Posts for Dimon12321


Dimon12321
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Great work, man! Armageddon's Konquest did a step forward comparing to Deception's Konquest, so the speedrun didn't look boring to me. Yes vote.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks OK. My favourite section is the night. I found this game a precursor of Zippy Race on NES, but you play as a motorcycle there. Yes
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks spectacular! I noticed you sometimes struggle getting through the doors and walls. In case of lift walls, I assume it's OK since it takes time to load the next level, but in case with doors, the TAS is not optimised because you should clip through each door from the first attempt. When the level is loaded, does your speed get reset? Because you may gain momentum and jump just before a level gets loaded to cover more distance. Why do you stare at the ground while running? Does low FPS (lagging) slow you down? Also, could you comment on Chamber 7? I found the momentum gaining slow. BTW, isn't it faster to let the fireball reach the plug on the roof and activate the platform? Chambers 10 and 11 seems to be slow. In general, there are moments here and there which can be done faster.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Did you try performing a different OOB, like shown here? 1:55 Did you try running ahead without hiding from the arrows? Some moments, like 3:56, 4:23, some inventory selections, 5:24, cutscene slow skip and other ones look slow to me. I don't know why you always do a step back before turning around. Killing the Gatling Man looks less optimized than killing Krauzer. It's like by that point you finally got familiar with the control. Some turns and camera angles look a little slow too. I got the feeling like you didn't have enough hands or keyboard input to do them better. Did you use TAS Input? Also, check "Aiming" paragraph in this submission, it might be useful to optimize turns. Reloading the sniper rifle can be improved if you take damage during the reloading animation. I don't remember if it works with CGI cutscenes, but you should try reloading it before fighting Krauzer to see if the cutscene fast-forwarded the animation. What memory card you use for the submission? Did you download it from somewhere or did you use the one that's verified from that submission ("Playing the .dtm file on Dolphin" paragraph)? In short, you first submission is good, but I found it not optimised. Please do an updated version. I don't think it will take long to redo it.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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BlackWinnerYoshi wrote:
It did work this time, including video dumping, but I won't bother sharing a downloadable encode tho sry
It's alright. Dziekuje bardzo!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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BlackWinnerYoshi wrote:
Well, it looks like it desyncs in Stage 1, Area 1 for some reason, and the previous movie still works just fine. It also looks like the inputs have been corrupted at some point, so it looks like something broke during the BK2 to DTM conversion?
I was trying to convert it directly from TAStudio, but looks like it records one unnecessary frame because I couldn't jump to frame 0 right away. Here's a new DTM. This time, I exported the movie to .bk2 and dumped the movie User movie #638216767685209812
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Stage 2 is finished! A lot of progress have been lost due to a broken savestate which led to desyncs. Link to video User movie #638215734154023188 Again, I'm looking for TAS verifiers! BlackWinnerYoshi, FitterSpace would you please check it out?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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That was fun to watch! A good refresh after [4694] NES Super Orb Bros. "all orbs" by Mizumaririn in 09:17.07 from the last year. Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Spikestuff wrote:
Dimon12321 wrote:
That's cool, but tasvideos does not accept TASes for games that are still in active development.
[5070] Windows Dono's Tale (SAGE '22 Demo) by TheAmazingYucemu & chickennugget in 03:38.75
Wow, didn't notice that =(
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Super Mario 63 Redux is a game that aims to remake the entirety of Super Mario 63. This is a TAS of the demo version, since the full version is still going to be in development for quite a while.
That's cool, but tasvideos does not accept TASes for games that are still in active development.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks amazing! I had to watch both this and the elder TAS side-by-side in 2 windows to see your improvements. Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Hello, BikerBones! Welcome to TASVideos. Such a script would be a documentation itself. I'm not aware of someone actually releasing a single script for a GC/Wii game for reference or demonstration. Maybe I missed it, who knows. IIRC, there's at least one submission where Dolphin 5.0 LUA (mentioned in the submission text) was used, so you may give it a try to find it and contact its author. There must be a reason why he/she used that fork. The recent publication of Dragon Warrior 4 for NES provides a library of how a NES game can be brute-forced. I don't Lua at all, but as I understand, there is a core script of how to do basic actions and movements and a lot of scripts for mesh buttons for battles/movement for each game walkthrough chunk (a set of screens of a chapter) until the game is complete. It can be used for reference of what should be done after all useful RAM addresses are found. The only problem is, it was written for Bizhawk emulator, so it might have a different RAM address basis and who knows what else.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Wow, this game has probably the best explosion sound of all C64 library. Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks like the stability situation for Wii TASing was improved in Dolphin 5.0-17850. Here's that PR discussion, which focuses on various scenarios, including TASing, and a respective Dolphin issue was closed. No Wii TASes have been submitted with this Dolphin version or newer, but this gives hope more complex Wii games would be stable when TASing, as broken savestates is the main reason why TASes go out of sync. Wii also now has MotionPlus support for TAS since 5.0-18878, so the games like Red Steel 2 can now be TASed. There are a handful of Dolphin issues which might be actual even today: https://bugs.dolphin-emu.org/issues/7219 (GC savestates inaccuracy) https://bugs.dolphin-emu.org/issues/9721 (DSP LLE + Memory Card is desync-prone) https://bugs.dolphin-emu.org/issues/9722 (savestate inconsistency with LLE) https://bugs.dolphin-emu.org/issues/9689 (settings changes are not tracked for playback) https://bugs.dolphin-emu.org/issues/10357 (Wii aspect ratio problem for TAS Input)
