now if we try to outsource some things, barely anyone would volunteer. Or maybe it depends on how eagerly we ask? I'm not sure.
There's a high level-matter to all this as well. I spent the last couple decades of my life pondering leadership and proper ways to inspire people, while also ensuring the job is being done. And on one hand I had real-life dictators that cling to their unlimited power like it's the only good thing in their life, and on the other hand I had my own first-hand experience in keeping things alive and well. The more power a dictator collects, the more catastrophic the crisis will be, because complex systems can't function with only one point of failure: work needs to be distributed, or it won't be done. And since they never distribute the work, it's not being done. They just monopolize the spheres they don't understand, and then they ignore what needs to be done in them, because they're incompetent and dumb. So everything gradually degrades. A true leader is not just one that gets things done, but also one who's built a system that works on its own without them. A true leader does not want unlimited power! Because they know how hard it is to successfully control things and ensure they work well! So they try to distribute the workload while also dreaming about not having to continue the manual routine. Which has been my dream for a lot of years. I kept dreaming about having a team that would be able to do the grind without my direct involvement, so I could do things I like while only overlooking and resolving their questions. And I can't even say there's no such staff team... they just have such an insane amount of work to do that I can't afford enjoying life while they're grinding. I'm dreaming about not having to judge anymore, but ever-increasing queue has been one of my nightmares for many many years. I don't know how to solve this, but this summer I decided to stop worrying about the queue size, while still doing whatever I can. The hard part is that I seem to have reached my internal judging limit. I may still do precedents or technical things, or maybe trivial things, but I really want to start judging less. I really want to do other things without failing to sleep at night over giant queue. So once again I have no idea how to solve this in a neat way that everyone would love. We either need to magically get 2-3 times more people on staff, or we need to do 2-3 times less work.
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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Are those authors not developers of those games? Situation with console games is a bit different in that you had to have an official approval, so the publisher was like the face behind the game (on title screens too). Flash is an indie/homebrew scene, so publisher is maybe less important?
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 Cpadolf's input in this movie? Movie metadata indicates their movie was imported into bizhawk.
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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Randomno wrote:
Not to be confused with Escape the Office. Link to video
That version seems to be by Shawn Tanner, while this submission is done on a Karim Muhtar game (both games have author name on title screen). I think we will need to add the author's name in parentheses for their respective game entries.
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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nymx wrote:
Reviving this thread. I've placed one of my submissions on hold so that I can wait for changes to "Standard". Low% is obviously a good thing to include, but I can't accept until rules are adjusted for it. Its either that, or take a chance on wrecking a submission, in Alternate, that I know should be accepted. Do we know if this will be rectified soon?
Added https://tasvideos.org/Wiki/PageHistory?path=MovieRules&fromRevision=98&toRevision=99
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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We can't forget submissions, because when looking for that to judge next we use this list https://tasvideos.org/Subs-List?Search.Statuses=0
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:
In the past, we have basically required DOS games to be TASed using settings for the emulated PC that would have been roughly equivalent to real systems around the time a game was released.
Is that written somewhere? It has been very tedious to find exactly which sets of rules apply to your run and where to find them. Can you kindly provide a link to that? All I found was https://tasvideos.org/MovieRules#GameplayMustBeAccurateToHardware Which states that "environment settings explicitly supported by the game or its documentation are allowed"
That's the right link, it contains our best attempt at reducing the insane size of the old rules while maintaining the main principles, some of which also evolved since then.
darkshoxx wrote:
The ScummVM documentation however specifically mentions the "really REALLY fast mode" you get by pressing "Ctrl + g"
Do you have a link? I see. If that mode exists in the original game then it feels legit.
darkshoxx wrote:
This makes it the second piece of positive feedback, together with 1 negative vote and 78 views on my unlisted video of people who watched it but didn't dare to vote at all.
Forum is not very active lately.
darkshoxx wrote:
I'm a bit afraid this means we have reached everyone who had an opinion and was willing to share it. If this is the last voice before a judgement on whether I'm allowed to continue on this or not, any chance that, even if not allowed in general, we make this a test case and see how it goes? And to avoid opening floodgates, a restriction like "if you submit an uncapped run, you must ALSO submit a capped run."?
