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Post subject: Prologue improvements mean nothing; Continuing Chapter 1
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
I haven't been able to work on this at all because I've had lots of homework and projects to work on and school in general has taken up a lot of my time. I'll continue working on my run today, but I just wanted to let everyone know why I haven't been posting updates on this recently. Also, getting Goomther and Professor Frankly to face backwards is not an emulation glitch. Goomther does turn around and walk backwards on certain frames, and Frankly does face backwards if you take a certain path to the Goomba Gang cutscene. EDIT: OK, so I saved 4 frames in the Prologue, but those frames were eventually lost through loading screens in the beginning of Chapter 1, so I ended up saving 0 frames total. Well, the Prologue looks a little different now, but anyway, this means I can continue working on Chapter 1!
Joined: 12/4/2011
Posts: 33
Location: Australia
are the frames lost in a style similer to the 21 frame rule? cause that will make saving frames more difficult
Post subject: Re: Prologue improvements mean nothing; Continuing Chapter 1
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Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
CoolKirby wrote:
EDIT: OK, so I saved 4 frames in the Prologue, but those frames were eventually lost through loading screens in the beginning of Chapter 1, so I ended up saving 0 frames total. Well, the Prologue looks a little different now, but anyway, this means I can continue working on Chapter 1!
I got an idea. Add delay frames right before the loading screens to find out the frame rule, so in the future, if you managed to save 'x' amount of frames, but those frames are within the frame rule, you can use them to do something entertaining without losing time.
Editor, Experienced player (570)
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I could try adding a delay frame or two. It's possible that, like Lord Crump and Zess T., triggering an event on a different frame number will cause frames to be saved or lost later. So having different input in the Prologue will probably cause a difference in timing later in Chapter 1. It's hard to find what effect a frame or two difference will have until later in the Chapter. Luckily, there are usually platforms I have to wait for, so this isn't too much of a problem. Also, the RNG depends on the frame number, since being a frame or two off caused a stage prop to fall on Mario or the Blooper during the Blooper battle, and being two frames off in the second area of Petal Meadows caused a Paragoomba to move from one side of the screen to the other. The two frames I was still ahead were lost in the beginning of the third area, when Goombella stops me to tell me about the Tattle ability.
Joined: 12/4/2011
Posts: 33
Location: Australia
how is the run going? I hope its been going smoothly for you :)
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Joined: 11/8/2010
Posts: 4036
I haven't been able to work on it recently due to schoolwork (especially long English papers), but I left off at the frame I entered Kroop's house. I really want to work on it, though, and I know I will have time to do so in about half a week from now. Once I start working on it, it should take me about as long as the Prologue (a little over a month), since Chapter 1 is such a short chapter (the shortest, I think). I also found a way to clip inside the Koopas in Petalburg, which makes the game push me out the direction I'm facing. I tried it on the Koopa guarding the gate to see if he could push me through it, but he's too far away from the gate (if Mario could be pushed through at all). I was considering fixing the movie file to sync on 3.0-378, but I think it'd be too much hassle for not much of a gain. Besides, I know the revision I'm working on, 3.0-305 "more-save-fixes", is stable, whereas people have begun reporting problems with the recommended "TAS-input" revisions. By the way, I didn't try adding a delay frame before entering the Petal Meadows Pipe and I don't think it would actually save any time, since the lag (frame rule?) in this game usually makes any improvement under 5 frames even out timewise with an unimproved run.
RachelB
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Joined: 12/3/2011
Posts: 1579
I know the revision I'm working on, 3.0-305 "more-save-fixes", is stable, whereas people have begun reporting problems with the recommended "TAS-input" revisions.
I don't think such problems are limited to the tas-input revisions (other than the few crash on starts some people had, which have been fixed), it's just the revision that is being used right now, so obviously no one is going to have a problem with a revision they aren't using. I tased muramasa in both 305 and 378, and had no issues at all with either one.
Joined: 3/14/2012
Posts: 13
Location: San Diego, CA
Since I'm on a I-finally-registered-and-I-need-to-post-to-all-the-TAS-threads-I've-been-following spree, I'm very much looking forward to this. :) Thank you for your effort!
Post subject: Re-syncing on 3.0-505 (texture fix version)
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Joined: 11/8/2010
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chrstn wrote:
I'm very much looking forward to this. :) Thank you for your effort!
Thank you and you're welcome. :)
CoolKirby wrote:
I haven't been able to work on it recently due to schoolwork (especially long English papers), but I left off at the frame I entered Kroop's house. I really want to work on it, though, and I know I will have time to do so in about half a week from now.
I finally have free time, as I am now on Spring Break. I will be re-syncing my movie on 3.0-493 (since 494 breaks the Bounding Box fixes), and then I will continue Chapter 1. EDIT: Never mind, I'm using this version (64-bit) of the second-latest revision, 3.0-505, with the broken graphical fixes fixed.
