TASVideos discussion board
This is the discussion board of the tool-assisted video game movie site TASVideos.
Welcome. Please do not fill the forums with movie requests. Enjoy your stay.
If you have a question, please read the Site FAQ first to see if your question has already been answered.
We also have an IRC channel #tasvideos at irc.freenode.net...
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Log inTerms of use (Forum rules)

Dream TAS tools
Goto page 1 2 3 Next
 
Post new topic   Reply to topic    TASVideos Forum Index -> Tool-assisted laboratory
View previous topic :: View next topic  
Author Message
Ersatz
Active member

Joined: 2004-08-09 04:28:31
Posts: 138
Location: lynnwood, WA

PostPosted: 2006-10-20 01:31:26    Post subject: Dream TAS tools Reply with quote

I figure we should make a thread about all the tools you wish you had access to while making a TAS.
just to get the ball rolling... These are a few ideas that have been floating around in my mind.

Dopesheet:
Anyone ever thought of creating a dopesheet plug-in for any emulators? So that you can view all of your save states on a timeline and edit them in the same window? Maybe even slide the savestate ahead or back however many frames needed?

SpriteInfo Display:
Select a sprite on screen to display the assotiated memory adresses and values?

Zoom in and out:
Can there be a tool that allows you to zoom in or out of the given frame? so that you can see more of the level? That way anyone who is anyone can controll the character when it has gone outside of the screen?

Also it would be sweet to have an emulator that wasn't just an emulator but more a "TASstudio" maybe even name it "TAStudio PRO" as a catchy title. :D
Back to top
View user's profile Send private message Send e-mail MSN Messenger
Boco
Former player

Joined: 2004-03-30 22:25:55
Posts: 1354
Location: Heather's imagination

PostPosted: 2006-10-20 01:51:37    Post subject: Reply with quote

I think all of what you ask is impossible.

Really I'm happy with memory viewers, frame advance, and toggle keys.
_________________
someone is out there who will like you. take off your mask so they can find you faster.

I support the new Nekketsu Kouha Kunio-kun.
Back to top
View user's profile Send private message Visit poster's website
adelikat
Site Manager / ... / Expert player (4272)

Joined: 2004-11-03 20:14:03
Posts: 4430
Location: Tennessee

PostPosted: 2006-10-20 02:18:55    Post subject: Reply with quote

My two biggest needs:

1) I want a multi-track recorder where I can record a set of button presses and then record over with another set without destroying the first. This could be used to luck manipulation and would greatly ease the making of 2-player movies. You could record player 1 for a short segment, switch to track 2, and record player 1's movements.

2) A button press macro-editor, which is already in the works for FCEU. This allows the programming of various button combinations and assigning them to a single function. There is random key option for any frame. Ideally, it would have both two player support and compatible with the multi-tracking feature. Also, it would be cool to be able to import a macro from a movie file, by specifying the range of frames to import. This would turn it into a kind of mini-hex-editor

As for your ideas, the TAStudio Pro sounds awsome :) Something many windows pull down menu and lots of bells & whistles. And Savestate moving is a must.
Award - Arcade TAS of 2010Award - Funny TAS of 2008Award - NES TAS of 2008Award - Funny TAS of 2007Award - DS TASer of 2010Award - NES TASer of 2010Award - TASer of 2010Award - NES TASer of 2008Award - NES TASer of 2007Award - TASer of 2007

_________________
Pimpin' ain't easy
My Homepage
My TAS projects
Back to top
View user's profile Send private message
xoinx
Player (116)

Joined: 2006-09-20 00:45:04
Posts: 286
Location: Singapore

PostPosted: 2006-10-20 03:19:08    Post subject: Re: Dream TAS tools Reply with quote

Ersatz wrote:
I figure we should make a thread about all the tools you wish you had access to while making a TAS.
just to get the ball rolling... These are a few ideas that have been floating around in my mind.

Dopesheet:
Anyone ever thought of creating a dopesheet plug-in for any emulators? So that you can view all of your save states on a timeline and edit them in the same window? Maybe even slide the savestate ahead or back however many frames needed?

SpriteInfo Display:
Select a sprite on screen to display the assotiated memory adresses and values?