Figuring out something we're conceptually not ready for is the hardest part. It involves a lot of technicality, and not only the forum is almost dead these days, but we only have like 2 people in staff who understand this technicality, very few people available who control the global site vision and trends, and there's very little match between those 2 groups. Things related to the community in the general sense we can resolve easily because we've been part of it all for years. Insane wizardry related to edge cases with game code or sensible limits to arbitrary-in-nature reality is almost impossible to solve in a future-proof way. So we have to rely on whatever we've always been sure about, and on things we've agreed on going forward. On one hand we have Judge Guidelines that tell us to evolve along with the community, and on the other hand we have all the previous decisions by staff and community. It's hard to keep the balance, especially when everyone is busy with real life. But in any case, we can't rush this, and we don't want to act in a "deal with it" manner, so we're going to need more time on this and the other submission before anything can be decided.
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 wanted to reply much earlier but got super busy...
darkshoxx wrote:
Yet, one argument for keeping the restriction is that allowing things to be TASed at whatever settings an emulator is capable of producing could someday lead to runs that are simply so fast that little to nothing of the game is even seen at all in the resulting run/video.
and wouldn't that be hecking amazing? Wouldn't that look so cool? Imagine having a second version of the Olympics where doping is not only allowed, but all kinds of drugs actively encouraged, taking off all guardrails to find out "okay, but how fast can we REALLY go?"
Olympics on drugs would still use the same "game engine" (physics of the currently available universe), so it'd look vastly different from regular Olympics. If the only difference is speed, that's much less unique because one could speed up the video and get a similar result.
darkshoxx wrote:
Regarding the concerns about comparing these to each other, I agree that if the framerate is choosable, the "number of frames" is no longer a good measure of the length of a TAS, but the length in seconds, calculated as (chosen framerate)*(number of frames) is now a metric that can be measured to arbitrary precision and used as a comparison in a potential "choosable framerate" category. So you could try to get a better run on 2000 FPS because it reduces the animation time, or on 500 FPS because the mutliple-second-waiting-sessions will have fewer frames.
Improvements that don't come from better optimization of gameplay (or menuing if it's all that's left to improve) traditionally don't result in obsoletion. If someone switches from one version of the game to another that has faster loading times or shorter dialog, that alone was never considered enough to count the new run as a proper improvement. Better optimization always needed to be applied. Sometimes new tricks saved so much time that overall duration was shorter despite weaker optimization in other parts, but we still counted that. Obviously if gameplay improvements are found, then one could add version switch to the mix to be even quicker in the end. When comparing the 2 submissions, we explicitly discount "automatic" difference such as different framerate or loading times, and only compare sections with actual gameplay (I personally adjust game speeds to match in a video and then make a comparison encode). If new timesaves can be applied to old runs and make them quicker, that 100% counts. If the previously used version of the game made some improvements impossible, and the new version allows them, that still works as an overall improvement, because directly reproducing the old movie on the new version would not be optimal anymore - it'd need that new timesave. When framerate is controlled by the user and directly affects game speed, we traditionally limited that to something that the game expects (old rules wording versus current wording), but the current wording is not as strict, because we don't have a lot of tech experts among staff, and tricky PC setups don't appear often in submissions. To be continued...
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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RetroEdit wrote:
Do the rules actually specify co-op? I know the recent "triviality of N-player-only games" discussion implies there's some internal judging discussion about this, so maybe it's implied or assumed.
The rules don't know about PVP yet. Multiplayer here has always been cooperative.
RetroEdit wrote:
For GAWG3, 150 stars is probably considered full completion and would require both players anyway. So it becomes a case where some PvP is part of the intentional progression.
If it's required for an existing standard goal then it doesn't need special clauses. Overall, we publish minimum amount of players, maximum amount of players, and something else that is the fastest. If your improvement idea requires the second player to always be present, it's labeled "2 players" and co-exists with strictly "1 player". If it only involves the second player in specific places, doesn't need a label. So how does the 2-player mode look in that game? Do the players cooperate, or compete, or take turns?
