Posts for FitterSpace


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This run was great! The movement was really tight and everything looked really good. I like the category choice and I fully support playing on the fastest difficulty. Great job!
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I use YouTube because I don't have much of a reason to use anything else. I downloaded the MKV video for one of my TASes to compare it to other TASes and RTA runs of the same game, but the quality is really bad. The same is true for the MP4 file, but at least I could see that in the browser without having to download it. In the end, I just downloaded the YouTube video because that was much better looking. I haven't downloaded anything via BitTorrent but I assume that's just a different way to download the same MKV and MP4 files. The only time I've downloaded an input file is when I was trying to compare my own work to a previous TAS, but I couldn't get it to sync after the first level so I just compared to the YouTube video. It was really easy because you can advance frames with the , and . keys.
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Some recent discoveries in this game have opened up a wealth of movement options. We've always known this game runs on the Quake 3 Arena engine, but air strafing wasn't known to be possible until this morning. https://youtu.be/KzeRNFCIm6o Here's a much more tame version of strafe jumping/bunny hopping that would be used in most places in a full-game run. This is how it would look without using grenades to gain speed: (this was my first attempt at TASing this movement so it's not as clean as it should be. But I'm able to do better than this now that I understand how the movement works) https://youtu.be/-nrXagzRjSc If you're interested in how strafe jumping works and the math behind it all, this is the perfect short video to explain everything. It does a much better job of explaining than I ever could: https://youtu.be/rTsXO6Zicls Even though Agent Under Fire is a console game, the same logic applies here. Basically, you strafe while moving the C-stick toward the direction you want to go, then jump at the right time. Strafing in the air makes you gain speed over time, so this is great for wide-open areas and long straightaways.
Experienced Forum User, Published Author, Active player (416)
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Experienced Forum User, Published Author, Active player (416)
Joined: 3/30/2012
Posts: 405
This TAS was really cool. The Golf game was a great choice because it makes for a surprisingly good speedrun. I think this is because Golf is a great single-player sport since it's primarily you vs. the course. As a result, it's one of the few non-racing sports you can speedrun because the only thing slowing you down is yourself. I've seen people on /r/TAS and the TASVideos discord server talk about sacrificing a perfect score to save time, but I think that's okay. The goal of this run was to complete every course as fast as possible and it does that very well. Golf, along with most sports, is typically played to get a high score (or in Golf, the lowest score), but I think there is a lot of potential with speedrunning sports games that don't run on a timer. This TAS and the Wii Sports Golf speedrunning community demonstrate that and I'm happy to see a great TAS for this game being submitted to TASVideos. I voted yes for entertainment and I think this should be published.
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I had a lot of free time today, so I made a quick TAS for the Airfield mission on the lowest difficulty, Operative. https://youtu.be/zdn9geMR4Rs The current published TAS plays on the highest difficulty, 007 Classic, because it is generally more entertaining to watch than the lower difficulties. Additional objectives are required on higher difficulties, which means there is more gameplay and the route is more interesting. However, I think there is merit to speedruns on the lowest difficulty because it is the fastest way to finish the game. I don't have any immediate plans to make a full-game TAS on Operative, but it's something I wouldn't mind doing in the future since it would be very different than the published 007 Classic TAS. This TAS takes advantage of a movement technique mentioned in my last post called Sprint Cancelling. By cutting off a sprint exactly half a second before it ends, you can almost immediately begin another sprint. This means you spend more time sprinting and less time walking. This level is pretty straightforward besides that. The only weird thing I do is restart a checkpoint near the beginning of the stage since it saves some in-game time. Some specific checkpoints will put you slightly farther ahead of where you were when you got the checkpoint, and this is one of them. This saves in-game time because the timer doesn't count in the pause menu or the loading screen. A full-game TAS wouldn't do this because full-game runs aim for real time while individual level runs aim for in-game time.
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https://youtu.be/VZYtObu28A0 Here's a nice time save in the Night Shift level. When you press A to use the keypads beside some locked doors, Bond will continue to move for one frame. If you cancel the keypad and open it again the next frame, you can continue moving, even through walls. How this wasn't known until now is beyond me. Unfortunately, this doesn't save that much time in a TAS since you can pretty easily type in the keycode in a matter of frames, but this is a tiny bit faster and it looks hilarious. There is another spot later in the same level where this could save time if someone found a way to get back out of that room. I'm sure someone will find it eventually since now there are going to be people looking for it.
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The "best time" that's saved to the cartridge is specific to each level on each difficulty. There are 20 stages with 3 difficulties each, totaling 60 different times.
