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Well, last time this happened to me, I was able to provide made-up address and phone number, and got the video restored. So it's like: fight fire with fire.
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I think the problem is not the possibility of unexpected lag frame (as the probability is really low).
The real problem is an extremely volatile RNG used in many KONAMI games, like TMNT3. Its behaviour is similar to the RNG in "Legend of Kage" described here:
http://tasvideos.org/RandomGenerators.html#LegendOfKage
For such games the extra joypad read and even a few extra cycles stolen from CPU are dramatic, so TASes for these games are unlikely to sync on a real console.
But.
TAS > Nintendo
Nintendo = temporary toymaker
TAS = everlasting art
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Oh, right, DOS extenders! And slowdown wasn't the only tool available at that time. I also remember playing DOS Lost Vikings in 1998 using Game Wizard 2.0x which allowed saving and loading anytime without crashes, that was incredible. Although it didn't work with games that used protected mode of i386, so no Doom or Quake.
Now that I've searched a bit, it seems like in 1993 there already was similar tool called GameBuster 4.0:
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Warp wrote:
TAS-Doom used many of the same techniques as modern TASes, but one major difference was that it was not run on an emulator and the game itself was hacked (iow. rather than the TAS tools being added to an emulator, they were added to the game code itself, which was then run natively). That would make it ineligible for publication at tasvideos.org.
It would not make it ineligible for publication if the movie syncs back with original game code.
Example:
http://tasvideos.org/1673S.html
The TAS was made using hacked ROM (built-in Lag Counter tool, which was then implemented in emulators a year after that).
So Doom TASes were quite similar to modern TASes.
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Таак... надо будет сделать автоматическое переключение PPU при открытии проектов в Тасэдиторе. Возможность смены PPU при запущенном Тасэдиторе я уже отключил.
fiskerN wrote:
Я переключал ппу с нового на старый и наоборот для быстрой перемотки.
Так делать нельзя. Это же два разных эмулятора в рамках FCEUX. ТАС должен синхронизироваться с одним PPU, выбранным при старте проекта. В любом случае, в новом Тасэдиторе у тебя уже не получится переключать PPU посреди работы.
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Значит, обогнал всё-таки?
Покажи свой fm3. Выложи куда-нибудь на файлообменник, чтобы я мог скачать.
Чтобы fm3 весил немного, сделай Save Compact, убрав галочки с Greenzone и History. С помощью компактного сохранения можно добиться размера менее 500kb. А большой свой fm3 присылать не надо.
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feos wrote:
AnS, what do you think about removing currently optional text format (except for the header) from .fm3? Let it be kept by .fm2 only?
I think this is offtopic. And fm3 is not a movie format, fm3 is just the principle of storing extra data at the end of any movie format, so it should not mess with host (movie) properties. Since fm2 supports both text and binary, fm3 naturally also supports both. If Bizhawk movie supports text only, TAStudio's gonna support text only. And so on.
Lex wrote:
.input
.inputstream
.playerinput
.gameplay
It's not really a "movie". It's just a stream of player input data.
Input log is only one part of the movie file (although the most important). There are subtitles, author comments, initial savestate and possibly some more movie-related data (like "chapters").
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I vote for .bkm
.bmovie does sound like "B-movies", which belittles TASes. Also bmovie could as well be "bsnes movie", nothing tells it's Bizhawk movie.
You can leave .tas for TAStudio project files, if you really want to use the extension somewhere.
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No, feos got it too optimistic.
Since major part of TAS Editor is GUI, it won't be as easily portable as, say, an emulator core.
feos, by "portable" I meant that TAS Editor code is now mostly detached from FCEUX code, making it independent from emulator. It's still dependent from console input type and actual coding platform (Win API in this case), so porting it to, say, dotnet, definitely wouldn't be easy.
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Kuwaga wrote:
Why not use xml and .xml for the text files?
The only reason behind storing TASes in text format was to allow "easy splicing". If you open .fm2 or .tas file in Notepad++, you will notice that text is tabbed into a grid, so it's a bit easier to find specific frame (row) or button (column).
So, in the essence, the movies aren't in text format, they are in "table" format. XML doesn't really work here.
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One extension obviously.
Look how elegantly it works in FM2:
http://www.fceux.com/web/FM2.html
Even though it was like this from the very beginning (FCEUX 2.0.0), I bet not many people knew FM2s can be in binary too.
Text format is just the consequence of underdeveloped tools at our current disposal. Ultimately, movie editing tools should be embedded into emulator, allowing seamless editing/watching. Actual implementation of movie protocol should be irrelevant to TASer.
All those problems about having to associate .tas with Notepad and .bin.tas with HexWorkshop are ridiculous. The only program associated with emulator's movie extension should be the emulator itself.
Notepad++ is not good program for editing movies. It was made for editing text, and attempting to adjust TASes to follow limits of text is short-sighted.