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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In speed-oriented movies of fighting games, I naturally expect one move (or combo) being repeated infinitely with zero variety (barring manipulation). This run doesn't look like the same move repeated in the same way indefinitely, even if there are only a few movies here. Indeed it's hard to understand what's going on, but that's better than unbearable repetition. I didn't enjoy it so I can't vote Yes, but it wasn't painful to watch either so I can't vote no. Meh then.
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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Looks like we're missing the "beat 'em up" genre. Not sure how good the tag would look if we format it correctly (apostrophe is unlikely to work), but they seem to also be called "brawler" games. So how do we call it? Wiki: GamesHowTo#Fighting says we just have to call them "fighting" too and I disagree with that. There's no reason to randomly put one genre into another when there's a dedicated name for it that is clear and well-known.
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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RetroEdit wrote:
PiePusher11, Fortranm, and I have been talking about improvements to #9128: PiePusher11's GBC Game & Watch Gallery 3 "50 stars" in 38:20.50 and one potential improvement suggested by Winslinator is adding 2-player to get extra stars from Judge B (the multiplayer mode of Judge). I've made a proof-of-concept movie that confirmed 2-player can probably reach the credits a little over six minutes faster than a single-player movie can. My question: would a 2-player movie would obsolete a theoretical single player movie? After reading the relevant rules and looking at existing movies, I'm under the impression that both could be published side-by-side, but I wanted to double-check since multiplayer in this case is a two Game Boys with link cable and there's only a few movies like that.
For co-op multiplayer we allow them to co-exist, but for PVP we don't have an agreement yet, tho I'd need to see the video to understand.
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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InputEvelution wrote:
.bk2 movie: User movie #638561133860455748 .dtm movie (oddly this seems to be 8 frames longer in duration??): User movie #638567315518273591
What are the hashes of the game image? I have
Wii Party (Korea).rvz
CRC32: CCA9ED9D
MD5: F8FE5B2CD1C6C97B1FB43A352BF3CE82
SHA-1: 965F1E3DE4594528F6061825BDDEFF9D901D3CE9
and I'm getting black screen in hawk.
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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nymx wrote:
Easy vs Hard...hmmmm. Samsara told me a year ago that as long as the routing of a game is different, then they are acceptable.
Right, this was with old rules that treated differences in any game modes as sub-games based if the amount of inherent gameplay difference is significant. The problem is that we never had an agreed borderline on when exactly we should considered it significant. Years ago when rule clarifications were mostly decided my me and Nach, we set 50% of inherent gameplay difference to be required for different modes to co-exist in Vault. During the recent years admins and judges expressed that they disliked such a strict definition, so we retired it, but we didn't come up with any other strict definition that would be more encompassing. So it was mostly decided by a staff talk in each case. To me it felt like we were missing something, though at the same time there weren't many borderline sub-mode submissions. But there were submissions done on different difficulties every once in a while, and most notably these two: #9058: longbao's NES Rockman 2 Claw: Wild Version in 25:07.47 #9084: longbao & CUI's NES Rockman 2 Claw in 23:47.43 They were done by the same author, and one of them was meant to obsolete an already existing movie, but during the judgment of #9058: longbao's NES Rockman 2 Claw: Wild Version in 25:07.47 I didn't notice the other one, so I thought the author just switched difficulty. When I found out there was another submission as well, I really hated the idea of rejecting either of them, and with sending either difficulty to Alternative it's unclear which of them to prefer in Standard, in general. Playground would've been even weirder, so it wasn't even considered. So given the current trend of the site to trust authors more in what they want to do, knowing that realtime speedruns already split by difficulty for some games, and considering how difficulty mode is one of the most fundamental, well-known, and clear explicit in-game options, I thought it made perfect sense to open Standard to another set of categories.
nymx wrote:
Take F-Zero for example...The easiest difficulty, allows for an inexperienced player to make mistakes and still be able to keep playing. For one...hitting the "sand", will not hurt your speed when using an S-Jet. On the hardest level, it affects it greatly. So an Easy run would certainly have the potential of being faster, yet not as impressive.
I agree, I just want to note that we don't have to only feature impressive movies anymore. We can feature whatever makes sense to TAS, and limit to things that we can technically still cover/process without major problems. Closer to a record archive.
nymx wrote:
While I'm on that same game...how about something off subject: Another thing about F-Zero, are different cars. Now I can understand submissions that use different one, but in the end...I like the fastest version, even though other cars can create viewer tension and put you on the edge of your seat. In a way, this can create various levels of difficulty. In the end, I like TASes that demonstration dominance over difficultly, with the fastest mechanics possible.