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This is really just a personal thing, but if I were going to make a TAS of a modern 3D game on Linux, I would want to TAS it at 120 fps minimum since it's not often you get to make TASes with really smooth framerates like that. As Warp said, the framerate of nearly every modern game, especially on PC, has no impact on the speed the game actually plays at, so that would be a non-issue for most games when it comes to speedrunning or TASing. But I feel like it would be a pretty big boost in entertainment for those with 120+Hz monitors.
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If a new thing comes around that can't work with the way the rules are now, then the rules need to be updated. That, or an exception needs to be made for PC games. I think it would be best to allow a TAS to use whatever framerate the author wants (including changes in the framerate as TheProJamer pointed out). But there is obviously no way to reasonably encode a video at something like 10,000 fps. So either there needs to be a limit on the framerate the TAS itself uses or a limit to the framerate they can be encoded at. Neither solution is ideal, but I would prefer giving authors more control over the framerate they choose since every game is different.
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I definitely understand the need for a framerate limit in TASes for computer games. But you're right in that whatever framerate you choose is going to be arbitrary. If there is going to be a limit, I suggest having it at 360 or something higher as long as it divides into 60 evenly. That way, encodes will look as good as possible for the majority of people that will be watching with a 60Hz display since you can decimate the framerate evenly. For example, a TAS that plays at 360fps can be made into a 60fps video by dividing the framerate exactly by 6. I chose the number 360 because it's the next number higher than 333 that's divisible by 60 (many first-person shooters are optimal at 333fps). However, there will always be exceptions, and I think that a TAS should be able to use an arbitrarily high framerate if there is a good reason to. A good compromise with something like that would be providing 120fps encodes and continue allowing people to download the input file and play it back if they want to watch at the highest possible framerate.
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DrD2k9 wrote:
It would be interesting to see how many other current publications have similar trivial inputs after the last necessary gameplay input has been accomplished.
[3410] Wii GoldenEye: 007 "007 Classic difficulty" by FitterSpace in 1:41:35.67 has over 2 minutes of blank input after beating the final boss because of an additional A press needed to select "continue" at the results screen, which is needed to reach the credits. Timing from power on until last gameplay input would be somewhere around 1:39:11 without that A press at the end. I don't see an issue with the encoder pressing A themselves outside of the input file, or supplying an extra input file with the A press outside of the actual submission. I'd also be interested to see what other TASes have more cutscenes between the final boss and the end credits. I think Zelda: Twilight Princess has over 10 minutes of stuff after the final boss, and I'm sure there are plenty of RPG's that have several minutes of post-boss inputs too.
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Great run! I really enjoy 2D platformers with fast movement and cool glitches. My favorite part was the playaround on the train. Yes vote.
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https://youtu.be/dVYljQJQIrk I've finally finished the 2nd level in this run. This took me a long time because I took a break from TASing for a few months to do some RTA speedruns of other games. I rotate between speedrunning and TASing every few months so I don't get bored of either one. Here is what I have to say about this level. The movement in the first section of The Exchange is trivial, for the most part. When I gain control, I turn around, jump off the building, and move toward the first token. A few of the levels in this game have a token placed behind your starting point. After picking up the token, I turn back around and jump over a mound of snow to get a better line to the next area. Normally you move slower when going up slopes or stairs, but pressing the jump button temporarily puts you back up to full speed. So I mash the jump button every other frame while going up slopes so I’ll go a little faster. When I get over the snow mound, I shoot a bunch of times so the guard up ahead will hear me and run toward me. Yes, I have to shoot the P2K a dozen times for him to hear me from that distance. This means I can kill him and pick up his covert sniper rifle without losing any time. One of my soft goals for this TAS is to show off as many different weapons as possible, and this is the only chance for me to get a silenced sniper rifle. Anyway, I jump off a cliff to land on another token and pick up some body armor at the same time. I do a tight jump after grappling up toward the castle that allows me to skip the animation where Bond slowly walks along that ledge. I still have to press A to start the animation, but it ends after one frame because i’m already across the ledge when it starts. I have to walk forward for a few seconds after instead of strafing because starting and ending that animation affects my movement in a weird way. For whatever reason, this specific animation prevents left and right movement from working, so I can’t strafe immediately like I normally would. Anyway, now I get out the sniper rifle I picked up earlier and quickscope an enemy standing in front of the next door. I really enjoy the variety of weapons 007: Nightfire offers, and I’m going to take full advantage of that for the remainder of this TAS. In the next section, I turn to the right and shoot over the civilian’s shoulder to kill another guard. When I go down into the wine cellar, I shoot a bunch of barrels to knock them over, giving me a more direct path to the next token. A Nightfire speedrunner named Matimbre found that the moving barrels can instantly flip you around if you move into them in the right way. A video of this glitch can be seen here. This TAS doesn’t do this because it requires moving