Posts for Atma


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Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
DDRKhat: I finally got around to watching this, only for it to desync after 3 "stages". Thusly, I ask you 2 questions: 1) Prior to submitting, did you playback the movie to make sure it actually synced (I've encountered several instances of playing back a movie only after editing for it to desync despite syncing on early playbacks, which is usually fixed by loading a savestate from a late point in the movie)? 2) If so, and the pxm synced fine, what are the exact plugin settings you used to get it to sync? I've tried a variety of them with absolutely no success. If you could get back to me on this that'd be great.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
janus wrote:
fresh out of the monkey castle. I manipulated it enough to have only 3 random fights instead of four
That was quite impressive, I was surprised when you had trubo kill you off, only for it to progress the story. Nice find right there. I'm also glad you took what I mentioned a while back into account regarding the kmkz(?)bl, and using that to substitute having to level up to kill trubo. Also, I'm disappointed in your love for animal cruelty, you captured the uparupa :(
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
This could've been more entertaining had tails died in several different ways, not just the same way 3 times. Sure, it would've taken longer, but it would certainly have been more entertaining. 4/8.5 from me.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
How many rerecords does this movie have?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Fino wrote:
I mostly copied the route from the SDA run. I tried to create my own route through the swamp but I never got a faster route...
Eh, it didn't really look like that so much to me, but I haven't watched the sda run for a while now.
For myself I think my biggest problem is enemy killing. I kinda suck at this point so maybe you could give me some tips?
I'd agree with you on that, your enemy fights seem a bit lacking. I can't really give any tip outside of "do it better" in terms of manipulation or "find a weakness in the enemy attack pattern". Manipulation is a whore mind you, and why I took over a year to get past a single room (I was unsatisfied with every result I had obtained, but couldn't get a satisfactory result until recently).
Or could you reupload your WIP? The links are down...
here's the old test run. The older new version is still up, I just checked.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
janus wrote:
you won't believe how lucky I got in the blue roach trial!!
After watching and seeing it, I really can't believe it, that was pretty damn ridiculous.
With respect to atma's run (when he first got on the whale), the run has 38926 less frames
That's a pretty nice saving, although the difference after that is where it will really start as the routes we took differ, and time I might lose early might be partially made back later on-ish. The biggest question I have for you now: are you going to actually catch the uparupa, or start again? :P
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Fino wrote:
I just want to learn TASing with this project.
You picked a hell of a game to learn with, that's for sure. I found testing it was simple, optimizing it is not (which is partially the reason why I still haven't finished my run after 3 years) :P Anyhow, my comments on it: 1) You made a fair amount of the mistakes I made in my original test run, I couldn't help but get a bit of a laugh out of that. 2) You have an interesting rupee route, I didn't test times, but I'd wager that yours is probably faster than mine. 3) Probably the biggest "mistake" I noticed was your route choice through the marsh/swamp area, it looked pretty poor (again, I didn't compare, but visually it just looked like it'd be slower). There were a couple of other points, but if you're just learning with this, there isn't a need to point them out. For comparison: your wip gets the ocarina on frame 228719, my old test run gets the ocarina on frame 242020, my new run gets the ocarina on frame 220243, so you're doing pretty well.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
mz wrote:
It works fine here. =/
Really? I just corrupted the main x5 pxm I have quite easily with 0.0.8 (that I can easily get back), and crashed pcsx 3 times as a result. Just loading the movie now crashes pcsx, and the header of the movie is also partially corrupt.
I'm glad some people like this version... But I think this is almost exactly the same as v0.0.7. :P
It more or less it, just with faster turbo :P
Maybe it fixed some bugs because it nows uses a different registry entry for its settings, and they all have been set to default because of that...
