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Yay, a simple solution...thanks.
I didn't have any video issues. But the first thing that comes to my mind is the resource.cfg file. Try making an image without it and see if that works (so the game uses default.cfg instead). Otherwise open the resource.cfg file and check the driver setting listed therein.
My opinion on vault is that the vault tier is just as important for archiving TAS runs as any other tier. It would of course be great to achieve a higher tier through any appropriate means, but I have no problem with my runs ending up in the Vault.
Hopefully we can figure something out a major skip with the potential glitch in the tube.
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So I did a quick test dump of the first few screens of the game. It's nowhere near as zippy as the QFG runs....I'm not sure why it's seems so much slower.
No "high-speed hero" setting maybe?
https://filebin.net/bzl6l7zc60bej8m3/sq3test.mkv
Anyway, I'm fearful that the final run won't look that much different from a human speedrun.
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C-square, I can't seem to get the mouse to respond in-game.
I've tried to I drag and click then advance the frame.
I've also tried drag-advance frame-click-advance frame.
The game doesn't seem to recognize it.
Ideas?
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I have version 3.0.1.7 and it still won't decompile, but does disassemble. The vocabulary files are also visible. They're not quite as 1:1 as with AGI Studio's words.tok editor, but SCI recognizes MANY more words than the older AGI systems.
If anyone knows that one of these is specific to the GOG version and unnecessary please let me know so I can create a new image that will be more universally functional.
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The robots were what I was most worried about as far as RNG.
After reading the above article, I think I'll try both that method as well as actually fighting him to see which is fastest. Truthfully, with save states, outright fighting him may be fairly simple.
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Me neither, which is part of why I'm considering it.
Animation only happens roughly every 7 frames, so it's going to be a bit tedious to TAS. I have worked up through collecting the first set of artifact pieces and putting the puzzle together. it's just a slow process due to the animation rate.
I may bounce around between the three games just to keep my sanity.
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Done
Also, on a similar note to potentially receiving a nomination for Speedy TAS of the year, would Radiant be qualified for Rookie of the year as this is his first submitted TAS?
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It's fully digital. The 8 directions are achieved through 4 switches and combinations of the signals coming from them just like in an NES controller. The only difference is that in the NES controller, the 'wires' are the electrical traces attached to the internal circuit board, while the arcade cabinet uses actual copper wires. Gluing a thumbstick to the top of an NES controller wouldn't magically make it analog anymore than arcade joysticks make their internal switches analog.
I've had multiple jobs through college repairing arcade machines. The VAST majority of older games (and many) newer ones use on/off switches (either leaf or button style) underneath the joystick and are thus digital input, not analog. There were a few analog controlled games, but they were rare in my experience.
This means an arcade joystick is essentially the same as an NES control pad. Where the only limitation to pressing U+D/L+R on the NES is the rigid D-Pad on the stock NES controller, the only limitation to pressing U+D/L+R on the arcade cabinet is the rigid joystick structure.
If NES TASes are accepted because these multidirectional inputs can be physically performed on non-stock controllers, the argument could be made that modifying a cabinet's controls to accept these inputs would be that same as using an aftermarket/non-official controller.
To further support the side of accepting these inputs on arcade machine TASes... While I was working in those repair jobs, I took the opportunity to press the switches for opposite directions simultaneously during internal maintenance on various cabinets. I can confirm that this would indeed glitch some games, in some cases requiring a complete reboot of the unit to return the game to normal function.
EDIT: My apologies to Ferret Warlord, I was in the midst of typing my response when you posted yours saying essentially the same thing in a much more concise manner.
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I was able to edit the save file to eliminate the sound during the self destruct keypad sequence. I've updated the video links above.
I'll submit the final video a bit later tonight.
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Just because you didn't directly work on the final TAS movie file, doesn't mean your work wasn't included. Without the input from you and Radiant on the various randomization calculations and Radiant's understanding/clarifications of the AGI system, I would never have accomplished this result.
I was asking to both be polite and to give you two the opportunity to actively request not to be included in authorship, if you so desired. But my opinion is that you've both earned a place.
I'll wait to hear from Radiant before publishing.
On a different and completely unnecessary note...
Hypothetically, if Radiant were to do a TAS of one of his own games, would it be deemed unfair? Because theoretically, he could just tweak a few files here and there to make a TAS extremely easy and then claim it a new version of the game with which he could then perform the TAS.