into the barrels for about half a second, so it was slower in the long run. I wanted to document that here because it was a really cool idea that unfortunately didn’t work in the end. After leaving the wine cellar, I make my way to the spiral staircase that leads up to the next token. This is the first time in the run where I take advantage of Nightfire’s aim acceleration. When you turn the camera with the c-stick, the speed the camera turns at increases over time. So the longer you hold the c-stick, the faster the camera will turn. If you are turning the camera to the right and you flick the c-stick to the left, the camera will turn left but it will continue to accelerate as long as you don’t let go of the c-stick. At this point in the run, I need to get up the spiral staircase as soon as possible by turning 180 degrees as quickly as possible. As I’m going toward the staircase, I flick the camera back and forth for about 2 seconds so I turn a lot faster while going up the stairs. Flicking the camera like this doesn’t lose any time over short distances and almost always saves time for 180 degree turns, but I chose not to do this too often due to the annoying nature of this kind of movement. I decided to only use it in cases where there are no alternative ways to get somewhere quickly. By the way, the horizontal and vertical camera movement have separate acceleration values, so flicking the camera up and down doesn’t affect the horizontal sensitivity, and flicking right and left doesn’t affect the vertical sensitivity. While I chose not to use this style movement unless it was the only option, there is an alternative to this camera acceleration that is slightly slower but much more pleasing to the eye. I’ll talk more about that in the next paragraph when it’s more relevant. Now that I’m up the staircase, I take advantage of the sniper rifle’s inaccuracy to kill the guard at the top of the stairs without looking directly at him. That saved a few frames over using a more accurate weapon like the P2K. After picking up the fourth token in the level, I clip through a little hole in the fence and get to the end of the map. As mentioned earlier, clipping is done by pulling out a weapon or gadget and standing up at the same time. By moving into small objects that you aren’t supposed to stand up under, Bond will get pushed through the floor, allowing him to clip through many walls and floors in this game. Starting in section 3, Drake’s party, Bond is unable to do any suspicious activities such as jumping around or using his weapons. This part of the mission is all about optimized movement and creative use of the glitches available to us. Because Bond’s movement is a little slower than normal here, clipping through doors is slightly faster than opening them and walking through because clipping through will push bond ever so slightly forward. Clipping through the first door saved roughly 0.1 seconds. It’s not a lot of time, but small things like this add up over the course of the run. The next clip I do not only lets me go through a door, but also the person that opens it, since Bond can’t occupy the same space as another person. As a result, I get pushed several feet forward because Rook, the guy that opens the door, is a pretty big dude. There’s not much to say about the rest of the movement here. The next 20 seconds is all about optimized movement and not much else. However, once I talk to Dominique, I’m allowed to move at full speed and use my weapons. This is where the action begins. I pick up one of the remaining tokens and immediately clip through a bookshelf to cut off some travel time. Normally, clipping out of bounds requires standing under an object you’re not supposed to be under. If you stand up and pull out a weapon or gadget at the same time, Bond will be in a weird state that is between crouching and standing up. Moving under a small object like a table or chair during this time is how most clips are done. But what if there are no objects to clip under? If you press the crouch button on a certain frame during this weird standing animation, Bond will crouch again and fall partially through the floor. Moving into certain objects or walls during this time will sometimes push bond all the way through the floor, allowing me to get out of bounds in rooms that don’t have objects Bond can crouch under. I call these “Squeeze clips” because it looks like Bond squeezes through the floor. After picking up the token, I take advantage of the aim acceleration trick I mentioned earlier to turn up the stairs faster. However, instead of flicking the camera left and right repeatedly to increase the camera speed, I chose to hold the C-stick just outside of the deadzone to preserve acceleration from previous turns. First, I turn to the right to go up the first set of stairs. When I’m done turning, I hold the C-stick barely outside of the deadzone. This means that the acceleration I’ve built up already can be used for the next turn. After the second turn, I continue barely holding the c-stick so my camera continues accelerating slightly, without being annoying to the viewer. You can see that the third turn going toward the door is much faster than the previous two turns because of this. The first thing worth noting in section 4 is the out of bounds clip in the safe room. This clip works because of the weird collision Bond has with moving objects. As shown in a video I linked earlier, walking into moving objects can cause weird things to happen. In this case, the safe door falls down and makes Bond flip 180 degrees. It also pushes him through the wall, which is convenient. It doesn’t save much time, but it looks awesome. When I jump down toward the final token in the level after getting out of bounds here, I go a little farther to the left than you might expect. This is because there is an unfortunate valley in the ground in front of the railing I need to jump over. As a result, it’s slightly faster to go a little to the left because you save more time going over the rail this way than you would with a better line. The only thing left to do now is get to the gondola with Zoe and shoot down the helicopter. I managed to save a bit of time in the boss fight by shooting the first rocket while I’m as far away as possible, then moving toward the chopper while shooting the other two. This means I can shoot the rockets a little earlier, saving a bit more time.
