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DrD2k9
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Spikestuff wrote:
Well an actual TAS has come. At the start they go into options to put "Shot" from "Normal" to "Free" which I assume is cursor speed.
This is the cheat menu. Changing 'Shot' to free allows for no reloading.
DrD2k9
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Ferret Warlord wrote:
Seizure warning?
I have no problem adding that to the submission text. I didn't think about all the flashes that way. E: Done
DrD2k9
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Spikestuff wrote:
From the Time Crisis thread. Your times are faster than the nicovideo one that exists (with controller). However it's got a segment slower compared to antd's Stage 1, Area 2. It might be related to PCSX-rr vs Hawk where it has a fast disk, but I kinda doubt it in this case. However, this is just a point out. *Stage 1 - Area 2 Clear: antd: 1'22"76 DrDk9: 1'22"96 (Lower is better) *This carries from the Area 1 times, so antd caught up to yours after trailing for .53 seconds from the previous room.
I will check into this as soon as I can. Based on the times it's probably a small change, so I may be able to update my run fairly easily.
DrD2k9
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Spikestuff wrote:
Yeah, we're waiting for Hawk to support GunCon for a reason. Abstained. Good Job making one. But it's also late considering the several over on nico that exist pre-Hawk (iirc).
I figured the lack of GunCon support was why there wasn't a run yet...but I figured it was worth trying anyway. nico? (forgive my ignorance here.)
DrD2k9
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Niamek wrote:
I blocked the ball, then the other player jumped and hit the ball while it's on the other side of the net. It won't be a supersmash. But I did jump after blocking the ball. Apologies for not mentionning it was a blocked ball. But if your blocked balls are "good blocks" which happens to send the ball to the ground very fast, I'd guess you don,t have enough time to hit the ball before it land on the ground.
So does the spike then make the ball go to the ground even faster off the block than it does anyway? If not, I don't see a point in doing this. If attempting to spike in that manner would force a blocked ball that would otherwise block into the net to instead land on the opponents side, then it might be beneficial.
DrD2k9
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I just found this. http://tasvideos.org/forum/viewtopic.php?p=445196&highlight=#445196 As I suspected, using a guncon would be MUCH faster. I can see the 1:20 difference (in-game time) between that run and mine being mostly due to moving the target dot and waiting on times where enemies couldn't be targeted immediately. Even then, there are a couple areas I think that runner may have been able to shoot earlier. So it may be possible to be even faster than that!
DrD2k9
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I don't disagree with the rest of your comment, but
CtrlAltDestroy wrote:
...similar to how a person in a wheelchair can't play rugby.
https://en.wikipedia.org/wiki/Murderball_(film) https://en.wikipedia.org/wiki/Wheelchair_rugby
DrD2k9
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I had briefly looked into TASing this game. Maybe I'll revisit that thought and help you guys out. I'm not familiar with making hitboxes though.
DrD2k9
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Niamek wrote:
One thing that should be tested for time is trying to spike the ball even if it didn,t cross the net. I was able to do that once. I don't have my movie file at this moment though. :/
I'll take a look into this. While I was doing this run though, my players would only jump into the block animation once the ball had been set by the opponents. The only way I can think of this being possible would be if a jump initiated before the set yields a normal jump and the set is close enough to the net to make contact. I'll see what I can do. EDIT: Ok, I went back through my run. What you describe (the ball being spiked while it's still on the opponents' side of the court) can be seen on the second serve of the 4th match. That particular instance was a direct bump return and the ball is spiked at the earliest possible moment. The opponents would not have done a set/spike even if I didn't immediately spike the ball. I also double checked on my above jumping theory. It's not possible. Jumping isn't allowed after a serve until the opponent has at least hit the ball. And then, the jump immediately goes into blocking animation (unless it's a direct bump return as seen in the example noted). Spiking is not possible out of the block animation. I'd guess what you remember from your playaround was the direct bump return situation.
