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Alyosha
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I'm not familiar with the game, but would it be possible to slow down earlier on while still doing stuff in the run to slowly eat up those 8 minutes? I would not support debug mode. Putting a timestamp in the encode at the end of the waiting period seems sufficient to me.
Alyosha
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Oh that's cool! I think it would be great to have a new TAS with the full game, hopefully someone takes up the challenge.
Alyosha
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That jumping glitch is so cool to watch! It makes the end look so much smoother now. Great work on the new run all around. Yes vote!
Alyosha
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Warp wrote:
TASing has always been about overcoming human limitations, and show what it would be like if a perfect superhuman were to play the game to its absolute perfection. And Ocarina of Time any% would be the absolutely perfect place for this. When did this change?
For me at least, I do think the 'absolute perfection' part should change. I would gladly exchange optimization for more ouput of newer games. In re-reading my above post I definitely wrote it in an overly gloomy way when that wasn't my intention. I would consider a shift away from traditional frame perfect TASing a very positive thing and hope it leads to some cool new content (at least for newer games which are longer and far more complex.) I don't think it makes sense to spend an eternity on movement optimization when you can relax on that a bit and actually make something really cool that's still super human. The present run being a perfect example.
Alyosha
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Synx wrote:
The OoT topic on the forum here has been dead for a long time.
Most game topics on the forums are dead, even for popular games. And especially in the case of OOT, the speed running community is just way too good, and has superceded TAS long ago. The only thing left on the TAS side is boring movement optimization. I expect this trend to only grow in the future. TASing modern games is a long, tedious process and TAS in general is so far behind RTA in almost every game that there is no catching up. TASes will probably fade out for modern(-ish) games altogether except as a research tool (as in LOTADs etc.) and will have basically nothing to do with TASVideos, as is quite frankly already the case. So, I can understand your wanting a return to times when threads like OOT were bustling with activity, but sorry I don't think they are ever coming back. Challenge categories like this one are the best approach/use for TAS at this point in my opinion, it keeps things fun.
Alyosha
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smellyfeetyouhave wrote:
Action 52 is broken as of a few versions ago it appears. Still broken in the latest dev build. It launches into one of the minigames and you can't make it to the main menu. This is in NESHawk and QuickNES doesn't support it.
Fixed in Master (for NESHawk)
Alyosha
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Omnigamer wrote:
Good job! Are you doing anything in particular to track horizontal position or speed?
Nope, just minimizing up / down presses by hand
Alyosha
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What is the significance of this category? Why no doors? All the categories are made up, and the doors only matter because we will them to.
Good enough for me! Voting Yes! I do enjoy these kinds of challenge categories, although admittedly like most puzzles figuring out the solution is more fun then seeing it solved.
Alyosha
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http://tasvideos.org/userfiles/info/42010515158802928 I managed a 32.72, which I believe is the first confirmed evidence a time below 32.74 is possible. EDIT: With some refinement I think a 32.70 might be within the realm of possibility, I think the 32.72 is probably human achievable with a lot of luck in timing maneuvers right. EDIT2: http://tasvideos.org/userfiles/info/42024964093355238 Yup, 32.70 is possible. Probably not human viable though, as this seems to be almost frame perfect. And we are also a very long way from 32.69.
Alyosha
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I just tested my movie on the release build of BizHawk and it synced with only minor start up correction. So, I guess 32.74 was possible all along D:
Alyosha
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Omnigamer wrote:
One further question - for the purposes of the oninputpoll event, what counts as an Atari input? Is it just controller inputs, or also system inputs (reset, difficulty select, etc)? Going through the code I see far more direct calls to just the button and the system inputs than there are polls occuring per frame.
Currently only joysticks count for input polling. If it's needed console switches could easily be added just by putting the call in "ReadConsoleSwitches" in Atari2600.core.cs. Is this something you want? joystick one, joystick two, and console switches are each their own event in this sense, so you have to be a bit careful when looking at / counting polls.