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If you make a TAS on a ROM that you downloaded, it will sync up on a ROM from a legally dumped cartridge (and sometimes on console) as long as the ROM you downloaded is a good dump. In this case, how you got the ROM isn't relevant because it won't affect the final product at all. But in the case I mentioned earlier, piracy would be the only possible way to sync up a TAS like that. It would never sync on a legal copy of the game because the legal copy isn't TASable. I'm not aware of any TASes that require piracy to sync it up on an emulator or console, but libTAS could certainly require piracy if a TAS made on a pirated game gets published.
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Dimon12321 wrote:
Sure, but, to be frank, I was just enjoying your TAS. I found a pair of moments with possible improvements, but they are nothing across the entire TAS. "Who cares?" - I would say. These games are too complex to fight for every frame and complete each section for several times.
It's important to try to make everything as perfect as possible in a TAS, but it's never something I would lose sleep over. There's no such thing as a perfect TAS for a 3D game like this. Even a game as optimized as Super Mario 64 still has occasional improvements to single stars being found every now and then. In my opinion, a TAS that isn't completely perfect everywhere is better than no TAS at all.
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Dimon12321 wrote:
FitterSpace wrote:
Oh yeah, I forgot that Wii TASes can't start from a save file because they will desync every time. Have you considered TASing any other first-person shooters on GameCube/Wii?
I read somewhere that it's possible to include the memcard at the start of the movie. It's actual for GC TASing, right? No, but I tried some third person shooters, like RE4, Dead Rising and Trigger Man. Also tried The House of the Dead: Overkill, but it's a rail shooter. I'm interested in TASing Serious Sam: Next Encounter, but I can't find a memory card with all levels completed to test glitches shown in 1st and 2nd encounter speedruns and build the TAS route. The problem is the movement, especially in a game like Red Steel. It's so complex to follow the shortest routes!
The memory card works perfectly fine for GameCube games. I have a bit of advice, though. If you're going to start from a memory card, make the verification movie before starting the TAS. There could be other factors besides beating the game that can affect the run somehow. For my TAS of GoldenEye: Rogue Agent, it will only sync up on my computer with my personal save file because there are stats like total score and total playtime that somehow affect RNG. So be sure you make your verification movie before starting the TAS so you don't have to run into any of the problems I did with that TAS. TASing movement in a first-person shooter is tricky at first. You should have seen how bad I was at TASing 007: Nightfire when I first started out. It was a nightmare! But after practicing for a while, I really got the hang of it. TASing the camera movement from a first-person perspective is hard to grasp, especially if you're used to TASing third-person games. But you'll get the hang of it after a little while. Although I'd recommend starting with an FPS that doesn't use pointer controls, since those are a little easier to work with, in my opinion.
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jlun2 wrote:
Not sure if this is a good place to ask, but is there a custom zelda build ported to the latest dolphin? Would that help in the future in case another person makes a zelda run?
Somebody should reach out to Dragonbane, since I'm pretty sure he's the one that made the Zelda Dolphin build.
Post subject: Removing DRM via piracy - acceptable on TASVideos?