We don't seem to be ready to accept every character as a separate branch in Standard yet, so the same with cars. Obviously anything extra can still go to Alt if it looks 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.
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ais523 wrote:
Allowing arbitrary opponent behaviour could be interesting in some situations, but generally isn't (especially because most games have an option to concede).
For movies that are clearly interesting to the audience, we now have a dedicated class called Alternative. In Standard, it just needs to be a well made speedrun record of some objective and well-established (standard) goal.
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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eien86 wrote:
I disagree with allowing 'easier' difficulty submissions blindly. It needs to be examined case by case and only accepted when it leads to a substantially different solution. For example: * In Mortal Kombat, using the easiest arcade mode results in a faster movie, but would be a pretty lame version of the hard mode. * In a racing game where difficulty only affects AI opponent of the player's speed, the result is a faster movie but also a pretty lame version of its hard counterpart.
We spent a lot of years fighting against lame movies, the most notable example was trivial ones. Over the years, a lot of users and staff members grew tired of restricting allowed things, and having to resolve borderline cases every once in a while was only a part of the problem. I described the history of the triviality ban in this relatively recent thread. The discussion that happened concluded that there are obviously still things we don't want to accept to Standard because it's technically hard to judge them as speedruns (non-games). But overall, if there's demand and people want to be TASing those games, there's only a limited amount of them anyway, and more importantly, we want to remain relevant as a site to not make users leave and create lots of TAS communities with rules they actually like. We want to be a universal platform for TASing because that way everyone is benefited by sharing all the common knowledge, resulting in more people working on more great movies. So the idea I'm now advocating is if we let people do silly things they like doing, they'll end up doing great things we like as well. If "lame" movies are a problem, we need to resync our views on the general direction of the site. The whole point of the class system is to have a few goals that don't require user feedback about their entertainment qualities, because over the years everyone got sick of having to ask for feedback for every single submission just to decide its tier. People simply stopped posting, so we decided to stop asking, for things that depend on objective fundamental in-game mechanics, which we turned into Standard goals. Goals that are subjective in nature, like "playaround" or some other esoteric combo of requirements and limitations, still depend on feedback by design and go to Alternative class if they look good. Alt won't have "lame" movies, because otherwise why even have a class for subjectively cool things? So due to this fundamental separation of goals between the 2 classes, we simply apply different principles to their respective goals. Standard goals are something that originates from explicit in-game options and is well established in the speedrun/TAS communities as common goals in general. We just operate on a level that's not per-game, so we have to have universal rules, not per-game ones like on SRC. Now it may in theory sound like a good idea for us to also switch to per-game rules, but we technically can't do that because we don't have enough enthusiasts around all the games our users want to TAS. A whole bunch of those games only have 1 TASer. Alternative goals are all about case-by-case exceptions for something that people enjoy watching, much like old TASVideos. This class separation is something we evolved into over the 2 decades, I can link threads that highlight main points of that evolution if you want.
A game whose easy mode contains different (easier) levels than those in hard mode would be a perfectly acceptable submission.
That sounds like something that's always been allowed as a separate branch anyway, since it'd contain different (unique) levels.
I believe the judges must have the last word on whether an 'easy' version of the movie represents a substantial difference from its hardest mode and, if not, should preserve the right to reject the submission.
Yeah please check the threads I linked so far, and also this post (below the ruler). Everything we're currently doing in terms of policies is based on a universal consensus between uses and staff about direction of the site that had to be improved since the 2012 switch to the tier system.