Alyosha
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Nice research on this. Based on everything you have presented, my guess is random bit flip in $03FB. Since the effect is un-noticable until you reach the boss, and only requires a single bit to change to occur, and can happen at any time before reaching the boss, hardware error seems like the most likely possibility.
Alyosha
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Oh Yeah, I was working on Grand Prix as that time seems by far impossible, but TG people seem to think it can even be beaten, but won't say how. Anyway, the current release build of BizHawk runs constant length frames for A2600. In other words, all frames are 262 scanlines long. This causes some adverse side effects for some A2600 games because start up times can vary and put frame boundaries in the middle of video frames. Also some frames in games are 263 scanlines long, so this causes a cycling effect. By pure coincidence, I was working on another bug and realized that it could be solved by only changing frames on video frames, so this is the current implementation in the dev build. So, in that build, frames change at the falling edge of VSYNC. Side Note: A2600 core originally changed frames on video frames and at some point was changed to constant length frames. And now I changed it back, we aren't very consistent! EDIT: http://tasvideos.org/userfiles/info/41923259965218113 Here is a movie that gives a 32.74 in the Dev Build. I'm not sure a 32.74 is possible in the release build.
Alyosha
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Omnigamer wrote:
To clarify, I don't think sub-frame is necessary for improving the current TAS, but may be necessary for true optimality later on. I believe Alyosha mentioned he could produce a 32.61, so that's at least an improvement. Sub-frame would be nice, but I understand the difficulty in making that happen from an emulator development perspective. At least, a better understanding of the system would make it possible to reason a theoretical limit, assuming sub-frame inputs were possible.
I did? 0_0 I forget about 90% of everything I do, but I don't recall doing that. I can however at least reproduce a 32.74 on the latest Dev Build of BizHawk that always changes inputs on video frames, so maybe that's a start.
Alyosha
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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.
Alyosha
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Radiant wrote:
Isn't that what these forums are for? Although I'd agree that the workbench gets way more coverage. I can think of at least one game where an author was told in those forums not to do X, and he did it anyway, and then his run got rejected for precisely that reason...
I was going to respond to this ealier but then forgot, sorry! I suppose the discussion could take place there, but I do think it's good to have a dedicated thread where formal decisions are made clear, concise, and documented. It would be great to have a clearly defined way to avoid such huge wastes of time in the future like SMB PAL was (in the event that it ultimately isn't published, which I hope isn't the case.)
Alyosha
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I'm a little worried about Dragster becoming something of a black eye for TASbot if not handled tactfully. I trust the TASbot team to do so, but just wanted to voice some concern, as a lot could happen between now and January.
Alyosha
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That's cool! Nice find Koh1fds. As for which emulator to use, at least for the game end glitch run, testing by DwangoAC has showed that it doesn't really matter. The RNG at the life stealers will randomly sync or not, as will the glitch itself, and the inputs up to that point in the current movie are the same for both BizHawk and FCEUX. For other runs, BizHawk is needed to make sure the RNG syncs later in the run, it's impossible with FCEUX, as every cycle counts.
Alyosha
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Nach wrote:
I just don't want someone to work on something which they may feel is wasted effort. If they want to know if their particular case does not fall into the near-blanket-ban, they can ask, and explain why they feel like their particular case may be different before embarking on a potentially lengthy creation process.
Aside from anything else that might happen with PAL, I think there should be an official channel with a garaunteed response that allows this to be practical. The impression I have right now of the site is that throwing something on the workbench is the only way to get a real answer (and not just about this rule in particular.) If there is a way to get a real answer ahead of time, I think this should be mentioned in the rules as well as the process to go about it.
Alyosha
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feos wrote:
The problem with SMB PAL is that neither superiority nor diversity can be formalized for it. "One time exceptions", as moozooh pointed out, should either be legalized or not happen at all. My goal is to make the PAL ruling fully transparent, with no surprises. If we have to make an exception every now and then, the ruling is sloppy.