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Baxter wrote:
Programming in real-time (looks like some ideas are borrowed from TASing...)
Not surprising, since his whole talk was about the need for tools more intuitive than those we use today in programming, art, animation, music composition, circuit engineering, etc. Here's the full video, it's awesome.
Link to video
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Do note that I'm not questioning the difficulty of the whole thing. I'm saying that pure speedrun of such game seems like Meh to me, unless it shows some stunt like 4P handling, which I think you're quite capable of doing.
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I'd say, go for 4P run. Since you use TAS Editor, 4P shouldn't be more difficult than 2P. And 4P is the only outstanding feature of this othervise mediocre game.
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khv-user wrote:
AnS wrote:
Ну, в Тасэдиторе можно копипастить инпут
Я вообще одно время в notepad++ редактировал, мне это показалось проще :)
ТАСить в Блокноте не эффективно, отсутствует адекватный механизм обратной отдачи. Даже если каждые 5 минут сохранять файл в Блокноте и просматривать его в эмуляторе, будет слишком большой временной интервал, мысль успеет забыться, да и вообще не получится гибко перестраивать тактику под каждый раз открывающиеся обстоятельства. Тут именно необходим "бесшовный" рабочий процесс, когда результаты изменения инпута видны мгновенно.
Так что копипаст и прочие функции редактирования - второстепенная фича Тасэдитора.
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WST wrote:
Быстрее всего искать не кадр за кадром, а как бы дихотомией — брать примерно средний кадр между «рабочим» и «не рабочим» и, в зависимости от того, воспринято или не воспринято нажатие, пробовать уже середину левого или правого (относительно только что попробованного нажатия) куска.
Этот метод хорош, но его нужно дополнительно перепроверять покадрово, так как из-за лага нажатие, скажем, на кадре 402 может быть не воспринято, а нажатие на кадре 401 вполне себе воспримется, но ты посчитаешь, что кадр 402 и все кадры до него принадлежат к нерабочей половине, в результате потеряешь два или более кадра.
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XTREMAL93 wrote:
в fceux можно с помощью тасэдитора пропустить лишние сцены и титры с точностью до кадра. А как это сделать в эмуляторах других платформ?
Точно так же - в режиме Frame Advance ищешь самый первый кадр, в котором нажатие Start (или A/B, что там у тебя) приведёт к желаемому результату (пропуску сцены или запуску уровня).
Чтобы найти этот кадр, требуется перепробовать все кадры в промежутке между кадром, где "ещё рано" (игра не реагирует на нажатие Start) и кадром, где "уже поздно".
Обычно на кадре, где ещё рано, делается сэйв 1, потом при необходимости можно будет передвинуть этот сэйв подальше (если было "ну слишком рано"). Пробуешь нажать Start на кадре, следующем за "ещё рано". Делаешь сэйв в слот 2, отпускаешь паузу эмулятора и проверяешь результат. Если не сработало - загружаешь слот 1 и пробуешь записать нажатие Start через два кадра после него, потом через три и т.д., пока не найдёшь.
В принципе, имеет смысл попробовать скакнуть сразу на 10-20 кадров вперёд, но тогда если там сработало, это может быть кадр "уже поздно", поэтому требуется вернуться и перепробовать все 10 кадров поодиночке.
Обычно на поиск каждого такого нажатия уходит не более 2-3 минут (в Тасэдиторе - полминуты).
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Ну, в Тасэдиторе можно копипастить инпут, а также присваивать имена любым кускам инпута и потом находить их по имени или "похожести". Но он для FCEUX, а ты же, вроде, в сторону Gens смотришь. Там разработкой давно никто не занимается.
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goofydylan8 wrote:
I was wondering if something like that existed that worked on other emulators. Basically does the standalone program called TASEdit (or a different program) work like fceux 2.1.5 TASEdit did or is it simply a program to combine files?
There are external editing programs, like TAS Movie Editor, as well as various hexeditors and Notepad for movies in text format. But since they don't hook to emulator core, you won't be able to have seamless experience when optimizing input. You'll have to edit your movie and then reload it in emulator to see new result. This is acceptable for seldom operations like copypaste, but it would be very ineffective for frequent micro-edits, which is about 99% of TASing.
BTW, did you try beating some old TAS record? Sure it's not an easy task, but that's how you become skilled.
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goofydylan8 wrote:
retardedhorse wrote:
TASEdit plugin ins't a good plugins for game such Mario , but still good
What do you mean by this? I have not seen a single game that TAS Editor "ins't a good plugin" for. It works in the exact same way as normal fceux except you don't have to worry about making save states and it is far easier to see and introduce patterns.
He probably speaks about old TASEdit from 2.1.5. Now that you're accustomed to new TAS Editor luxuries, try switching to old TASEdit for an hour... :)