DrD2k9
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feos wrote:
https://i.imgur.com/GStB79x.png
I suppose that might explain his bias toward that team. Too bad he can't use that team combo in the Arcade version. There it's George/Michael. Side note: I just learned that you can play with a female team using game genie. They are normally unable to be selected.
DrD2k9
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GJTASer2018 wrote:
Someone correct me if I'm wrong, but if kopiapoa is using an unoffical version of Hourglass that's grounds for rejection right here and now:
MovieRules wrote:
Always make sure your movie syncs on the official releases... If a movie... doesn't sync on any official release, it will be rejected.
feos wrote:
Thanks for reminding, we almost forgot that we have rules.
We have accepted runs made on unofficial releases before. Specifically, c-square's modified JPC-rr 11.2 that enables much more efficient mouse and keyboard input. The key, however, is that those runs still sync on the official version 11.2 (and can be made to work on other versions if the text in the movie file is altered slightly to adjust for the version difference). If no one can get this run to sync on an official release, I agree that it's grounds for rejection.
DrD2k9
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Masterjun wrote:
Yes I do!
DrD2k9
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£e Nécroyeur wrote:
This was a wise character choice. Team George/Murphy was last year's champion! :)
It's the default character. Average in all areas (or balanced if you prefer that descriptor).
DrD2k9
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hopper wrote:
I've actually been waiting for someone to TAS this game. After the first couple of sets I was afraid it was going to be the same pattern (serve, block) for the entire game, but thankfully there was eventually a second pattern (serve, block, spike), so it managed to be somewhat entertaining for the entire six minutes. Great job!
This game was great with 4 people! I was also worried about the repetition after the first game too. Thankfully, the difficulty increases as does the variety (slightly). It's still a bit repetitive, but hey...real volleyball is watching a ball go back and forth too. To me, the most interesting parts of this run are the few instances where the 'human' player defends a power spike from the CPU and then the other 'human' character spikes it back over to the CPU's side. The KABOOOOM text onscreen must overload the graphical abilities of the NES and the CPU players disappear visually (their spectral presence can still return the ball though).
DrD2k9
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feos wrote:
Just pointing out that for some people using tastudio right away is an easier way to familiarize themselves with serious tasing.
Agreed. I probably wouldn't have even attempted TASing without TAStudio/TAS Editor (in FCEUX). But having that tool when starting helped me understand better strategies to use TASing on systems that don't currently offer visualized input editing. billygod, I'd suggest getting a feel for TAStudio using a well known game like Mario, Sonic, etc. (not for a submission, just learning). That way you can compare your results to current runs and see how others have solved similar game actions. TAStudio really helps with understanding/optimizing lag for example. Once you're more familiar with TAStudio, then return to this game if you want.
DrD2k9
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Spikestuff can correct me if I'm wrong, but I believe TAStudio is available for PSX games in BizHawk? (I've not yet done any PSX runs). billygod, you might be able to use that tool clean up (or completely redo) your run.
DrD2k9
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The Oxford English dictionary defines 'Skill' as "The ability to do something well; expertise." A definition by which almost any activity could be considered a skill. But in general, a skill is something one develops and improves through practice (learned aptitude), as opposed to a talent (natural aptitude). Talent can be a foundation for developing better skills as well as a boon to make improving skills easier, but talent doesn't negate the need for practice when improving those skills. If speedrunning were not a develop-able skill, the first time anyone picked up a controller to speedrun a game, the resulting run would be that person's personal best and there'd be no hope to improve their time. Further, improvements to world records wouldn't happen via improved play. Better play by a runner now than what he/she used to be able to do before = improved skill level. It's true that some speed runners may not be very good at playing a game 'normally,' but that only means they aren't skilled in 'normal' gameplay. It's very much the same situation as a player who is extremely skilled in 'normal' gameplay, but completely incompetent at speedrunning. Just because a runner isn't skilled at EVERY aspect of gameplay, doesn't mean they aren't skilled at all.