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Well, your work is incredible! A working RAM Search and TAStudio (especially, branches) are big advantages over Dolphin. I would switch all my Patreon donations to you (or Bizhawk team), if the core was waterboxed. I came here on this regard. I was building the movie in TAStudio (I work only there) and I decided to replay the whole stage to watch what I have done, and I faced an actual desync. After replaying it from the start-up, doing input manipulations and other assumptions, I found the problem. If I replay the movie from a moment before a specific savestate (indicated as "GreenZone InputLog: Stated", if you go to Settings -> Edit TAStudio colors... in TAStudio window), the movie will bypass that desync and proceed forward, but then it catches another desync, and I hope it was caused by that broken savestate, not by the game complexities savestates wouldn't catch. 1. Is the structure (DTO) of a savestate identical to what Dolphin does? If so, then can my .tasproj file be used to analyze what did that savestate do wrong, detect the problem and implement a better version which keep the movie more stable? I'm not asking you to do that, you have your personal life, passion etc., but still, what do you think? 2. What does "Use Compressed States" checkbox do? Does it only pack/unpack a ready savestate and/or some state data not being saved? 3. I use 5.0-16426 final release. Does 5.0-16793 have better savestates? Nevertheless, thank you, Casual! No objections. I'm sure I would face a similar problem in Dolphin too. UPDATE: 3) So, a savestate in 5.0-16793 release is a little more stable because its components (RAM, video memory, etc.) get saved by a single thread (without multithreading), therefore preventing cases when the components have been saved in the wrong order. However, desyncs still happen rarely and you're ought to periodically rewatch your movie from the very beginning to prevent big progress loses. In Bizhawk's TAStudio, before doing a playback, put some input at the beginning of the movie, or after a savestate you're sure is stable. I had an issue when a desync was spotted only after I invalidated existing savestates in my movie. If you have already done major progress with 5.0-16426, you can download 5.0-16793 release and copy-paste there the file "dolphin-emu-nogui.dll" from your 5.0-16426 folder.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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BlackWinnerYoshi wrote:
I successfully synced and dumped AVI with this configuration.
Great! The show goes on
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Stage 1 is done. Link to video Attention: calling for movie verifiers! This TAS was made in Bizhawk 2.8 with Dolphin-5.0-16426 core implemented. However, I don't have Windows 10 to check if it really syncs alright. Please check if this movie fully syncs on your end and comment here, if everything went well. User movie #638201772197234242 Settings used in Bizhawk. From non-default ones, it has no memory card in Slot A, MMU enabled, Widescreen Hack on and Aspect Ration is "Forced 16:9".
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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8 years ago, I made an attempt to beat this game. Dolphin TASing wasn't that stable, I didn't know much about the game despite playing it hard in my childhood, my PC wasn't strong enough and I wasn't experienced in TASing. I beat Stage 1 Area 1 and dropped it. Now, the problems are fixed, emulators are more stable and I'm ready to do a serious attempt to complete the whole game. Enemies Show-up animation for an enemy is calculated from the frame when the radar shows the number of enemy(-ies) spawned, to the first frame it can take damage. Vanish animation - from the frame an enemy takes the killing hit, to the frame when its dot is removed from the radar (or 1 frame after the radar number changes). Mousers (white weak). HP = 12 (??) Mousers (green). HP = 24 Mousers (white strong). HP = 60 Mousers have a specific damaging mechanics. When they get hit by an attack which knocks down, they spin backwards like snooker balls. The velocity of a spinning mouser goes down. When a spinning one touches another mouser, it slides back a little and enters its stun animation. At this moment, mouser loses 4 hp (low speed) or 8 hp (high speed). Then, a spinning mouser hits that mouser again and again. If its HP reaches 0, it goes into the spinning state as well. That's why hitting 2-3 mousers results in the whole crowd getting destroyed. It's possible to destroy a white weak mouser with an air juggle attack too, but the condition is not clear. Sometimes they die, sometimes they don't. When a spinning mouser gets inside the area of another mouser which is about to spawn in, the victim takes 16 damage per a frame. That's why on Stage 6 some mousers die as soon as they pop up. Green mousers for some reason take human damage from shurikens (8 from a regular shuriken, 18 from an electric shuriken). Purple Dragons (white and green). HP = 18. Show-up animation = 66 frames Purple Dragons (orange). HP = 24. Show-up animation = 81 frames As soon as they show up, - green ones usually start surrounding you. - white and orange ones just approach you Foot Ninjas. HP = 30. Show-up animation: 12-17 frames. I guess, the "ceiling" height matters. You can do a double jump and hit one, but it immediately teleport to the ground and falls down from the