Post subject: Re: Re-syncing on 3.0-505 (texture fix version)
RachelB
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CoolKirby wrote:
EDIT: Never mind, I'm using this version (64-bit) of the second-latest revision, 3.0-505, with the broken graphical fixes fixed.
With no tas-input/more-save-fixes? Also, rf30aebf8d7ba may be important to you.
Post subject: No more-save-fixes?
Editor, Experienced player (570)
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rog wrote:
With no tas-input/more-save-fixes?
It doesn't even include more-save-fixes? I must have been confused by your post in the Dolphin Development thread, because I thought everything was merged in the master branch. That's not the case?
Post subject: Re: No more-save-fixes?
RachelB
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Joined: 12/3/2011
Posts: 1579
CoolKirby wrote:
rog wrote:
With no tas-input/more-save-fixes?
It doesn't even include more-save-fixes? I must have been confused by your post in the Dolphin Development thread, because I thought everything was merged in the master branch. That's not the case?
No. I merged tas-input into master myself for those builds.
Editor, Experienced player (570)
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Oh, then I'll stop TASing on this revision right away.
RachelB
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If you need a specific revision, i can merge tas-input and compile it for you.
Editor, Experienced player (570)
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Posts: 4036
I'm thinking of using the new 3.0-508, but I have to check and make sure there aren't any graphical glitches anymore. If I decide I want to use that revision and post a request in the main Dolphin thread, I would really appreciate it if you could merge them.
Active player (465)
Joined: 3/30/2012
Posts: 405
Hey, i have been lurking these forums for a very long time. I decided to create an account here after reading that you're making a Thousand Year Door TAS! It was a game that i grew up with. I had never even played the first one, and i didn't know paper mario existed until this game. I am so happy to hear that someone is making a TAS of it! I'll tell you right now that i'll be one of the first people to watch it when it's done! (I've already watched that segment of it on YouTube) Keep working on it!!
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Thank you! The Prologue will have slight changes to it, so I'm going to include it with Chapter 1 in a combined encode when both are finished. I'm currently re-syncing my run on the custom 3.0-508 rog compiled for me. Somehow, a quarter of a second of lag was saved while talking to Zess T., so the enemy positions are all different and re-syncing will take a little more work. That said, I'm really happy I changed revisions now that about 15 frames were saved from my TAS for no reason other than different timing.
Active player (465)
Joined: 3/30/2012
Posts: 405
Sounds cool! I might sound like a noob for saying this, but what is an encode anyway? i don't actually know how to download a movie file and play it on my emulator. i just watch it on TAS videos when it gets published, so i might not be the first viewer, but i'll watch it as soon as it gets published! I know it will!
Joined: 4/13/2009
Posts: 431
An encode means some one takes the process of replaying a TAS on the emulator while recording it as a video. The videos you watch are encodes. Typically TASers use input files, which just store the input at different points in time to work with. You need to reply those on an emulator. But encodes are videos!
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Thanks for the info! It sure helps to know that!
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So . . . What progress have you made so far with your run?
Editor, Experienced player (570)
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Stevmay09 wrote:
So . . . What progress have you made so far with your run?
I got the run completely re-synced on 3.0-508 "TAS-input". Now I'm ready to continue Chapter 1 (I'm just optimizing jumping up Kroop's stairs).
Active player (465)
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I've only been on these forums for a small time, but how long have you been working on this? How long will it take to finish? (estimate)
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Joined: 8/5/2007
Posts: 865
Stevmay09 wrote:
I've only been on these forums for a small time, but how long have you been working on this? How long will it take to finish? (estimate)
Rest assured, nothing you've said has been rude by a long shot (we're happy to have you here!), but "How long will it take to finish?" is one of those unspoken faux pas among TASers. For example, FatRatKnight and I have been "working" on a Final Fantasy Legend TAS for two years, but thanks to other commitments and laziness, it's been stuck at 90% completion for the better part of a year. It's not so much that the question itself is rude, but that it defies any good answer. No one wants to say, "It should be done within a month," and then force a deadline upon himself, or perhaps even discover a massive time-saving technique that requires them to restart the entire TAS, to the disappointment of the anticipators. With all that said, I'm sure CoolKirby will be happy to answer your question. How long will it take to finish?
Joined: 8/22/2006
Posts: 24
Location: Georgia
I'm eagerly awaiting this, too, but I've seen enough to expect it to be a massive undertaking. It is a bit of a faux pas to ask for an ETA, but getting a reasonable minimum time estimate like "It's probably going to take at least a few months" is reasonable. That said, you can see the progress he's made. He spent a while getting settled on the specific build he was using to make the run, but he's really been making progress. I'd try to be patient for a while and see how often he updates.
I'm not really here. Pressing Up+Down too many times glitched your graphics. And audio. Yeah.
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