Zoom in and out:
Can there be a tool that allows you to zoom in or out of the given frame? so that you can see more of the level? That way anyone who is anyone can controll the character when it has gone outside of the screen?

Also it would be sweet to have an emulator that wasn't just an emulator but more a "TASstudio" maybe even name it "TAStudio PRO" as a catchy title. :D


The dopesheet idea sounds cool... the timeline part may be useful for keeping track of all the savestates especially for RPG TAS. The part on sliding the savestates back a few frames may not be feasible, cos it may screw up the way the game may randomise the rest of the level, hence destroying the subsequent save states.

Hmmm, as for the Zoom in/out feature, well, its hard to make it applicable for every game. From my understanding, the game map have to first be made, either by disassembling the game altogether, or by taking screenshots everytime the screen moves to the next panel. Then with the map in place, the emulator must find the memory addresses for the x/y-coordinates, then scale it back onto the map. The problem is that each game works differently, not only the memory addresses, but the way the maps are stored and stuff. So I guess its hard to program a feature that could do all these for every game :S With that said, nitsuja must have had a hell of a time with his sonic advance 2 run!

But if you're talking like dream/ideal tools, well that would be great! In that case, I wish that the emulator had bots that could automatically test for standard glitches like collision abuse and stuff... YAY! Maybe then we can see more cool wall walkings in games :P
Back to top
View user's profile Send private message MSN Messenger
Truncated
Judge / Skilled player (1080)

Joined: 2004-04-17 19:01:46
Posts: 3058
Location: Sweden

PostPosted: 2006-10-20 06:54:09    Post subject: Reply with quote

>Dopesheet:
Quite doable I think. It just takes loads of CPU power to slide a savestate a step backward. You have to go the the previous savestate (which might not exist, meaning beginning of the movie) and compute every frame after that until you get to [n-1]. Moving a savestate a frame forward is trivial (read-only, read state, frame advance, save state).

>SpriteInfo Display:
I think this one is technically impossible. Sprites on screen are not linked to any memory addresses.

>Zoom in and out:
If all games for a console use the same memory positions for scoll position (which I think at least NES does, that's how Bisqwit's GIF ripper works), this one is possible. You could only see the parts of the level that is currently loaded, obviously. Not see what's behind doors and such.

What would I like to see... better savestate handling. It's not unusual to load a savestate with the old/wrong contents and continue playing from it. Or loading a savestate that is not part of the movie at all -- there are some checks for this, but not enough. It's not as easy as recalculating all savestates later in the movie than the one you load, because you might be testing something and want to go back to a later savestate afterwards. I don't know how it would work, just that it should. :)
Back to top
View user's profile Send private message MSN Messenger
atro city
Active player (258)

Joined: 2005-04-24 05:10:11
Posts: 475

PostPosted: 2006-10-20 07:18:25    Post subject: Reply with quote

It's not as easy as recalculating all savestates later in the movie than the one you load, because you might be testing something and want to go back to a later savestate afterwards.

Well, if you're recording, wouldn't loading a previous savestate mean that the later savestate is ruined anyway?
_________________
Streets of Rage 3 (2 players)
Back to top
View user's profile Send private message
pirate_sephiroth
Active player (298)

Joined: 2006-02-28 07:56:10
Posts: 2197
Location: Milky Way -> Earth -> Brazil

PostPosted: 2006-10-20 07:20:02    Post subject: Reply with quote

you're lazy
Award - New systems TAS of 2009

_________________
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." Onkar Ghate

Bisqwit wrote:
Drama, too long, didn't read, lol.
Back to top
View user's profile Send private message Send e-mail
Truncated
Judge / Skilled player (1080)

Joined: 2004-04-17 19:01:46
Posts: 3058
Location: Sweden

PostPosted: 2006-10-20 07:37:20    Post subject: Reply with quote

atro city> Well, if you're recording, wouldn't loading a previous savestate mean that the later savestate is ruined anyway?