ground height. Bo ninja vanish animation = 71 frames. Katana ninja vanish animation = 61 frames. Katana ninjas run towards you, if you are away from them. Bo ninjas stand still and throw shurikens, but it's possible to make them approach you, if you deal damage. If the player performs attacks (no matter successful or not) or a dash, and if a ninja is not knocked down, it falls back by doing a back-flip. That's why it's sometimes difficult to kill them fast. Nanobots (blue). HP = 30 Nanobots (big yellow). HP = 48 A nanobot (robot) can be knocked down, but it doesn't take 2 hits from neither of strong attacks (idle and running). The only way to hit it while it falls down and get up is air juggling. Unlike Foots, "A, dash, B" doesn't usually work against blue Nanobot groups because they attack faster then Don does a strong attack. Sometimes, "A-A-A" works a little faster, but it doesn't speed up the spawn of the next group of enemies. Foot Tech Ninjas. HP = 60. Show-up animation = 70 frames (1st frame when it becomes invisible). However, a falling enemy can knock them down as soon as their hitboxes touch each other. Vanish animation = 65 frames If you are, let's say, 4-10 meters away from one of them, it slowly approaches you, and when the distance is 4 meters, he waits a little and jumps at you. If you are far away from one of them, they run towards you. When the distance became ~6 meters, it switches to the tactic above. In some cases, it continues running towards you. Foot Bee. HP = 60 Show-up animation = 91 frames Vanish animation = 151 frames Cars. HP = 200 You can count "Bash!" words to see how much damage you have dealt. Explosion has a short range. It doesn't have much purpose. UPD: all other info has been moved to the submission text.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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If the painting speed for big parts wasn't so long, I'd vote "yes". And, on this regard, the entertainment value is bigger at Samsara's submission.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I'd like to tell you about my failures in TASing this game. After all, negative experience is also experience. Settings: - Speed Units = km/h - for better comparison with speedruns - Transmission = Manual. Automatic one switches gears too early. As a result, you car drives slower. - Stability control (SC) = Off. When SC is On, your car is more sticky to the ground which affect both your throttling (speed gaining) and steering a little. As a result, your car moves slower by 1-2%. When SC is Off, the steering a little more slippery, especially when you drive over sidewalks/pavements. I feel like all it does is tweak the gravity for your car. Known speedrun tricks: Double steering (DS) - https://www.youtube.com/watch?v=Q0bKpCz7GOk Double tapping (DT) - https://www.youtube.com/watch?v=lMGFfoUwtaQ Both techniques are used to make the car enter the drifting without major speed looses, which results in covering the turning sections much faster. Why I dropped it so quick? I have been meshing input for 3 hours to perform a trick to cover the first turn of the Tutorial Race (the very 1st race in the game) faster and didn't get any luck. I am shocked how easily speedruns utilize these tricks!! I even downloaded one of the speedrun videos, copy-pasted its input frame-by-frame and still failed to perform DT. No luck with DS too. I have major doubts that even if you manage to perform any of them, it won't be easy to adapt it to your case to complete your section faster. I can assume stable 60 FPS of PC version helps doing that or maybe some plugins I'm not aware of. GC runs at 25-50 FPS depending on the render state, but I'm sure it still should be possible. Global TAS problems - If for most games RTA timings can be relatively easily beaten by slow-motion runs, let alone frame-by-frame building, NFS: Underground is one of the hardest ones to do so. It's gonna be cumbersome to achieve "Beats all known RTA records" goal. - The game is very long and tedious. Any person, except for some special hyper-patient individual, will go nuts spending years to compose an acceptable 4 hours of input to beat the game. - Even if TAS bots become capable of Dolphin input bruteforcing, they will have to an extremely big amount of work, despite the fact that input variations can be narrowed down very much. P.S: yeah, no input file this time. I made first 10 secs of the 1st race, but it shows nothing useful, since I didn't manage to perform a trick at least somehow.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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So apparently different versions of Pac-Man: Tengen and Namco are considered different games.
Considering the identical gameplay as well as most of the assets, I would say, it's similar to beating a hack which doesn't bring much new stuff to the "original".
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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What is GFX -> Backend Multithreading option? Can it be "Dual Core" from Dolphin which we need to turn off?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Disappoining. So looks like, nobody managed to sync this run on their machines?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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CasualPokePlayer wrote:
LoadLibrary failure either means the dolphin dll in the dll folder is just missing (bad download?), or a dependency for that dll is missing. Dolphin requires the 2022 visual c++ redist package, which you can get here https://aka.ms/vs/17/release/vc_redist.x64.exe Note too that Dolphin dropped support for Windows 7-8.1 officially some time ago so the core might just not work for those OSes.
Thank you for the response! I installed VC_redist and it didn't help. Looks like they've made some changes to the core which ruins its workability on Windows 7 beyond Dolphin's GUI.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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5.0-16426 works fine for me, but 5.0-16793 still crashes no matter what, I've described it above. Is there any chance there's a mistake in the code?
TASing is like making a film: only the best takes are shown in the final movie.