Encoder, Reviewer, Skilled player (1689)
🇲🇦 Morocco
Joined: 11/18/2011
Posts: 440
Location: 🇲🇦 Morocco
I think 2 cases will be here: 1) The main theme of SotN will just be using SRAM and Luck Mode code. Although, per rules, runs that start from power-on and use no code are preferable, I'm sure the community will go with the former (SRAM + Luck). 2) Any new run SHOULD go with power-on and no code. While this, entertainment wise, is less interesting (still good though), I think this is the best way to prevent redundant categories. New runs that do intend to use SRAM and/or code should go to Playground since rejection won't be justifiable. EDIT: For first case, maybe anything that differ from the theme while doing exact same thing on the game should also go to Playground, as to what we did with Pacifist Normal Mode.
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
Experienced player (902)
Location: Castle Keep
Joined: 12/3/2008
Posts: 983
Location: Castle Keep
If you refered to the pacifist with axe armor, it does use code and alterate gameplay, so I was under the impression that if gameplay varies, it warrant a different category. In this specific case tho, it happens to be slower, and that was my main reasoning for it to go playground, because luck code was 1min30 faster, so that seem to stick to the scheme. But because luck code did not obsolete the old movie, to me it means theres 4 variant of each categories, provided there is gameplay difference in between them. In pacifist case; -sram no code will be roughly 20min, still faster than the old and lesser kills, easy decision it just obsolete. -sram code is the recent run (and axe armor is the playground alternative because slower). -no sram no code will be like sram no code, with added dialogs, but also no duplicator and no skip death, so it will have to get shield rod to replace ninja stars (I would call that consequent gameplay difference...), and different/slower technique to get mist,lets say roughtly 25min. edit: it will also require to visit caverns, have to add 1 or 2 minutes, and consequently with further alterated gameplay -no sram code will be similar to no sram no code but will be able to skip death and use big toss in similar glitch of sram code to get mist, it will also have to get shield rod for dracula, roughtly 23min. Some of my estimate could be off 1 or 2 minutes for dialogs, but the differences in gameplay or time saved by skipping dialogs should be right. Out of those 4 movies, only no sram no code would be "standart" and the 3 others would be alternative; replay + luck, replay, luck Edit: as to answer your summary, I would be ok for things going into playground, problem is you would have to move ALL the current runs to playground, since im going to obsolete them at a point or another, as a reminder there is zero of the published that does nosram+nocode (thats how we have no standart category anymore).
Post subject: A verification movie impossible to make due to freezes.
Player (149)
🇬🇧 United Kingdom
Joined: 9/2/2008
Posts: 300
Location: 🇬🇧 United Kingdom
Hello, this is going to be related to 3DS which is new territory for some. One of the games I've played back in its heyday was 3DS Shinobi: It has 4 potential categories. 1) Story mode a - Easy or Normal, whatever is the pure fastest. b - Hardest (extra enemies, less lives meaning less death abuse) 2) Freeplay mode (Stage Select) to play as an alternative character called Sarah 3) Hidden challenges (unlockable challenges by finding 2 skull coins per level). 4) Streetpass challenges. Option 1 is done as a fresh file despite dealing with first time unskippable cutscenes. Options 2 and 3 can be done by making a verification movie to unlock content beforehand. Option 4 should be as easy as options 2 and 3 BUT the current emulator build has an issue at natively unlocking said content whether it's done during a verification movie or not. The issue is whenever streetpass feature is activated and/or a stage is unlocked by spending 20 streetpass coins, the emulator freezes. The most reliable solution right now is using saves from both system data and in-game data that has both Streetpass already activated and the 13 levels already unlocked so that it only require the viewer to drag and drop a series of files over to the emulator's nand/sd card folders before playing a movie file for this category. It's not the biggest disaster if this doesn't get accepted as the actual levels themselves shouldn't have RNG and one could copy and paste the gameplay inputs over to a future movie file that is recorded/played on a future emulator that doesn't have a problem at natively unlocking streetpass content.
greenalink.blogspot.com
Skilled player (1068)
Joined: 5/2/2014
Posts: 47
I did a glitchfest in Resident Evil 4, however, the TAS was done in the new game plus, that is, through a SRAM save, with everything already unlocked. However, I intended to submit this TAS here at TASvideos, but I forgot (or didn't even know) that a save verification movie was needed in which the TAS was started. The save I used was downloaded from the internet (lol) and obviously I have no way to do a run "verifying" this save. Is there a way to get around this situation or will I be unable to submit the TAS here anyway?
