Post subject: New Wii U homebrew application for TAS input
Rmac524
He/Him
Joined: 5/21/2016
Posts: 2
New Wii U homebrew application for TAS input! Link to video Features: -Record your inputs and play them back on a real WiiU console -Supported games are planned to be TP HD, TWW HD and possibly BotW and Donkey Kong TF -TAS files are stored on your SD card on a per game + region basis -Management of all your movies via a virtual file system -Real and stable frame advance -TAS Input including turbo button functionality and shortcuts -Data Display which you can customize to display your own memory addresses in real time -Mini Savestate feature on loading transitions and dungeon doors -Start recording from title screen, last entrance or a simulated void on your current exact position -Recordings save info such as IGT, RTA timing and re-records to keep you up to speed -Robust desync protection -Full LUA scripting support to frame advance, savestate, load state, read/write game RAM and take control of the gamepad in a script environment -Hotkey support for all the functions (local and global) -Gamepad can be used together with TAS input to do double inputs e.g. the gyro and touchpad from the Gamepad while TAS Input does the rest -Gamepad shortcuts, e.g click left stick to pause and L1 to frame advance which allows comfortably creating LoTADs using just the pad[/video]
Alyosha
He/Him
Editor, Expert player (3534)
Joined: 11/30/2014
Posts: 2732
Location: US
Wow that's amazing! I'm continually impressed at the cool stuff people are able to come up with, even for current technology. I hope this expands to become a more general use application, could really open up the world of testing and analysis.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11272
Location: RU
Man this is insane. Even lua is there. This thing is ridiculously awesome!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
what the heck
"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.
Active player (416)
Joined: 3/30/2012
Posts: 404
Is there any chance that a TAS made with this could be accepted here? From what I've heard, it generates a single input file that starts from power on and syncs up even on multiple consoles.
Joined: 5/23/2014
Posts: 162
Considering, at the moment, it only works with TPHD, very, very unlikely.
Judge, Skilled player (1288)
Joined: 9/12/2016
Posts: 1645
Location: Italy
Habreno wrote:
Considering, at the moment, it only works with TPHD, very, very unlikely.
Why? Not being able to run different games does not mean it isn't running TPHD correctly. I mean, it's pretty much like HourGlass, running TASes natively and self-console comfirmatory!
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Noxxa
They/Them
Moderator, Expert player (4140)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
FitterSpace wrote:
Is there any chance that a TAS made with this could be accepted here? From what I've heard, it generates a single input file that starts from power on and syncs up even on multiple consoles.
The main hurdles with it are that it's hard to judge and encode/publish such a movie, as neither could be done on a PC, and our staff of judges and publishers may not have the tools to playback/verify such a movie and losslessly capture it, respectively. That said, I do like this application and it would be great to see some full TASes made with it.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
I think that the core idea of TASing has always been that the end result is a data file consisting of timed keypresses which, at least in theory, could be inputted to the controller port of a completely unmodified console, running a completely unmodified original version of the game. This shouldn't require anything special from the target hardware nor its software. In order to achieve this (and, in a sense, retain the "purity" of the console and its software being completely unmodified), the data file is generated with an emulator that emulates the entire system within itself (the emulated system being an exact "copy" of the original unmodified hardware and its software). Even if the TAS can't be run in practice using the actual physical console because of technical limitations (such as the simple lack of a "tasbot" for that particular console to do it, or other reasons), the next best thing is being able to run it using an emulator that emulates the entire unmodified hardware&software, without requiring anything special from the latter. This is the closest thing we can get to actually "verifying" that the TAS is genuine (in the sense that it, at least in theory, could be run on the original hardware). Once you start modifying the hardware, or creating/running the TAS requires either special software in that hardware, or requires a modified version of the game itself, it breaks this level of abstraction. I suppose that if the end result is still a file of timed inputs that could ostensibly be run on the original unmodified hardware&software by simply feeding the input to its controller port (assuming there existed a "tasbot" to do it), then in theory it's still within this driving principle. But lacking the means to verify the TAS this way, if the only alternative is to do it is a modified console (or its software), then it becomes questionable (and, as Mothrayas points out above, impractical). If the TAS can only be replicated with a modified hardware or software, or a modified game, then I think it goes beyond acceptable.
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
This will have to do until the day Cemu becomes open source.
"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.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11272
Location: RU
Yep. We use internal replay format for Doom, since it can be tested against original Doom on a PC. And such runs would still be obsoleted by fully emulated DOS, since it won't have the limitations and downsides of the internal replay system. This WiiU thing is just too hard to apply to tasvideos practices. I don't really know of any way to resolve this, since I don't think accurate WiiU emulation is achievable just to replay those files as intended. What I suggest though, is to try to present this thing on some GDQ-like event. Running TASes on console is precisely what such events want, so why not give it to them? Then maybe some day a person with a solution moves in and saves us all, who knows... Once again, fantastic job with this whole thing!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Alyosha
He/Him
Editor, Expert player (3534)
Joined: 11/30/2014
Posts: 2732
Location: US
feos wrote:
What I suggest though, is to try to present this thing on some GDQ-like event. Running TASes on console is precisely what such events want, so why not give it to them? Then maybe some day a person with a solution moves in and saves us all, who knows...
I think this is a great idea. That would be very cool to see. As for TASVideos, I don't really see an issue with this. Our technical standards are already quite low, this would be closer to console then like 95% of our current TASes.
Danfun64
He/Him
Joined: 7/25/2007
Posts: 50
feos wrote:
We use internal replay format for Doom, since it can be tested against original Doom on a PC. And such runs would still be obsoleted by fully emulated DOS, since it won't have the limitations and downsides of the internal replay system.
How exactly would fully emulating DOS and running doom in that benefit Doom TASing compared to the internal replay system?
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11272
Location: RU
Danfun64 wrote:
feos wrote:
We use internal replay format for Doom, since it can be tested against original Doom on a PC. And such runs would still be obsoleted by fully emulated DOS, since it won't have the limitations and downsides of the internal replay system.
How exactly would fully emulating DOS and running doom in that benefit Doom TASing compared to the internal replay system?
Short answer: Post #404554 Long answer: Thread #16753: DOOM rules / detailed informations? But that's about tasvideos. Nobody knows if it's gonna help the Doom TASing community that's been using internal movies for all these years.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.