Indeed, there was a need to resetup all the hotkeys etc. used, although there wasn't a need to reconfig the input plugin.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
There seems to be a rather huge bug in v0.0.8. Loadstate, at least while playing back a movie, does absolutely nothing.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Would you be able to give a bit more info on the image used (eg. US, PAL etc.) or an encode?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
That's yet another pretty big saving. How much faster is it now than the one I did at the same point?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
BadPotato wrote:
here's the actual .pxm
Not to be rude or anything, but next time can you 7z/rar/zip/etc it? 14MB for a pxm is ridiculous, especially given that a pxm with ~100,000 frames shouldn't even be 1/10th that size (for reference though, compressing the pxm you posted with 7z got it down to something like 146KB). In regards to the actual progress, it looked pretty decent, and the avoidance of fights was done well, but it desynced on the boss fight for me, although you did eventually manage to kill it and then did nothing for a long while. I noticed that pcsx has transparency issues with that bossfight though, as the mist isn't supposed to have an opaque black tint to it when it appears.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Sir VG wrote:
Captain Forehead wrote:
Funny, Mega Man X5 and X6 came first, but I am still anxiously waiting for the fourth run.
I'm not surprised, because X4 is the longest since there is no "skip fighting the 8 bosses" ability stuffed in there like X5 and X6 have.
Eh, even so, on my side X4 is going slow simply because I'm working more on X5 due to having a partner for it. X4 realistically is faster to run as zero due to double jump and sdc and just not killing lots of things in your way (as opposed to X where I try to kill as much as possible), I should get back to it soon. Still on the topic of X4, FF: your original route plan was better than than the suggested route plan (at least prior to finding out the weaker jump slash damage), as using the ryuuenjin on the mushroom miniboss saves a mere 10 frames, while using double jump on dragoons stage saves somewhere between 50-70. I didn't get too far, as boss order isn't really of much significance after that point and I couldn't decide what to do next. Anyway, enough about X4. Nice stuff. I do agree that this almost direct to end game is better to watch than X5, given both the better variety of backgrounds in the final levels, and the fact you use multiple characters due to it being beneficial to do so. X generally makes levels more enjoyable to watch, but bosses boring, but that isn't really the case in this game given when you do use X you either don't have a choice (intro stage) or it doesn't make much difference overall bosswise (gate). I watched it prior to reading the comments, and every time I saw you dash I couldn't help but think "shouldn't it be slower to dash?" but still noticed there was seemingly very little delay in the execution of it. It's a pity that the down+dash trick doesn't apply to X5, otherwise it'd almost certainly be the better movement strategy. Overall, apart from the gate fight, it was quite entertaining, since as mentioned above, your levels while using X killed lots with no delay and were entertaining. The first boss strategy really surprised me too, I didn't expect you to do that at all. 8.5/8.9 from me.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Put bluntly, the game doesn't even sound right in pcsx with eternalspu, which is the best plugin there is. As a result, I'd suggest just not tasing suikoden. While the technical aspect could be quite good, the audio being screwed and glitchy for the entire thing would put a huge damper on the overall entertainment factor.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
It's a wip, and goes up to the uparupa cave. I'm surprised you managed to cut off 6k frames though. I take it a lot of those were mostly through shorter battle animations? Good idea on the rand roll to force a random battle too, I hadn't thought of doing that outside of the giant island. I also couldn't help but laugh at the fact you still had sten die terapin battle. Makes me wonder why we pick on that guy so much that he kills himself in it.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
FractalFusion wrote:
I meant if you were joking about wondering how it came to that conclusion, not if you were joking that it came to that conclusion. Of course I know that. And you quoted yourself. I fixed it.
So I did *fixes*. I opened up the video in virtualdubmod and removed all instances of the now loading etc. screens, and still got a video that was about 12 or so minutes in length, so to only have control over zero for a period for less than half of that seems a little far fetched. I suppose those warnings, health bar fillings and explosions must take their fair toll on the timer.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
FractalFusion wrote:
In Virus Purple stage, the second ride armor enemy you hit can be bypassed by jumping over it, then going under the next one.
Huh, so you can. I could've sworn that I tried that and it failed.
In Final stage, when you reach the second ride armor (which floats where there are no platforms) there is a wall in the next spike pit which has no spikes; it is possible to wall jump off there directly to the top of the other side, without grabbing its wall.
I just tried this, but unless that wall right next to the spikes has a ridiculously small grab range like the one in Virus Red, it doesn't get enough height to clear the wall as you die when you try to get close enough until zero is quite far down. I imagine that this would save maybe 2-5 frames though if it was pulled off successfully.
FractalFusion wrote:
If you aren't joking...
