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Joined: 4/17/2010
Posts: 11251
Location: RU
Fortranm, indeed. £e Nécroyeur, what do think of the suggestions? I've just had a discussion with Moth, and our plan is that I patch in the read+write switch mame-rr is lacking, and if then you (or anyone else) can produce a quality run, MAR support will be added. Rright now, it won't be fair to require macrolua just to use it. Probably, after I add it, you decide to tas this game to the suggested end point, and then it will be a real submission?
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.
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Joined: 7/1/2013
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Spikestuff A Kill Screen run would be amazing! By the Kill Screen standard on the Japanese version, 4 Stages would equate 4.76% completion, as the game begins at Level 1. Fortranm Thanks for sharing this! I admit I did not do much research before recording this. Using the technique that you indicated completes the 25 m Stage in 196 fewer Frames than the video I posted. feos That would be very generous of you. I hope that observing the FBA-RR model makes things a bit easier.
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
So you'll be redoing it, right? Please wait for my fix, should be up in about a week.
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.
Fortranm
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Editor, Experienced player (773)
Joined: 10/19/2013
Posts: 1108
feos wrote:
£e Nécroyeur, what do think of the suggestions? I've just had a discussion with Moth, and our plan is that I patch in the read+write switch mame-rr is lacking, and if then you (or anyone else) can produce a quality run, MAR support will be added. Rright now, it won't be fair to require macrolua just to use it. Probably, after I add it, you decide to tas this game to the suggested end point, and then it will be a real submission?
Will this be done on r0139 or r0144?
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
139.
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.
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
In case you start worrying, this will probably take another week, since right now we're fighting some tastudio bugs before bizhawk release, which hopefully gets done during the weekend. Just wait patiently, since mame-rr has been my long hope and is now a real plan with high priority.
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.
Fortranm
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Editor, Experienced player (773)
Joined: 10/19/2013
Posts: 1108
I guess it's a good idea to post information about DKJ and DK3 in this thread as well. Since Nécroyeur's TAS was rejected for not reaching the kill screen, future runs for DKJ and DK3 will probably be judged by the same standard. Link to video Link to video There isn't a real kill screen in DK3, but the eternal blue screen can probably be considered the end of the game. As a side note, the kill screen glitch is fixed in Donkey Kong II Jumpman Returns so a run for that game should only have to complete one loop.
Fortranm
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Editor, Experienced player (773)
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Posts: 1108
http://tasvideos.org/userfiles/info/76571532676876639 Half a decade later, I finally got to do this thanks to the works done on Bizhawk. Link to video It seems the second loop has noticeable differences, so I'll do that as well before I submit a movie when MAMEHawk is considered stable.
Post subject: How to TAS arcade games in BizHawk?
MrTASer
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Player (242)
Joined: 7/3/2021
Posts: 147
Location: Udaipur, Rajasthan, India, God'sBeautifulWorld
I want to TAS arcade games in BizHawk for it is my most user friendly emulator but I can't find a perfect way to even open the arcade games in it... Please tell me a way in which I can open and make some TASes.
My TASing channel ; My MUSIC channel ; My SoundCloud ; My HomePage ; Music Composer ; Mr.TASer#5922 VCop 2 TAS completed, but in a completely different way ; And SMB - GAGOTO (WL) TAS COMPLETED TILL W-4 ; Some more...
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
MrTASer wrote:
I want to TAS arcade games in BizHawk for it is my most user friendly emulator but I can't find a perfect way to even open the arcade games in it... Please tell me a way in which I can open and make some TASes.
http://tasvideos.org/forum/t/21778