No, not any more, but most emulators had this misfeature previously. Now you can easily save state 2 at frame 5000, retry from state 1 at frame 3000, decide it didn't work out, load state 2 and be happily on your way. (The secret is to save a copy of the movie up to that point in every state.)

p_s> you're lazy

Helpful comment, that.
Back to top
View user's profile Send private message MSN Messenger
Bisqwit
Precursor / Active player (258)

Joined: 2004-03-08 11:34:25
Posts: 7440
Location: Arzareth

PostPosted: 2006-10-20 08:03:12    Post subject: Reply with quote

Truncated wrote:
If all games for a console use the same memory positions for scoll position (which I think at least NES does, that's how Bisqwit's GIF ripper works), this one is possible. You could only see the parts of the level that is currently loaded, obviously. Not see what's behind doors and such.

No, the values that the "GIF ripper" uses are the PPU scrolling registers.
The PPU has RAM for two screenfuls of data at any given time -- you can use Nesticle's VRAM viewer to see how it works. The scrolling registers literally tell where is the origin of the current screen, within that VRAM.
Different games utilize the RAM a bit differently. In any case, the PPU scrolling registers are only written by the game; in an emulator, you can only read them. If you try to write them, the game ignores the writes, and it certainly doesn't allow you to force the game to render portions of the stage that have not yet been rendered. The game only renders stuff that it thinks is immediately going to be needed (such as half of the next or previous screen), so even viewing different windows of the PPU VRAM is not much help, except to gain insight on how the scxrolling works.
Back to top
View user's profile Send private message Visit poster's website Skype
Mukki
Skilled player (1434)

Joined: 2006-08-26 11:50:26
Posts: 1139
Location: United Kingdom

PostPosted: 2006-10-20 11:17:19    Post subject: Reply with quote

A lot of glitches only work after saving and reset. Recorded reset on more than just the SNES could be useful.
Award - GBA TAS of 2012Award - Gameboy TAS of 2011Award - Lucky TAS of 2011Award - GBA TASer of 2012Award - N64 TASer of 2007

_________________
http://tasvideos.org/Mukki.html
Back to top
View user's profile Send private message Visit poster's website
SXL
Vested member

Joined: 2005-02-07 00:37:44
Posts: 571

PostPosted: 2006-10-20 12:01:32    Post subject: Reply with quote

it would be already very good if all emulators had bullet-proof rerecording, and were (relatively) bug free.

another (not new, cf an old post from Highness) feature request : a live movie editor, to allow you to record inputs at whatever frame you want, without having to manually switch with dozens of savestates, and risking of losing parts of your movie (the emulator recreating the savestates on the fly)...

dopesheet isn't new either, I remember someone posting a screenshot of it too, it just seems so complicated to program since emulators have usually rerecording functions (that would need to be heavily edited) scattered over several, often obcure source files. but yeah, it seems a pretty interesting idea.
_________________
I never sleep, 'cause sleep is the cousin of death - NAS
Back to top
View user's profile Send private message
nitsuja
Emulator coder / Skilled player (1353)

Joined: 2004-12-21 00:32:54
Posts: 2687

PostPosted: 2006-10-20 19:42:33    Post subject: Re: Dream TAS tools Reply with quote

xoinx wrote:
The problem is that each game works differently, not only the memory addresses, but the way the maps are stored and stuff. So I guess its hard to program a feature that could do all these for every game :S With that said, nitsuja must have had a hell of a time with his sonic advance 2 run!

That was only for the Sonic Advance and Sonic Advance 3 runs. For Sonic Advance 2 I didn't even use a memory viewer or maps or anything like that. Making maps is different for each game, although the Sonic Advance games all use such similar engines that it was trivial to make (screenshot-based) maps for all three of them using almost the same code, and there are probably other games that are similar enough to do that.

adelikat wrote:
I want a multi-track recorder where I can record a set of button presses and then record over with another set without destroying the first. This could be used to luck manipulation and would greatly ease the making of 2-player movies. You could record player 1 for a short segment, switch to track 2, and record player 1's movements.

I did something like this for Sonic 2. I would have a hard time doing a 2-player run without it, now, because it makes it so much easier to be able to record the players individually without affecting the input data later in the movie of one or both players. It's simple for the emulator: there's a toggle for each player that, when on, causes the input data for that player to come from the active movie instead of from the buttons being pressed, even while recording.