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For those that are not aware, libTAS is a program that allows you to TAS DRM-free Linux games and is now acceptable on TASVideos. Just this week, several TASes for Linux games like Shovel Knight, TowerFall Ascension, Volgarr the Viking, and Mari0 are in the workbench and will probably be published soon. The thing these games have in common is that they are all free of Digital Rights Management (DRM). Typically, DRM is used to prevent piracy because it does a variety of checks to ensure you're playing on a legitimate copy of the game. This will cause desyncs in Linux TASes because it affects the game in a variety of ways that cannot be accounted for as far as I'm aware. While there are many games that do not have DRM, most modern AAA titles do. There is, however, a way to get around DRM for plenty of games. Most pirated games either remove the DRM entirely or find a way to disable it. In cases like this, a game that would normally be impossible to TAS could be run through libTAS and possibly accepted to this site. One specific example I mentioned in the "Ask a Judge" thread was Far Cry 3. If you purchase this game legally through Steam, uPlay, or a physical copy, the game will take time during the loading screens to check if you're playing on a legitimate copy of the game, even if you're playing offline. However, you can circumvent this by purchasing a physical copy and using a crack to remove this DRM completely (or pirate the 1.0 version). This works because the physical copy has the 1.0 version on it and doesn't require connecting to Steam or uPlay. After that, you just use a crack to remove the rest of the DRM the game normally has. Theoretically, this game could be TASed with libTAS under these conditions (ignore the fact that Far Cry 3 is a windows-only game, this is just an example that could apply to any game). The only lasting effect of using this crack is that the loading times are quite a bit faster, since it no longer takes time to check if you're playing on a legitimate copy of the game. There are no gameplay differences as far as I'm aware. There are lots of Windows and Linux games that have DRM. While DRM-free linux games can be legally purchased through websites like GOG and Humble Store, there are so many more games that could be TASed with hacked or pirated versions of the games that would otherwise be impossible to TAS. If libTAS ever supports TASing Windows games through WINE, then the number of potential games would be in the thousands. I started this thread because I want to hear other people's opinions on how pirated PC games would affect TASVideos. Should TASing a hacked or pirated PC game be acceptable on TASVideos if there are no other alternatives? While I don't want to support piracy, I don't have any objections to using a pirated copy of the game for TASing if there are no alternatives available.
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Oh yeah, I forgot that Wii TASes can't start from a save file because they will desync every time. Have you considered TASing any other first-person shooters on GameCube/Wii?
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Thanks. I'll make a thread about it in the general forum soon.
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https://youtu.be/_HJqSh1vLDA I'm not sure where in the game this is at, or how much gameplay it skips, but this is a video I found when I was trying to route Red Steel for an RTA attempt. Ultimately I stopped routing it because this game is too boring. Red Steel 2 is a much better game, but Dolphin doesn't emulate Motion+ so it's not TASable right now. Does this game let you skip cutscenes if you play after beating the game? If so, a NewGame+ TAS would be far better to watch.
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Does TASVideos have a stance on using a crack to remove DRM from a game? libTAS has a lot of potential for TASing PC games but one of the requirements for a game to work is that it cannot have DRM. If it does, it will always cause a desync because it affects the game somehow (its effects are different for each game). Typically, DRM is used to prevent piracy because it does a variety of checks to ensure you're playing on a legitimate copy of the game. Many pirated games either remove the DRM completely or find a way to stop it from working. One specific example I have is Far Cry 3. If you purchase the game legally through steam, uPlay, or a physical copy, the game will do some kind of check during the loading screens to make sure you're playing on a legit copy of the game. However, if you buy a physical copy of the game (or pirate the 1.0 version), you can install the original 1.0 version of the game. The gameplay differences are minor, but there is a crack for this version that completely removes the DRM. Theoretically, this could be TASed with libTAS if it were compatible (ignore the fact that Far Cry 3 does not have a Linux version, this was just an example and could apply to any game). As a result of removing the DRM, the loading times are quite a bit faster because it doesn't take time to check your copy of the game. But it doesn't affect any actual gameplay as far as I'm aware. Does TASVideos have a stance on this sort of thing?
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Out of the three Shovel Knight TASes you've submitted today, this one is my favorite. The movement is so fast and the explosion boosting is really cool to see in a game like this. I'm not going to comment on all three of the TASes because I have the same opinion for all three: absolutely a yes vote. For this TAS in particular, I'd really like to see it in stars because I think it deserves it.
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http://tasvideos.org/3410M.html Does this TAS qualify for fastest completion? The highest difficulty in GoldenEye Wii (called 007 Classic) adds additional objectives that need to be completed. The fastest way to complete the game from start to finish is by playing on the easiest difficulty since you don't have to do those extra objectives. But on the other hand, this TAS does complete the game as fast as possible, just on a higher difficulty that takes a little longer. Also, would this TAS qualify for vault? Edit: I should also mention that I do plan on making a TAS on the easiest difficulty one day, since the lack of additional objectives means that a lot of really cool glitches can be done to skip parts of the game. If I made a TAS on that difficulty and it were published here (along with an updated 007 Classic TAS), would both of them have the "fastest completion" flag? Both TASes would have the goal of beating the game as fast as possible, just on different difficulties that make the runs different lengths.
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