Site Admin, Skilled player (1247)
Joined: 4/17/2010
Posts: 11766
The last 2 questions are kinda similar, there's a third one related to it a few pages back. There's no official solution yet but I plan to make a thread where we'd discuss it with the community.
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.
Experienced player (866)
🇬🇹 Guatemala
Joined: 11/23/2013
Posts: 2290
Location: 🇬🇹 Guatemala
I'm planning on making a TAS of Nickelodeon Super Brawl 2 on Flash. The version obtainable in Flashpoint says it's "Hacked to disable all online functionality." That seems to be the only change made to the core game from my experience. I don't know where to get the unmodified swf file, so what can I do in this situation?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Site Admin, Skilled player (1247)
Joined: 4/17/2010
Posts: 11766
dekutony wrote:
I'm planning on making a TAS of Nickelodeon Super Brawl 2 on Flash. The version obtainable in Flaspoint says it's "Hacked to disable all online functionality." That seems to be the only change made to the core game from my experience. I don't know where to get the unmodified swf file, so what can I do in this situation?
If a clean version (or a good ROM dump, using the old terminology) can't be found, use the best available one.
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.
Player (191)
🇯🇵 Japan
Joined: 8/4/2013
Posts: 121
Location: 🇯🇵 Japan
When entering a name in the game, if you input up 4 times, right 2 times, down 8 times, and left 1 time to enter a specific name, it triggers the scenario select screen. I think this should be prohibited. Also, if you enter the name “Ueyama,” it starts from the beginning with no initial equipment, but you have an item that sells for 49,000. Is that prohibited too? ゲームで名前入力にとき上4回右2回下8回左1回と入力し 特定の名前を入れるとシナリオセレクトになるのでこれは禁止だと思うが うえやまと名前入力すると最初から始まり 初期装備全部ないが49000で売れる道具持ってるのも禁止なのか
Darkman425
He/They
Editor, Judge, Skilled player (1818)
Location: Texas
Joined: 9/19/2021
Posts: 337
Location: Texas
I don't know what game this might be referring to but I can probably answer this to some extent. These sound like they are in-game codes left by the developer. These can be used in their own category, and will not obsolete a run made without these secret codes.
Switch friend code: SW-2632-3851-3712
Editor, Expert player (2277)
Joined: 6/15/2005
Posts: 3311
Seems like it's Breath of Fire (ブレス オブ ファイア 竜の戦士), although I don't know anything about the game beyond that.
Player (191)
🇯🇵 Japan
Joined: 8/4/2013
Posts: 121
Location: 🇯🇵 Japan
Does that mean face select is also usable? It's an Arterios command, but I was worried it might trigger the Konami code. By the way, the game is Tenchi wo Kurau 2(US Destiny of an Emperor 2) ということは面セレクトも使用可能ですか? アルテリオスのコマンドであるのですがコナミコマンドに引っ掛かりそうだったので ちなみにゲームは天地を喰らう2です
Post subject: Alt+F4 in a Windows 3.1 TAS?
Spikestuff
They/Them
Editor, Expert player (3131)
Location: The land down under.
Joined: 10/12/2011
Posts: 6565
Location: The land down under.