DrD2k9
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Regarding what makes a run worthy of a star to begin with... An excellent TAS is an excellent TAS regardless of what game is run or what system/franchise it's from. Popularity of the game/franchise should have zero impact whether a run is deemed worthy of a star. Will NES games (and games from popular franchises) be over-represented in the Star Tier if the 2-star-per-game limit is removed? Yes, possibly. But only because those games are more frequently TASed and many of those resulting TASes are truly excellent in quality. It has also been suggested that Atari systems may never have 5% starred runs because of none of the games are star-worthy. I strongly disagree with this attitude. Firstly, no GAME should be deemed star worthy simply based on what game it is. The star tier isn't for excellent GAMES, it's for excellent TASes. Further the excellence of any given TAS should ONLY be compared to other TASes of the same system, not to runs from other systems. It would likely be hard to find many people agreeing that a given Atari run is more impressive than some of the NES or SNES runs that are currently starred. But that doesn't automatically make the Atari run in question any less excellent for an Atari run. Simply put, qualifying excellence should be based on the system the TAS is made for, not as a general comparison across all systems. More thoughts: While visual entertainment should absolutely be considered to add to the excellence of a run, I don't believe lack of visual entertainment should automatically disqualify a TAS from being considered an example of excellent TASing. It's completely possible for a highly sophisticated and technically excellent TAS to result in a run that isn't very entertaining to watch from a visual perspective, but instead derives its excellence and any resulting entertainment value from the technical side of the TAS. Let's be honest, a TAS beating SMB3 in under 3 seconds derives its entertainment value from the technical attributes, not from simply watching it go directly from the intro screen to the end-game. I guess the key question on this thought is; whether we (as a site) want the Star Tier to be a list of TASing excellence (Hall of Fame), or simply a list of the most highly visually impressive runs(Hall of Entertainment). While there may be some overlap with various games qualifying for both situations, there's a major difference between these two perspectives in my opinion. EDIT: For clarifiction and to prove that I at least read up on the current system: The current Star Tier guidelines emphasize entertainment over technicality, but also emphasize that technicality is important.
DrD2k9
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Perhaps the ideal option would be to eliminate having one specific individual with the responsibility of being the Star tier curator; and instead, have some sort of consensus decision. Regarding runs currently in the Star tier: What about a system involving a regularly scheduled (i.e. once every year, once every other year, once every five years, etc) vote on whether current star TASes should maintain their star rating or lose it. This voting could be either open to all members or limited to members holding a certain level of status on the site (judges, expert players, etc). That way it wouldn't be any one person's responsibility to make a final judgement call on whether a current TAS is worthy of maintaining Star status. This would also drastically minimize the possibility of a single individual's personal bias from being the primary reason a given Star run loses its current star. Regarding new runs: A similar consensus opinion among appropriately positioned members that required a voted yes/no decision instead of just forum discussion on a given run to decide whether that new run is Star worthy. This would still allow for any member to nominate a run for Star tier. To rephrase all this in a simpler manner: Transition from a single curator of the Star tier to some degree of group decision/voting that is more deterministic than just forum discussion. It may take longer for a run's induction into (or expulsion out of) what is essentially our 'Hall of Fame,' but it would be a directed system that would hopefully reduce stress on feos as well as spreading out the responsibility.
DrD2k9
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Here is the updated movie file. I'll be editing the submission notes to make them more in line with this file. Though it's nearly impossible to tell at normal speed, the initials used for the high score table were "TAS". Also, the points for spawning Enigma are awarded, but the award text is only present for a couple frames before the "TILT" text pops up. The scoreboard shows the correct total. For those who care about such things, the re-record count is likely incorrect as I did some copy/paste work in Notepad++ to manipulate inputs and ease the job of updating the run. E: I updated the temp encode link with the new completed run.
DrD2k9
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Mothrayas wrote:
...I would prefer that the movie file finishes gameplay, goes back to the main menu, opens credits and ends input there. If that's done, I will accept this movie.
