Post subject: TAS on real console (PS1)
Joined: 11/24/2015
Posts: 3
Hey everybody, I am new to the TAS scene (Amateur Speedrunner). I wanted to ask if there is a way to TAS e.g. the PS1 on the real console, For example by taking the controller and putting/connecting als the ends to an arduino/Raspberry Pi instead of the controller (PC/Raspberry Pi -> Arduino -> PS1 Controller Port/Serial Port). If someone has a Video/Forum/WebSite link, could you post it here or directly explain it here? My Exact plan is to try to TAS Rayman on actual hardware (Already played around with emulator TAS). Thanks for your time and answers already Podynando :D
Spikestuff
They/Them
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Technically, no. PS1 would have to be done through VC (Virtual Console) so basically: PSP, Vita, TV, PS3 & PS4 Due to disk load times.
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Joined: 11/24/2015
Posts: 3
Ok thanks, but taking out of consideration of the loadtimes of the PS1 (I know that problem thats why most Rayman speed runs are made on emulators or the PS2) is there some way to achieve something like this when doing it on vc?
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
The way TASes are usually done is by using savestates and frame advance (and other more advanced tools). Unfortunately, consoles don't provide these kinds of tools. You can play back input by feeding it a movie file made on an emulator on consoles, but it's not going to be guaranteed to sync. However, you can do segmented runs on consoles. Segmented runs being the use of saving and loading game saves, and recording each part separately before putting it all together in video editing software. It's not going to be as precise as a TAS, but it's about the best you can do with what's available.
Joined: 11/24/2015
Posts: 3
Ok guys, thank you for the replies, yeah the issue with the sync is something i heard of (And seen at AGDQ... or was it SGDQ.... with the TAS Bot). But yeah, still thanks and maybe ill do a segmented run :)