Posts for FitterSpace

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Samsara wrote:
Wiki: HomePages/Samsara/Scratchpad/Draft2 Fully rewritten draft that hopefully addresses all of the suggestions and concerns raised in the thread. It should be a lot clearer and more direct, now. The original draft is still available here for comparison purposes.
I like it. I feel like it sums up the issues pretty well and clearly defines what is allowed and what isn't.
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I actually agree with YoshiRulz more than it sounds, but I also understand that the staff have already pledged not to use Generative AI, so I'm just trying to help make sure the written policy is as objective as possible. If you want my personal opinion (which should have no bearing on any decisions for this site), I personally don't care if people use LLMs for coding, translations, etc. I think they're very useful tools that aren't going away any time soon, even after the bubble pops. I haven't messed with them much, but I can see how it would be preferable to combing through documentation or bothering someone (or interrupting someone else asking for help) in #scripting to write a LUA script. That Super Mario World TAS that got submitted recently got a bunch of nasty replies in the submission thread because they disclosed the fact that they used ChatGPT to help write a LUA script (among other things I'd rather not get into right now). I just find that whole situation really silly, because I highly doubt it's the first TAS that used AI somewhere in the process, and it certainly won't be the last. The mean comments won't stop people from using LLMs, it'll just stop them from disclosing it. I was going to write a paragraph about the downsides of AI being so easily accessible, and that it paves the way for a ton of low-effort garbage that wouldn't otherwise exist, but I'm sure everybody reading this is already aware of that. It just means you'll have to spend more time moderating forums and GitHub PRs to filter out that garbage. However, there is still a lot of good content TASers are putting a lot of effort into, and we shouldn't discourage that just because they used AI to help with a small part of it. It's only going to get more common as the tools get better.
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I've read through the AI Policy draft and, while I agree with the main idea, I think the wording in the TASVideos AI Policy section is too opinionated. The first section, Site Code AI Disclosure, is pretty much perfect as it is. It clearly lays out the promise that TASVideos staff will not use agentic code going forward, with a disclosure that some code was committed before the policy was drafted. As a user, that's pretty much all I need. The section after that, TASVideos AI Policy, has the right idea, but it's more opinion than actual policy. I'd take out most of this and leave the disclosure that while TASVideos does not support LLM usage in its current state, we cannot fully guarantee that code generated by LLMs will never slip into the site or supported software through PRs from outside users. Statements like "Unfortunately, we are forced to live in a reality where LLMs are rapidly proliferating and forcibly being implemented into every facet of modern technology" is not a policy, it's just a way of telling the reader that it's being allowed tolerated in some situations despite the writer's own opinion, because there's no practical way to ban it completely. Again, I think you could cut out most of that section and still make it clear that site staff will not use Generative AI going forward and they prioritize No-LLM alternatives to software they support. As for the rest of the policy, I feel the two sections under User AI Policy are fine. I also appreciate the clarifications at the bottom. Other than that, I don't have much else to say about it.
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Spikestuff wrote:
There are some ILs that were also made, but these are done on all the Atlasphere levels so it doesn't really showcase the movement of wiggling.
Good stuff! Thanks for sharing. Were these made on the PS2 version? I've been out of the loop on PS2 emulation for a while, but I remember hearing the TAS tools were getting better.
Experienced Forum User, Published Author, Active player (433)
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Experienced Forum User, Published Author, Active player (433)
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Here's the next level! This is Precious Cargo, an autoscroller level. I expected this one to be pretty boring, but I was surprised to find out how many ways there are to save time in this level. The most important one is the manipulation of traffic RNG. Generally speaking, Zoe (the driver) will avoid traffic when possible. She'll even drive in the oncoming lane or weave through traffic if necessary. That means I can pop the civilian cars' tires to position them just right and get Zoe to take the best possible lines throughout the level. I can also manipulate where the cars spawn by shooting, turning the camera in different ways, aiming, switching weapons, anything that's going to affect RNG, really. Overall, I'm quite happy with how this level turned out, and I don't think anybody's gonna beat this one any time soon. Link to video
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https://youtu.be/JQ7v0dtHqGE?si=ycQfAvhfNUBxvv5k And so, it begins! I've started a new full-game TAS for this game, and I've already saved 19 seconds over the previous TAS thanks to a better understanding of the game's movement mechanics. I won't go into too much detail here, but essentially, most of the tricks you can think of from Quake 3: Arena also work here. Things like Bunny hopping, air strafing, grenade jumping, etc.
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Well, a lot has changed since the last post here was made. First, a couple of new people have picked up the game and really gone to town on its individual levels. Some people have even implemented strafe jumping into their runs, which is harder than it sounds, because you have to tap the jump button on the same frame you hit the ground, or else you'll lose speed. You can't buffer your jumps in this game like you can in Quake. Strafe jumping is also generally harder to do with a controller, so that makes it even more impressive to me. As far as TASing goes, I've always put off this game because I want to optimize the movement, and that's just not feasible with the tools Dolphin currently has. Dolphin 5.0 LUA is alright, but it means you're forced to use a really old version of Dolphin. Plus, I was never able to get its version of TAStudio to work properly. I've always done TASes with just the TAS input, frame advance, and savestates, but this game's movement is complex enough that I couldn't do it justice with just those tools. Thankfully, there is a development version of BizHawk that adds support for Dolphin, so you can TAS GameCube and Wii games with all of BizHawk's features. That means I can take my Dolphin 5.0 LUA scripts, rewrite them to support BizHawk, and I even get to use TAStudio. Today, I finished a TAS of the Bad Diplomacy mission. It's the shortest on-foot level in the game, and it's the one speedrunners have optimized the most. Despite that, this TAS crushes the world record by 6 seconds. That's a lot for a level this short. With that, I'm also happy to say that I am going to be starting a full-game Agent Under Fire TAS in the very near future. https://youtu.be/l1SUB--80bQ?si=pumzo94cqDVhk9XU
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I like the screenshot that's on the publication better than the one I suggested originally. Good pick!