I'll get that done asap. EDIT: I need Mothrayas's thoughts on how to complete the TAS as I can do any of the following. Listed in order of increasing time requirements: 1) Tilt immediately to release the ball asap as the Enigma arrives--but before the points are awarded--and then kill remaining balls. (This will not begin the 'Final Bonus Round' of gems.) 2) Tilt to release ball after receiving the points for reaching the Enigma. (Again this will not begin the 'Final Bonus Round' of gems.) 3) Tilt to release ball as soon as the 'Final Bonus Round' text is shown. (This will not actually start the bonus round, but will yield a glitched enigma sprite and remaining dead teddy bear as the final balls are killed). 4)Tilting/waiting for the the lock release as the bonus round starts then killing remaining balls. (I have yet not actually tested to see if it's possible to tilt as the round starts to release faster than the standard lock release). If you want the final bonus round to start, I'll do whichever of these is faster. The only differences that actually starting the bonus round will accomplish is removing the teddy, enigma, and adding red gems that can be seen on the launch of the remaining balls (none will be acquired). My personal preference is waiting at least until the score is awarded before releasing the ball, but I understand if the earlier option would be considered better for a shorter run. Please let me know and I'll finish where appropriate. SIDE NOTE: Since the decision was made that remaining balls needed killed to complete the game, I tried adjusting the game settings to 3 balls instead of 5 and re-syncing inputs. This however desynced as the ball path was different on the initial launch (the launch angle must be RNG dependent and changing the settings changed it).
DrD2k9
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Meerkov wrote:
I never understand why some people say things like "It's not faster than RTA". If it's optimal, it's optimal regardless of whether it can be done at human speed.
I think the reason RTA is referenced is to help in determining triviality of a particular TAS. In other words....if a human can accurately perform the inputs necessary to produce an optimal run, there's no reason to have done a TAS of the game in the first place. Essentially, the TAS is trivial because it shows nothing that a human player can't show in a given run. This thought process assumes the human is capable of doing ALL necessary inputs for the optimal run within a single run of the game. There are games where strats used in TASing are possible to perform by a human in real-time (i.e. frame-perfect inputs), but impossible (or nearly so) for a human to perform consistently and/or in rapid enough succession to yield an optimized run. I'll use one of my own TASes as an example: Circus Caper has a frame perfect jumping trick/damage boost that is used in the final boss battle (roughly 6:42 into the game) which allows the character to jump in mid air. This frame-perfect trick could theoretically be accomplished once or twice by a human player, but to do so consistently as the TAS does would be extremely difficult for a human.
DrD2k9
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dwangoAC wrote:
Have you seen https://www.multimorphic.com/p3-pinball-platform/ by any chance? It's not quite the same thing you describe but an adaptable pinball platform with a full display and ball tracking to allow for dynamic interactive targets below the ball is pretty close.
I hadn't seen that, but it looks intriguing. Too bad I don't have about $20k to blow on one and a few extra drop in modules. The display with ball tracking is pretty cool. I still think a physically morphable surface would be cool, something that could be altered on the fly. The flexible surface with ramps under that pop up or an electro-reactive material that could be varied by changing electrical charge (something akin to Batman's cape fabric from the Nolan Batman movies.) Or even using electromagnets to modify the surface somehow; though this would require balls of material other than steel (I believe I've seen ceramic ones before).
Nach wrote:
Not the most entertaining run, but it did do a nice job with what was provided. I ended up liking it overall.
A simple statement, yet very meaningful considering who it's from. Thank You.
Post subject: Re: A bit more transparency on how I funded my trip and donation
DrD2k9
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dwangoAC wrote:
I hope this answers your question and is useful for others who may want to attend to determine what their costs might be. Thanks for the interest!
I'm willing to give what I can toward future events (thought it may not be much). How do you get such donations, and would a GoFundMe (or similar) page be a better option for others to donate?
Post subject: Re: A bit more transparency on how I funded my trip and donation
DrD2k9
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dwangoAC wrote:
...I expect I will have to ask for assistance if I choose to go to AGDQ 2019, especially given the tumultuous season I'm in personally.
What's a rough estimate of what it costs you to participate in a GDQ event?