The main problems with it are that the segments would need to be very short if the players interact a lot, and it can only change previous input in the movie if the number of frames remains the same (overwrite, not insert or delete). And it forces you to eventually watch (or fast-forward through) everything after the change that you want to keep, but then again that could be a good thing because it means you will always notice if the change caused a desync.
Award - Computer TAS of 2011Award - First edition TAS of 2011Award - TAS of 2011Award - Sega TAS of 2010Award - Sega TAS of 2008Award - Glitchy TAS of 2007Award - Sega TAS of 2007Award - Computer TASer of 2011
Back to top
View user's profile Send private message
Heisanevilgenius
Experienced player (502)

Joined: 2006-03-22 15:45:42
Posts: 698

PostPosted: 2006-10-20 21:50:31    Post subject: Reply with quote

I know what I would like: Instant luck manipulator. Tell the program what you want to manipulate and it instantly tells you what you need to do it.

Hooray for wishful thinking.
Award - Funny TAS of 2009Award - Innovative TAS of 2009
Back to top
View user's profile Send private message Visit poster's website
adelikat
Site Manager / ... / Expert player (4272)

Joined: 2004-11-03 20:14:03
Posts: 4430
Location: Tennessee

PostPosted: 2006-10-20 23:27:34    Post subject: Re: Dream TAS tools Reply with quote

nitsuja wrote:

I did something like this for Sonic 2. I would have a hard time doing a 2-player run without it, now, because it makes it so much easier to be able to record the players individually without affecting the input data later in the movie of one or both players. It's simple for the emulator: there's a toggle for each player that, when on, causes the input data for that player to come from the active movie instead of from the buttons being pressed, even while recording.


Any chance you could make a feature like this for FCEU? (pretty please?) Of course there are prblematic elements to it but it would greatly ease the frustrations and keyboard limitations and making two player runs (double dragon 2 for istance).
Award - Arcade TAS of 2010Award - Funny TAS of 2008Award - NES TAS of 2008Award - Funny TAS of 2007Award - DS TASer of 2010Award - NES TASer of 2010Award - TASer of 2010Award - NES TASer of 2008Award - NES TASer of 2007Award - TASer of 2007

_________________
Pimpin' ain't easy
My Homepage
My TAS projects
Back to top
View user's profile Send private message
hippo
Member

Joined: 2006-05-22 18:52:12
Posts: 58
Location: Denver, CO USA

PostPosted: 2006-10-21 00:22:38    Post subject: Reply with quote

i actually had a supremely nerdy dream about a month ago about an application that i developed that was basically "TAStudio Pro" which had a layout similar to flash. I took down some notes in my dreamjournal about it, i'll go back and check it out later and write down all the features i had listed in it.
_________________
What would Mr Belvedere do? Probably eat some butter.
Back to top
View user's profile Send private message AIM Address
Mitjitsu
Editor / Experienced player (743)

Joined: 2006-04-24 09:05:50
Posts: 2860
Location: A little island

PostPosted: 2006-10-21 00:55:37    Post subject: Reply with quote

I would like to be able to strip the graphics down so all you can see is the hit boxes, walls and ledges. It would also make spotting glitches easier if you see an incomplete wall.

A universal emualtor that never desyncs with any game and allows soft resets would be nice also. Plus a TASbot that can brute force short hard to optimize stuff.
Award - N64 TAS of 2007Award - TAS of 2007

_________________
In Mitjitsu we trust
Back to top
View user's profile Send private message
Ersatz
Active member

Joined: 2004-08-09 04:28:31
Posts: 138
Location: lynnwood, WA

PostPosted: 2006-10-21 00:57:27    Post subject: Reply with quote

hippo wrote:
i actually had a supremely nerdy dream about a month ago about an application that i developed that was basically "TAStudio Pro" which had a layout similar to flash. I took down some notes in my dreamjournal about it, i'll go back and check it out later and write down all the features i had listed in it.



Dream TAS tools
Niiiice!
Back to top
View user's profile Send private message Send e-mail MSN Messenger
Ersatz
Active member

Joined: 2004-08-09 04:28:31
Posts: 138
Location: lynnwood, WA

PostPosted: 2006-10-21 00:59:46    Post subject: Reply with quote

AKA wrote:
I would like to be able to strip the graphics down so all you can see is the hit boxes, walls and ledges. It would also make spotting glitches easier if you see an incomplete wall.


