Posts for fsvgm777

fsvgm777
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I can confirm sync as well, although it seems that if you have Prevent Writing to Disk checked, the red square (which I presume is the saving icon) appears pretty much all the time. I just installed the game via Steam, I did not launch the game beforehand. I set the virtual screen resolution in libTAS to 1280x720 and I enabled the virtual Steam client.
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fsvgm777
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Pretty much same deal, but in Pokémon Emerald (and in German): Link to video
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fsvgm777
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I can confirm sync on the latest nightly (still 1800 as of this writing) with the movie file provided by benstephens1000.
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fsvgm777
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So...as several people reported sync on the latest nightly (1800 as of today), I decided to fiddle around on my end. I tried various stuff, from changing graphics settings, audio settings, changing inputs to default (they already were default), even re-downloading the movie file....and nothing. It's as if the movie file doesn't play back on my end. Meanwhile, the OoT3D publication plays back just fine for me (it even syncs on the latest nightly). So I have no idea.
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fsvgm777
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The TAS instantly desyncs for me on the latest nightly build (1800)...and I'm also gonna mention I'm personally not a fan of a canary build being used. Dunno if something's off on my end. EDIT: ...okay, something's really screwy in the latest nightly. I can input touchscreen inputs...during playback.
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fsvgm777
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Here's an IPS patch of the ROM hack. Patch on an unmodified (JU) ROM.
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fsvgm777
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fsvgm777
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So I timed the run myself, going by RTA rules, and unfortunately, it is slower than the current RTA record by 22 seconds: As I'm unfamiliar with the game, it's a bit more difficult for me to pinpoint where the issues with this TAS are, but I feel like there's a few spots where not using a Power Pellet would be faster, mainly cause it looks like you have to wait until it runs out before you can transition to a different screen.
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fsvgm777
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If you have issues getting the Steam version of the game to run in libTAS, even with ~/.steam/bin/steam-runtime/run.sh libTAS, simply put a file called steam_appid.txt with "447530" (without quotes) as contents in the directory the game is installed (where the runner executable is located), and disable the virtual Steam client.
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fsvgm777
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As far as I know, the movie without the timesave (read: the currently submitted movie, not the userfile with the improvement) syncs just fine at the Gravitron on the regular 2.3.6 build. This one could be used for the final publication, but I'd like an input from a judge (slamo and/or Samsara in particular) about this, as this is beyond my field.
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fsvgm777
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I have confirmed sync on an AMD CPU, more specifically, an AMD Ryzen 7 4800H CPU, with an nVidia RTX 3060 GPU.
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fsvgm777
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I finished my Espy-only run. Here's the fight against Red: Link to video
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fsvgm777
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The TAS syncs for me on an unmodified copy of the game on my Kubuntu 20.04 VM. Nice exploitation of the game mechanics. Yes vote. As for the obstructing graphics when a power-up is collected, I think it makes sense to make an alternate encode that at least renders these graphics transparent.
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fsvgm777
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Spikestuff has returned as a publisher.
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fsvgm777
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I've been playing Pokémon Crystal, but with the catch that it's a solo Espeon run (because Espy's my favourite Pokémon of the gens that I played (Gens 1-4 included). This is my run through the Elite Four (including the fight against the champion): Link to video Enjoy a pretty clutch moment in this.
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fsvgm777
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Sounds good to me.
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fsvgm777
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With in-game codes* being allowed for Moons, I feel we should have a separate "Uses an in-game code" tag to properly differentiate from "Uses a level password". What do y'all think? Use cases would be for unlocking all levels or vehicles or giving access to various items, for instance. *I should point out that I published it with the "Uses a level password" tag, even though it's technically not entirely correct, as it's a code that you input in-game to unlock all the homeworlds instead of going through the requirements that's being used in this case.
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fsvgm777
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So...the link to the download page is dead. However, I still have the version required to sync this TAS (even I thought I'd lost it, even though I disctinctly remembered watching it 11 years ago). Here's a link to the IPS patch. Apply to an unheadered (JU) ROM.
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fsvgm777
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Okay, this post is gonna cover a fair amount I needed to figure out whilst dumping and putting everything together. First off, inside Hourglass, you must dump uncompressed, otherwise, the output will be skewed like this: It should be noted that for some reason, the dump is 642x402, which explains this issue right here. Secondly, you need to stitch the AVIs together using VirtualDub2 using the Caching driver, then save it to Lagarith. As an aside, it is strongly recommended to dump video and audio separately. This guarantees that the audio won't have any weird skips. I also had to make a full dump with any codec, in spite of the skew, because it's still a sort of "clear" image otherwise (read: text readable, at the very least). Why, you may ask? Well....it turns out Hourglass's internal AVI dumper is huge amounts of garbage and will skip several frames upon splitting if the frame before happens to be identical. However, thanks to the skewed dump I had, I could figure out where to add frames. This is the end result:
Language: AviSynth

video = AVISource("th05vid.avi").Crop(1, 1, -1, -1).DuplicateFrame(5289, 10579, 10579, 10579, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 15869, 60834, 71414, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929, 89929) audio = WAVSource("th05audio.avi").AssumeSampleRate(44060) AudioDub(video, audio).DelayAudio(-0.1)
The duplicate frames were figured out by comparing it with the dump that had a skewed output, but was fine otherwise, as I could still read the score, for instance. The AssumeSampleRate part is to ensure a/v sync. The DelayAudio(-0.1) is to account for the audio emulation buffer. With that, I have a dump that is ready to go. One thing I'd like to point out is the framerate. While it is true that the PC-98 runs at around 56.4 FPS, the fact remains that it was recorded on Hourglass at a flat 60 FPS. So a run time of 37:30.1773 would be wrong as well. Instead, the correct run time is the one given by Hourglass, namely 35:15.17. Indeed, it matches up neatly with when the final input occurs in my dump after fixing everything up. Making it roughly 56.4 FPS with AssumeFPS would actually slow the audio down (and make it lower pitched as a result).
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fsvgm777
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The TAS syncs for me! So I'm just gonna make a quick note here to encoders/publishers: I'm gonna encode and publish this TAS when the TAS gets accepted. Anyways, love some more Touhou TASes getting submitted here, and this is no exception. I enjoy watching these TASes, so this gets a Yes vote from me.
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fsvgm777
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OH MY GOD YES! ABSOLUTELY YES! ...ahem, now that I got that out of my way... Considering this is essentially what we do for libTAS and certain emulators (PCem, Ruffle) as well as ScummVM, I'd say it's fair game here as well. The only thing is that the emulator settings should be provided, as Neko Project 21 allows for multiple configurations (e.g. sound module, RAM size, CPU speed, etc.).
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fsvgm777
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I agree with ThunderAxe here. With part of the branch being "Survival", I think it makes more sense to show the timer getting maxed out (as in, 59:59.99) in the encode, as you survive for basically an infinitely long time. Read: You survive for 59:59.99 and beyond.
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fsvgm777
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Worms Armageddon isn't a Flash game, though.
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fsvgm777
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Please give a warm welcome our most recent publisher, despoa!
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fsvgm777
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Give me the butter!
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