Post subject: Send tas real time to server for single segment competitions
Joined: 10/31/2004
Posts: 62
Would it be possible for us to set a server up so we can have the emulators instantly send tases or input to it (or only let us play while connected) and detect if a save state has or hasnt been loaded? This would make the competition forum more fun and legitimate and give true single segment runs.
Post subject: Re: Send tas real time to server for single segment competit
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Possible, yes, but sounds like awfully lot of work for nothing. Also, this forum is for ideas concerning bettering TASing possibilities. Your idea is quite the opposite: it concerns ensuring TASing doesn't happen.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
If the point is to eliminate possible cheating, the only good way to ensure authenticity would be to take a console and do a run on a console. Otherwise, by disbelieving players, you're taking it more seriously than it probably should be.
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
It would probably take quite a lot of resources for such a small thing... EDIT: beaten by Bisqwit.
Tub
Joined: 6/25/2005
Posts: 1377
so how should the server verify that the input the client sends has really been entered in real-time? You could just modify the emulator to send the button-presses of a pre-made TAS instead of your real-time input. Heck, you could even use something like AutoIt to fake the button presses and use an unmodified emulator.. With even more work you could make the server send some kind of random seed, so a pre-made tas would desync. But you'd have to figure out the RNG of each game to do that: lots of work. Still, cheats like memory-watch, auto-fire or even complicated macros or lua-scripts cannot be prevented just by sending the input stream to a server.
m00
Joined: 10/31/2004
Posts: 62
If recording for a connected game, like zsnes and zbattlenet, a judge can join and have the person perform some actions at the stalling points of games, like at a cutscene or menu to insure the person is really playing.