Ok, so this may be an interesting case and something that may need an audible. In certain Windows 3.1 titles-- like Myst, it's possible to break the audio by doing an Alt+F4 after a needed sound plays (Myst's case flipping the lever), then exiting the confirmation to quit menu. It'll bring up this warning, and then no sound would play afterwards: In Myst's case this seems like it does nothing, so this question is more in general to other titles. Would exploiting the sound by using Windows itself be against the rules? Since it's technically abusing a function within Windows and not the game itself. Edit: For a comparison context that happened on Discord when I brought this up initially. DrD2k9 believed that this would be related to Ruffle and no mouse bounds, however I don't believe in that correlation as with native Flash you're able to adjust the window sizing to click what was originally off-screen elements.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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DrD2k9
He/Him
Editor, Judge, Expert player (2322)
Location: US
Joined: 8/21/2016
Posts: 1146
Location: US
Spikestuff wrote:
Edit: For a comparison context that happened on Discord when I brought this up initially. DrD2k9 believed that this would be related to Ruffle and no mouse bounds, however I don't believe in that correlation as with native Flash you're able to adjust the window sizing to click what was originally off-screen elements.
I agree that the Ruffle example wasn’t the best analogy. It was just the first thing that came to my mind. I added the following thoughts in Discord, but feel including them here is appropriate.
Maybe a better way to describe my distaste for the sound bug in the Myst example is that it’s using a different program (something else within windows) to glitch the game and not using an in-game glitch. I feel that allowing such could open the door to arguments for allowing other unrelated external programs (within the TASed environment) to be used to manipulate games in a TAS setting. I realize this is a type of slippery-slope argument, but it’s nonetheless my concern. Hypothetical example: some other program in windows prevents the main TASed game from using audio which then allows faster gameplay. We decide to allow it. Someone else subsequently submits a TAS that uses a secondary emulated program (i.e. cheat engine) that is unrelated the the main game being TASed to manipulate memory in the main TASed game to yield otherwise impossible gameplay of the main game. Bottom line: I don’t like the idea of a secondary program (unrelated to the main game being TASed) affecting the results of the TAS.
This is definitely a situation I think needs to be a consensus decision and not just one or two people’s perspectives.
eien86
He/Him
Judge, Expert player (3903)
🇨🇭 Switzerland
Joined: 3/21/2021
Posts: 349
Location: 🇨🇭 Switzerland
I subscribe to Dr's opinion, plus my two cents: If you submit this movie without the trick, then somebody else obsoletes it only by using it, I'd not accept the latter as it does not constitute a gameplay improvement.
Site Admin, Skilled player (1247)
Joined: 4/17/2010
Posts: 11766
Yeah that looks like interfering with the program we're TASing from the outside environment, basically breaking the sandbox. At this point you're not TASing the game but the whole Windows OS, and making some programs within it cause problems in other programs within it.
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 (354)
Joined: 11/16/2020
Posts: 12
TL;DR: I made a TAS that uses a few mods, primarily to control RNG and some Unity quirkiness, and I'm considering submitting it to TASVideos, so I wanted to inquire on whether this'd be okay before doing so. Hi, I made a full-game TAS of Cuphead ( https://youtu.be/YYuafcehOSE ). I was considering submitting it to TASVideos but there's a few things with it that make me unsure it'd be eligible. First of all, this was done on libTAS on an unofficial build the game, since there is no official Linux release of the game. This also includes a few minor mods to the game's code, viewable here - https://github.com/DemoJameson/Cuphead.macOStoLinux I believe this and of itself has precedent from this: https://tasvideos.org/7822S But moreover, I implemented a few more mods into this TAS to make working on it easier. First, I edited the game's loading routine to allow the game to flawlessly sync through loading screens. (changing an async to a synchronous call basically). Secondly, I applied a sort-of-determinism fix to the Lobber EX move, the special explody purple attack. This is a bit simplified, but basically this is a move that when aimed in-between an enemy and a floor has a 50% chance to deal either 2x or 3x the normal amount of damage, depending on which collisions Unity processes first. This seems entirely random and I don't know the root reason for sure. While libTAS *is* deterministic in this, this means that using this move on different frames and different game state would result in different outcomes, so since this move is used quite a lot throughout the game, I added this mod