I think it's ok if you can't formalize those two things. It can be published alongside SMB NTSC just fine on it's own merits (people just saying they liked it.) I also think exceptions are fine. After all, if judging were nothing more then linearly applying the rules, you wouldn't need to call yourselves judges anymore, I don't think that's an atainable goal at any rate. But it seems we have different goals here in how to sort this out.
MrWint wrote:
In the scenario we're discussing (games which have technical differences but have a very similar look and feel) I think acceptance and obsoletion end up being the same. Since introducing another branch would create unwanted redundancies, the only way it gets accepted is by obsoleting the existing movie (if any). And as mentioned before, I only consider that specific branch, not the game in general (other branches may have different outcomes).
I personally don't see the clutter argument as a real concern. People can find both NTSC and PAL entertaining, and nothing bad will happen by having them published side by side (again, this assumes that the PAL port in quesiton is sufficiently well done like SMB.) Well, I don't think I can add much more to this though. I don't see the need, or the practically, of having a strict formalism here if the goal is to allow some PAL runs while still preferring NTSC. Saying it's ok and being done with it seems good enough to me. If others like feos are trying to really formalize things here then I wish them luck, as the whole situation is quite messy (as the real world usually is), and I think the end result would end up very little different then just using an exception, probably with just many more words.
Alyosha
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creaothceann wrote:
Mmh, right. Did you test the speed with a function pointer (or a variable tested in a switch) that is set when timer_control is changed?
yup, no effect. I would have thought this would help, since it saves so many 'x & 3' operations, but maybe some kind of compiler optimization happens with the '& 3' in the switch since there are exactly four choices there.
Alyosha
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FadeToBacon16 wrote:
@Alyosha It sounds best at 1 (NESHawks default Audio Level) So I was wrong about raising the audio level. I have a question, is it possible to force the NESHawk audio to play at a Higher Quality with a Sample rate of 44100 Hz like how the Sega Emulator Kega Fusion 3.64 does it? Thank You for your time.
What aspect of the sound is low quality? Can you provide an example game that sounds better in a different emulator? I don't think I can just increase the sample rate, but if you can provide a concrete example maybe there is something I can fix.
Alyosha
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creaothceann wrote:
It doesn't matter if they have the same bits set or not since we're testing for zero/nonzero.
(state & state_c) == 0
^ This part will always return true (state_c only has bit 2 set but state never has bit 2 set), but that's not what we want. I don't think the original expression can be simplified unless you shift one to match the same bit being set as the other. I'm not sure that's any faster though.
Alyosha
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feos wrote:
Audience support alone doesn't prove anything, if it can't be formalized in some statement, that is then put as a reason to accept a PAL submission. And to come up with such statement, we impose factors we want to get evaluated. To me the new question is... How many people think we should not change the movie rules, nor clarify them?
Well yeah honestly that's kind of what I was going for. It doesn't really need to prove anything except that people like it. And if we just want to be able to publish the couple of good PAL runs that come along every once in a while, just assert that we can do so. It's kind of like Mothrayas' "special one time exception." If it's good enough to have, just say it's ok. (And I mean that sincerely, not sarcastically, exceptions are needed every now and then.) In this case it's just slightly more formalized since many PAL ports really aren't worth having. But, some are (like PAL SMB in my opinion), so let's leave an opening for them. As for your bolded question, I really do think something needs to change here. We shouldn't be turning away good runs like SMB PAL was when the site is littered with horribly boring content that's accepted just because someone was able to get a game on a cart and sell it.
Alyosha
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Ok, so far I tried on BizHawk 2.2.0 and no combination of BIOSes synced. But then I tried on 2.1.0 and it synced just fine with only the standard BIOS in the folder (no debug there at all.) I think part of the problem is that the submission says mGBA 0.6.0 was used, but that wasn't added (according to the release notes) until 2.1.1. The submssion says 2.1.0 was used and this version worked for me, so maybe problem solved? (I sure hope so because I have no clue how this could happen otherwise.)