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
aznxknight wrote:
I'm having trouble figuring out how to RErecord something. What I'm doing just overwrites my movie file and all my hard work is lost. The only other way i can figure out what to do is enable "pause after playback" and then record from a new file.
Step 1) Create the movie file. Step 2) Set the movie to "read+write" (default hotkey for this is shift+8). Step 3) Make savestates while recording the movie. Step 4) Pause the emulator. Step 5) Load a valid savestate that preceeds that point by however many frames (by valid I mean not a previous attempt that's slower at an earlier point, as that will make you rage when you notice and have to redo it). Step 6) ??? Step 7) Profit!
Is playback from any point available? It seems if i wanted to just record a portion of the game, after i play the movie file the movie starts from the beginning. It's really annoying when i want to rerecord from that point after i closed the program or want to go back to it if i find something new to add in at that point in the game( i have to watch the whole gameplay from the beginning and then start rerecording from that point.)
Step 1) Load the movie file, set it as "read only" in the load dialog box. Step 2) Load a savestate from the movie before the point you want to rerecord. Step 3) ??? Step 4) Profit!
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
FractalFusion wrote:
When converting to v0.0.7 format, the address 2C (which is the controller data offset) erroneously points to address 76 (the 'D' in "NOMOVIEID") instead of 77, where the controller data is supposed to start. Changing it to 77, I was able to run the optimized intro movie (that Angerfist posted) completely without desync. Try it and see if you can recover your movie.
Huh, I didn't notice that. What's stranger is that despite not noticing that, I still fixed it in another movie file that I added an extra frame to. And on top of that, the one that has an extra frame added to it is a couple of frames faster due to slightly different enemy placement. As things go, we decided to go with the version that requires us to redo essentially the entire run (that has an extra frame in the intro) to fix up a couple of other minor things, but for people who wanted to see how far we had gotten, here is a pxm (for those without the iso, Part 1 and Part 2 are on youtube). Thanks anyway FF, it'll be good to be able to compare to that movie without having to use 0.0.5 in a seperate directory.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Yrr wrote:
I got 320 HP. One rotten meat reduces my HP by 200, so I need 2 in order to get 1 HP. Besides, by unequiping Succubus at the right frame, it is possible to finish Graham off without getting +5 HP (I did so in my other run). Thanks for the positive feedback =)
Oh right, I was thinking rotten meat = Spoiled milk. My bad, carry on :)
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Yrr wrote:
Sorry for the looong delay, but I have continued my TAS! -> Floating Garden <-
Looks awesome Yrr. I only have one question though, which I probably should have mentioned ages ago: Why get 2 rotten meats? One rotten meat is more than enough, as the small amount of extra HP you get back from using the succubus soul on graham aren't enough to impede on the bonuses given by the lubicant soul.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
That's the comment given, so who knows. Anyhow, that still doesn't actually provide a movie for us to watch, so I would suggest following randil's advice and trying again.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
You'll need to be a bit more accurate in your description. You list a lot of input plugins, but didn't actually say which ones you've tried that haven't worked. On the assumption that you haven't actually tried any outside of the ones selected by default, I'd suggest trying the nrage plugin.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
FractalFusion wrote:
Information about possible desyncs in v0.0.7. While making the TAS in v0.0.7 (I use test4, but it might extend to v0.0.7) occasionally after stopping the movie and playing it back later, the movie desyncs for no reason at all. However, when I load the latest savestate, it fixes itself. I suspect that it has something to do with bad implementation of bulletproof rerecording. I do not know if this is the problem or not.
I've had that problem occur in another movie, but it isn't the problem that has occured here. The previous movie was made in v0.0.5, and while it succeeds in the conversion, the timing must be ever so slight different enough that it it fails to accurately skip the first fmv, and if resynced, just continues to desync due to unknown reasons.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
I have a(nother) couple of feature requests also mz: 1) A ram dump option. Finding the key values that are most likely arbitrary is quite difficult, even with a cheat searcher and memory watcher. 2) The option to load a movie/create a new movie while a movie is already being played (also perhaps the ability to replay a movie from the start?). Hex editing a portion of a run and then having to close the movie file, and reopen the movie file when it would be more feasible just to open it again (thus skipping one action). With a lot of hexing, this would save someone a small but noticeable amount of time. And that's all I can think of really.
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