to make working on it a lot easier. Thirdly, I forced a lot of perfect RNG through code edits. Cuphead is extremely high in RNG, with the odds of a perfect run estimated to be somewhere around 1 in 10^68. Some RNG is seeded on level entry, and some is generated on the fly during the level. While some on-the-fly RNG manips are possible by doing stuff like shooting bullets and spawning dust particles (which I did do here and there in places where code edits were too complex), I felt like relying on modding as the primary way to control luck was the way to go in order to avoid adding hundreds of extra hours onto the project or settling with suboptimal RNG (especially considering there's a few pieces of RNG that are something like "This boss delays his attack between 18 and 42 frames and I need it to be a very specific value 5 times in a row"). Finally, this technically prints debug information far out of bounds, and draws fully-transparent hitbox outlines. I used this stuff to help create the TAS, but realized a little too late that removing these mods caused desyncs related to other hitbox-processing-order shenanigans, so I found this solution that kept sync. This technically kept the mods running while not having any visible effects on screen. I am aware that ROM Hacks are allowed on the website ( https://tasvideos.org/Movierules#RomHacks ), but I'm not sure if this kind of "convenience modding" is favored or has precedents. This TAS already took me about 200 hours to make as-is due to how complex this game is and how difficult working around Unity's quirks is, so I feel like if I hadn't made things easier to work on this TAS may not have been completed to the same level of quality. But, I completely understand if it wouldn't be accepted on the site, just figured I'd check in in regards to its eligibility. Thanks!
Site Admin, Skilled player (1247)
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Posts: 11766
SBDWolf wrote:
Secondly, I applied a sort-of-determinism fix to the Lobber EX move, the special explody purple attack. This is a bit simplified, but basically this is a move that when aimed in-between an enemy and a floor has a 50% chance to deal either 2x or 3x the normal amount of damage, depending on which collisions Unity processes first. This seems entirely random and I don't know the root reason for sure. While libTAS *is* deterministic in this, this means that using this move on different frames and different game state would result in different outcomes, so since this move is used quite a lot throughout the game, I added this mod to make working on it a lot easier. Thirdly, I forced a lot of perfect RNG through code edits. Cuphead is extremely high in RNG, with the odds of a perfect run estimated to be somewhere around 1 in 10^68. Some RNG is seeded on level entry, and some is generated on the fly during the level. While some on-the-fly RNG manips are possible by doing stuff like shooting bullets and spawning dust particles (which I did do here and there in places where code edits were too complex), I felt like relying on modding as the primary way to control luck was the way to go in order to avoid adding hundreds of extra hours onto the project or settling with suboptimal RNG (especially considering there's a few pieces of RNG that are something like "This boss delays his attack between 18 and 42 frames and I need it to be a very specific value 5 times in a row").
We haven't ever rejected a movie for not having frame perfect manipulation of all random events. Luck manipulation is very rarely the primary aspect of a TAS, most of the time it's routing that doesn't depend on RNG and precise execution of non-random movements. The main aspect is things that can save seconds or even minutes, which is most of the time certain tricks one needs to be aware of. Now there are also games where better manipulation can save you minutes, and if there are a lot of such cases in a game, TASing it exponentially becomes a torture. Especially when you have to chain random events in a way that time is saved overall, even if individual random events could theoretically be manipulated to get shorter, but they could lead to other random events that got longer. Just this year I TASed (again) a game where boss patterns are random, and I can absolutely relate to the RNG hell. After a certain point I just said "fuck it, let it stay improvable, I can't bear this anymore". So uh, yeah. The whole point of the rule is to only edit the game so it becomes TASable. Fundamentally. If everything is random, EVEN IF IT'S DETERMINISTIC, it's unTASable in practice. Because in order to manipulate things to the level of "decent", it'd already require unbearable amounts of effort. It'd be detached from reality to prefer a movie that's improvable everywhere just because it's a little bit more authentic, especially when such a movie is not even the one that's already done. How things get obsoleted is a question that's a bit trickier, because removing the RNG mods would indeed most likely result in a slower movie unless someone has a time machine and a bot farm (otherwise it'd take decades).