I really like this idea!
Back to top
View user's profile Send private message Send e-mail MSN Messenger
Aqfaq
Vested Editor / Expert player (2559)

Joined: 2005-04-08 23:22:02
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!

PostPosted: 2006-10-21 10:00:10    Post subject: Reply with quote

Viewing memory in colors.
Award - Lucky TAS of 2008Award - Sega TASer of 2008
Back to top
View user's profile Send private message
Mukki
Skilled player (1434)

Joined: 2006-08-26 11:50:26
Posts: 1139
Location: United Kingdom

PostPosted: 2006-10-21 10:13:53    Post subject: Reply with quote

That is a very nice idea AKA. Possible?
Award - GBA TAS of 2012Award - Gameboy TAS of 2011Award - Lucky TAS of 2011Award - GBA TASer of 2012Award - N64 TASer of 2007

_________________
http://tasvideos.org/Mukki.html
Back to top
View user's profile Send private message Visit poster's website
Bisqwit
Precursor / Active player (258)

Joined: 2004-03-08 11:34:25
Posts: 7440
Location: Arzareth

PostPosted: 2006-10-21 10:21:13    Post subject: Reply with quote

AKA wrote:
I would like to be able to strip the graphics down so all you can see is the hit boxes

Hit boxes are usually mathematical constructs that are not rendered in any way. There's no way to "see" them unless you can locate the relevant less-than and bigger-than comparisons from the game code and translate them to screen coordinates.
Back to top
View user's profile Send private message Visit poster's website Skype
Mitjitsu
Editor / Experienced player (743)

Joined: 2006-04-24 09:05:50
Posts: 2860
Location: A little island

PostPosted: 2006-10-21 10:34:28    Post subject: Reply with quote

Bisqwit wrote:
AKA wrote:
I would like to be able to strip the graphics down so all you can see is the hit boxes

Hit boxes are usually mathematical constructs that are not rendered in any way. There's no way to "see" them unless you can locate the relevant less-than and bigger-than comparisons from the game code and translate them to screen coordinates.


Couldn't you get the orginal source code and replace sprites with a blue coloured bitmap.
Award - N64 TAS of 2007Award - TAS of 2007

_________________
In Mitjitsu we trust
Back to top
View user's profile Send private message
Saturn
Player (174)

Joined: 2005-02-18 18:22:44
Posts: 1450

PostPosted: 2006-10-21 12:09:36    Post subject: Reply with quote

Regarding Snes9x:

1. Sound channels enabling/disabling
2. Save/Load of the memory watches
3. Allowance to select 2 games in the same time, seting the starting frame for both seperately and dual encode them side by side for comparisons
4. Perfectly working Net-Play support (like ZSNES already have)

Thats all I could think of currently.
_________________
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm
Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Back to top
View user's profile Send private message Visit poster's website
nesrocks
Active player (479)

Joined: 2004-05-01 02:18:05
Posts: 4093
Location: Rio, Brazil

PostPosted: 2006-10-21 12:11:57    Post subject: Reply with quote

Being able to view the graphics table currently loaded into memory wouldn't be bad at all. Even nesticle has it!
_________________
aka Nesrocks
http://www.youtube.com/user/UoBtExFODA
http://nesrocks.com
Back to top
View user's profile Send private message Visit poster's website
JXQ
Experienced player (697)

Joined: 2005-05-06 06:13:43
Posts: 3122

PostPosted: 2006-10-21 13:06:43    Post subject: Reply with quote

AKA wrote:
Couldn't you get the orginal source code and replace sprites with a blue coloured bitmap.

I don't think most games have the original source code available, just the disassembled version.
Award - NES TAS of 2008Award - Speedy TAS of 2008Award - Funny TAS of 2007Award - SNES TAS of 2007Award - TAS of 2007Award - SNES TASer of 2007

_________________
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    TASVideos Forum Index -> Tool-assisted laboratory All times are GMT
Goto page 1 2 3 Next
Page 1 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group