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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Truncated asked me to determine spawn delay in some of the autoscroller enemies, so I ended up test-TASing it with 1 player (I used cheats to get to that level, but otherwise I can provide the movie). All enemies have a value at object offset $2E (from base address of the object) that determines how many frames later the next object will spawn. For most enemies that value is hardcoded to either be 120 or 180. For some enemies the delay starts ticking right after you've killed them instead of when they spawn, so you have to kill them ASAP. And for the third type of enemies, the delay is 180 + random value determined by RNG, which is in turn affected by shooting. Shooting also affects the type of enemy that spawns and its posision. Sometimes you can manipulate long chain enemies to have short chains, with delay after you kill them, so that helps a lot. Killing them optimally can be hard, especially without a spread weapon (and Truncated told me blue weapon doesn't affect RNG, so you have to use red). Each shot needs to eliminate one of the links in the chain, only then you can kill the top clown. Links don't become available for shooting right away, they have to scroll in enough, which starts from lowest, so you have to be on their level vertically, and then go up. You want to be right in front of the top clown when you do the last shot, but going too far to the right messes up elimination of links. At least not every enemy has to be killed optimally. In the end, I got the level to last for 6631 frame (the time when $0xFFFFF5 equals 1026). Most delays seems to be set, even between last clown and level end. Link to video Script for BizHawk https://github.com/TASEmulators/BizHawk/blob/master/Assets/Lua/Genesis/The%20Adventures%20of%20Batman%20and%20Robin.lua
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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While the whole concept may feel anti-climactic, sub(standard)-play, objectivity of the goal was my only question, and I feel it's resolved by the very fact of how clear the goal is. With Color A Dinosaur, the problem with the in-game task was that it was impossible to clearly define even if we try. It's inherently subjective there. But I don't know of any other way to define a PVP goal as "one player wins". It may be subjective in that the game doesn't do anything to control either player, to compete against the main player, but it's still clear nonetheless.
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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Joined: 4/17/2010
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Hmm, we don't require versions of the game for different systems to look as different branches to co-exist, just to not be identical... Now while both versions of this game are Flash under the hood, this one has been actually revisited when preparing a Windows release. The route remained the same (main gameplay has not changed), but the entire game seems to have been made nicer to play. So if we count this as a proper release for another platform, maybe being non-identical is enough?
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 this fine? Also is Unity Hub meant to be opened on Linux? Because I don't have the Linux target platform on Windows. Yeah on Linux it build for Linux. So it runs with your uploaded game but with my conversion it fails to show anything inside the game window, which also occupies the entire screen. And I get this log, only with my version:
[UnityMemory] Configuration Parameters - Can be set up in boot.config
    "memorysetup-bucket-allocator-granularity=16"
    "memorysetup-bucket-allocator-bucket-count=8"
    "memorysetup-bucket-allocator-block-size=4194304"
    "memorysetup-bucket-allocator-block-count=1"
    "memorysetup-main-allocator-block-size=16777216"
    "memorysetup-thread-allocator-block-size=16777216"
    "memorysetup-gfx-main-allocator-block-size=16777216"
    "memorysetup-gfx-thread-allocator-block-size=16777216"
    "memorysetup-cache-allocator-block-size=4194304"
    "memorysetup-typetree-allocator-block-size=2097152"
    "memorysetup-profiler-bucket-allocator-granularity=16"
    "memorysetup-profiler-bucket-allocator-bucket-count=8"
    "memorysetup-profiler-bucket-allocator-block-size=4194304"
    "memorysetup-profiler-bucket-allocator-block-count=1"
    "memorysetup-profiler-allocator-block-size=16777216"
    "memorysetup-profiler-editor-allocator-block-size=1048576"
    "memorysetup-temp-allocator-size-main=4194304"
    "memorysetup-job-temp-allocator-block-size=2097152"
    "memorysetup-job-temp-allocator-block-size-background=1048576"
    "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
    "memorysetup-allocator-temp-initial-block-size-main=262144"
    "memorysetup-allocator-temp-initial-block-size-worker=262144"
    "memorysetup-temp-allocator-size-background-worker=32768"
    "memorysetup-temp-allocator-size-job-worker=262144"
    "memorysetup-temp-allocator-size-preload-manager=262144"
    "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
    "memorysetup-temp-allocator-size-audio-worker=65536"
    "memorysetup-temp-allocator-size-cloud-worker=32768"
    "memorysetup-temp-allocator-size-gfx=262144"
[f:0 t:12387] WARN: Game executable has non-default mapping! We found this:
[f:0 t:12387] WARN: Region 0x200000-0x201000 (/home/feos/Desktop/lee/lee.x86_64) with size 4096
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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