I'm more concerned about porting consisting of steps that can be described in a pure text form and reliably repeated while the movie keeps syncing. If it's a program that does the patching, it's obviously more handy, but requires hosting the magic entity that makes things work.
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.
Player (44)
Joined: 4/16/2024
Posts: 11
I want to submit a TAS of a game obtained through a game library. The thing is that this game library allows for a game to be updated at any time, and there's no version history. The author of the game hasn't been active in years so there's no threat of my game being changed, but is this still a problem? If it is, can I upload the game somewhere else for eternal preservation?
Site Admin, Skilled player (1247)
Joined: 4/17/2010
Posts: 11766
poipole807 wrote:
I want to submit a TAS of a game obtained through a game library. The thing is that this game library allows for a game to be updated at any time, and there's no version history. The author of the game hasn't been active in years so there's no threat of my game being changed, but is this still a problem? If it is, can I upload the game somewhere else for eternal preservation?
What game is it?
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.
Player (44)
Joined: 4/16/2024
Posts: 11
feos wrote:
poipole807 wrote:
I want to submit a TAS of a game obtained through a game library. The thing is that this game library allows for a game to be updated at any time, and there's no version history. The author of the game hasn't been active in years so there's no threat of my game being changed, but is this still a problem? If it is, can I upload the game somewhere else for eternal preservation?
What game is it?
https://turbowarp.org/60917032
Site Admin, Skilled player (1247)
Joined: 4/17/2010
Posts: 11766
What's the full workflow to TASing it? How do you grab and run the game? Does it have any kind of redistribution license?
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.
YoshiRulz
Any
Editor, Emulator Coder
Location: 🇦🇺 Sydney, Australia
Joined: 8/30/2020
Posts: 171
Location: 🇦🇺 Sydney, Australia
Projects published on the Scratch website are CC BY-SA 2.0 (source). See the earlier Thread #22947: I feel as if Scratch TASes should be accepted in TASVideos which went nowhere.
I contribute to BizHawk as Linux/cross-platform lead, testing and automation lead, and UI designer. This year, I'm experimenting with streaming BizHawk development on Twitch. nope Links to find me elsewhere and to some of my side projects are on my personal site. I will respond on Discord faster than to PMs on this site.
Hey look buddy, I'm an engineer. That means I solve problems. Not problems like "What is software," because that would fall within the purview of your conundrums of philosophy. I solve practical problems. For instance, how am I gonna stop some high-wattage thread-ripping monster of a CPU dead in its tracks? The answer: use code. And if that don't work? Use more code.
Player (44)
Joined: 4/16/2024
Posts: 11
feos wrote:
What's the full workflow to TASing it? How do you grab and run the game? Does it have any kind of redistribution license?
The .sb3 file can just be downloaded by going to the project's editor and hitting File > Save As... . From there, the best option would be the TurboWarp Project Packager (https://github.com/TurboWarp/packager), which converts projects into Electron applications, and then running that in libTAS. Unfortunately, I haven't gotten this working so far as it complains about not being able to connect to socket. If that is truly impossible right now, the best workflow for running the game would probably be to convert it to a .sb2 file (as of right now, there's https://github.com/RexScratch/sb3tosb2/releases/tag/v1.0, and I will try to document and check the script to see if it's converting the file without compatibility issues), and then converting that to a standalone SWF using https://amys.website/scratch/. From there, the SWF file can be loaded with Ruffle + libTAS as usual. I should mention a couple of things with the standalone SWF converter: there is source code attached, but the website has a chance of going down so that's not good. This might also be unnecessary if importing projects works while TASing (though to be honest it probably doesn't). There's also technically the option of just remaking the whole game within the TAS (with Scratch 2 Offline Editor + Ruffle + libTAS)...
Site Admin, Skilled player (1247)
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Posts: 11766
Alright so with that license you can redistribute the file as you want, as long as you keep the same license (archive.org allows that). Converters being always available is important for verification, but not critical after it's been validated. Forking them just in case would be a good idea.
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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