Posts for Derp_Princess

Derp_Princess
She/Her
Experienced Forum User
Joined: 9/19/2020
Posts: 4
Location: Chicago
Link to video Exciting.
Derp_Princess
She/Her
Experienced Forum User
Joined: 9/19/2020
Posts: 4
Location: Chicago
Obviously it goes without saying I approve this run... ahem 100%. Just a heads up to all involved from TASVideos staff side: "100%" or "All Chalices" is the category where we get all the chalices from all the levels. The "Traditional 100%" or rather "Max%" requires you to get everything (All life bottles, all weapons). The reason the community dubbed it this way (and it has stuck) is it was tradition in many games of this era to "go even further beyond" 100%, see things like Crash Bandicoot or Spyro 120%/117%, etc. A max% TAS would be it's own category in comparison to this because that does change the route noticeably. Being required to get all the life bottles causes backtracking in some instances, being forced to watch cutscenes to get all the weapons, going out of your way to get certain items, fighting more bosses, etc. 100%/All Chalices gives you the best ending, where Dan is immortalized as a Hero alongside the other heroes in the Hall of Heroes. There are only 2 endings, good and bad. The Bad ending, he defeats Zarok and just goes back to sleep (see the any% TAS ending). You could argue that that doesn't seem to change much in a TAS perspective, and you'd not be entirely wrong. TASing lets you do such broken things it's not a big difference in time, but for RTA, it's large enough to be very noticeable. As of me typing this comment, It's a 4 minutes difference between the emulator 100% and max% runs by Nazzareno on Speedrun.com The lack of having all weapons available makes the finding of tricks like Super Sword/Super Club/Item Duping, etc all that much more impressive. The TAS could further this even more in a few levels.
Post subject: BizHawk Rapidfire Analog Sticks
Derp_Princess
She/Her
Experienced Forum User
Joined: 9/19/2020
Posts: 4
Location: Chicago
The current versions of BizHawk don't seem to support autofire for the analog sticks, only for the buttons, unless I'm overlooking it. I'm currently trying to program a lua file to poll the controller input table for that frame and then do xyz thing based on if a button or analog stick isn't at the origin for example is true on that frame. Luckily, it seems Brandon Evans has created a lua file to do most of this work for me for the buttons for the button table, however, even with the documentation I'm not exactly understanding how to poll the (theta?) degree of the analog sticks and it's kind of annoying me at this point so I'd like to ask for help. My goal and reason for doing this is the speed glitch I discovered years ago in Medievil 1 so that it can be incorporated into the new MediEvil 1 TAS (PSX). Having a file to help with the analog stick spam of x on y off will help tremendously. So what I'm wanting the file to do is a few simple things: - If R3 is pressed, disable autofire (as in from the script itself, not the emulator's autofire function) which is done by a boolean of course. I believe the text code for this is ">". - If the right analog stick is NOT at the origin, the left analog stick's input's are blocked, and the right stick (which is the autofire stick) will based on "x on, y off" decide if it will autofire the left analog's inputs at that rate. Basically, the right stick is just going to be an autofire version of the left stick, while the left stick itself works as normal as long as you're not touching the right stick so in moments where autofire isn't desired, you can just decide to not use it by using the left stick as normal. And that's truthfully it. It's that simple. And it's aggravating me trying to figure out how to do this. Can anyone point me in the right direction? Also is there any chance this can be an incorporated feature?
Derp_Princess
She/Her
Experienced Forum User
Joined: 9/19/2020
Posts: 4
Location: Chicago
Patashu wrote:
So continues the TASer's curse!
Sorry, I broke it. (I found it, years ago... Whoospies).