Experienced Forum User, Published Author, Active player (433)
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I'm a big fan of the goal you've chosen here. All exits is fine, but getting all the dragon coins and moons really adds another layer to the gameplay. Oh, and the music in this hack is great. I also love that this TAS doesn't have very many glitches in it. I get tired of seeing Super Mario World TASes that spawn the goal tape early or constantly go through walls and floors. I think it helps that this hack resets your powerup state between levels, so there aren't many opportunities to abuse the cape powerup. If your goal was to show off what a talented community of rom hackers can do in an entertaining way, you've succeeded!
Experienced Forum User, Published Author, Active player (433)
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GJTASer2018 wrote:
I wonder if the title that is in the game database is the result of a bad or inaccurate Romanization attempt...
I believe that's part of what happened. I can understand how they called it "Fong Shen Bang" because that's a little closer to how you would pronounce it, but I don't think that's the reason, since "Bang" isn't pronounced the way it's spelled in English, either. My only guess is that it was a mistake, or maybe it's a different system of romanization I'm not familiar with, since "Fong" doesn't mean anything as far as I know. That said, I still don't know where they got "Zhu Lu Zhi Zhan" from. All I know is that it says something along the lines of "The battle of Zhu Lu". What "Zhu Lu" means, I'm not sure. The only alternate title I can find a reference to online is "封神榜 伏魔三太子" (Fēngshénbǎng fú mó sān tàizǐ), which I think says "Feng Shen Bang", then something about three princes and conquering demons. If you google those symbols, a lot of Chinese articles will show up. Still, I can't find anything in the game, the manual, or the box that has the subtitle text.
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
It synced up for me as well. Good stuff!
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
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Outpost: https://youtu.be/E7DG_q2KrTg Bunker is next, and it's gonna be a crazy one.
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Andypanther is totally right. You can't be too hard on yourself about trying to TAS a game like this. Racing games are very difficult to optimize, so you can't aim for perfection if you want to get anything done. In my opinion, I think it would be best for you to give it your best shot at a few time trial TASes so you can familiarize yourself with the game. Don't worry too much about beating existing records. Instead, focus on completing some runs so you can see where you're able to improve them. I think it's much easier to learn how to improve upon a TAS that already exists than it is to make one from scratch. In this case, you'd be the one making the TAS you plan to improve later. When you do that, you'll see things you didn't notice during the making of the TAS that will seem obvious in hindsight. If you keep doing that, you'll improve quickly and eventually be able to make better TASes with less effort. In short, don't spend too much time trying to optimize individual corners. I think it's much better to TAS at a reasonable pace so you can finish what you start. Do some time trials, get more familiar with the game's mechanics, and learn from the mistakes that you made in your previous attempts. Also, be sure to talk to the game's community if it's still around. I'm sure the competitive community has a discord server somewhere if the game has any activity. They could also know about some obscure version differences that might help you.
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
https://youtu.be/Wc_w_2D0TOA I've started a new TAS that will obsolete the current published one. Check the description in the YouTube video for an in-depth explanation of what's going on.
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
Experienced Forum User, Published Author, Active player (433)
Joined: 3/30/2012
Posts: 409
The Nightfire All Tokens TAS is DONE! I'll be streaming it with live commentary tomorrow at 2:00 PM CST (8:00 PM GMT), then it'll be up on YouTube right after that. Most of the TAS is already available to watch on YouTube, but I figured a live stream of it will still be pretty fun. I'll submit it to TASVideos once I've got my notes ready. https://www.twitch.tv/fitterspace
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Someone on discord sent me a binary of VoidSW for Linux about a year ago, that's how I tested it. Hopefully all you need to get VoidSW running is the GRP file for the game and eDuke32. That's something I'll test when I start dual booting. As for pkDuke3D, Apparently it's not available for Linux at the moment. Maybe one day it will be. A couple of people on the Build Engine speedrun discord have talked about trying to port it, but It's been a while since they posted that and I don't know what's going on with it today, if anything. Late last year, Pogokeen said something about third-party libs needing to be looked at, but that all goes a bit over my head.
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Dimon12321 wrote:
Dimon12321 wrote:
Alright then. Wish you luck! BTW, I noticed BuildGDX supports Shadow Warrior as well, but tasvideos doesn't say if the engine works fine or not. Would you please try it out on libTAS?
I got it launched, but looks like none of the games read input. VirtualBox also barely handles anything beyond regular surfing. Having "Native events" enabled lets some fantom mouse reading, but the keyboard is still off. "Prevent writing to disk" has to be on or Java Runtime won't deploy necessary libraries to run the game. Rest of the options doesn't seem to affect anything.
Ah, that's a shame. I was hoping GDX would work in libTAS. In the near future I'll be building a new PC and I'll dual-boot Linux, so I won't have to mess with virtual machines or WSL to get libTAS working. I'll try some games like Duke Nukem 3D and Shadow Warrior and see what I can come up with. At the very least, Shadow Warrior should work in voidSW since that port is based on eDuke32, which works in libTAS. I'm not sure about Duke Nukem 3D, though, since all the speedrunners use pkDuke3D. I assume it'll work but I can't say for sure until I try it. I want to try out a bunch of other games, too, just to see how they all work. A good chunk of my Steam library runs natively on Linux, which is nice. Also, I finished the first map in Zone 2 a few days ago, and I'm a little over halfway done with z2a2. Here's a video of z2a1 beaten in 8 seconds flat. Check the video description for how I did it. https://youtu.be/teUYTJkfvdg
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