Posts for FractalFusion


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hero of the day wrote:
FractalFusion, I think I found out why it is desyncing. Can you please test out the run again with the following setting disabled: Under file/movie > disable bind save states to movie and automatically backup movies Under config/enable > disable all settings
Thanks, hero of the day. It syncs now. It also solves the memory leak issues as well. Very impressed by your run. I wish to know how you did this. Yes vote.
feos wrote:
Got it to sync, that movie unexpectedly runs at full fps for me, newer versions of BH never do that.
For me it's just BizSlug 1.4.1 that's the problem. BizSNES 1.4.0 runs at least as fast as BizSNES 1.1.0.
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Unfortunately it desyncs on my end. The ROM is correct, as stated by BizHawk. I tried various versions of BizHawk. Only 1.1.0 interim and 1.1.0a skip the intro. After that it appears to desync (there are major delays and buttons appear to be pressed on input display when they have no effect). I've gotten as far as frame 7000 or so and all it shows is a blackjack table with nothing happening. hero of the day, are you using any special options or firmwares? I tend to have trouble video dumping in 1.1.0 since it commits a memory leak, especially if Capture OSD is checked. This problem is probably not in more recent versions of BizHawk.
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Hm. I misread "]1;100[" as "[1,100]", "between 1 and 100 inclusive". I didn't know it was supposed to be "(1,100)", "strictly between 1 and 100". I have never seen the notation "]1;100[" before. About there being exactly one right answer, the statement of L2 in German does somewhat imply that there is exactly one right answer, but strangely the boxes are all check boxes, and almost none of the questions have exactly one right answer (as in, your answer is supposed to be a subset of the set of given choices).
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mtvf1 wrote:
The play time is strange. When use 59.7275fps, the calculated time is 38:50, but the avi file's time is 30:53?
I assume you mean 38:53 instead of 30:53. First, AVI files for GBx/GBA games are always dumped at 60fps, even though this site calculates with 59.7275fps. VBA also calculates at 60fps. However this only gives a time of 38:40. The additional 13 seconds is because VBA frame dumping and movie frame count don't match for reasons I cannot explain. For example, frames 54 and 55 (when the frame count in the AVI says 53) are duplicated. The problem has been witnessed in some VBA versions concerning Super Mario Land in the past. Edit: AVI files are dumped at 60fps for VBA dumps, 59.7275 for BizHawk dumps. However, BizHawk and VBA both calculate at 60fps.
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I don't think this thread serves anything useful from now on. Topic locked.
Post subject: Re: Donkey Pack
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slamo wrote:
Level 33. I don't think this is how the level's supposed to be beaten...
Wait, what? How did you do that? XD This game is a bit glitchy.
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Nicos wrote:
thanks, what did append with the original background ?
Looks like アルファルド stopped making Nicovideo TAS rankings and was replaced with someone else.
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Very well planned out. I just wish the game didn't force you to do the dungeon mission over and over just to get all the cards.
Metal Slug Advance wrote:
Paper Thin One hit will destroy.
The game's translation of what Paper Thin is supposed to do is terrible. Exactly how hard is it to get that right? (Granted, the fact that another card is obtained just by clearing a mission with Paper Thin enabled does eliminate most of the incorrect interpretations of "One hit will destroy.")
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I believe there are some battles where Pickup cannot occur. Trainer battles and KO wild Pokemon (not catch) definitely work though. I can double-check through disassembly but I don't have time now. It is unlike Pokerus which can be contracted after any battle scene (tutorial, catch wild Pokemon, run away from battle, etc.)
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JTSM wrote:
I really want Pokerus, but like you said, it's REALLY rare and almost impractical.
Actually, what I meant is that I wouldn't bother updating the Lua script to predict it, since the prediction charts are generally used for stuff that is more probable. I definitely think that Pokerus should be used in the next TAS run. It's just a matter of setting up and running a search program to find the best fit. I'm thinking of your idea to catch Lv. 6 Taillow in Petalburg Woods. However, in that case there may not be enough Rare Candies. You don't get Rare Candies from Wally or when you catch Taillow, if I remember correctly.
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I think I posted it some time ago, but I'll quote it here:
FractalFusion wrote:
Kaphotics kindly sent me a link to a smogon.com post that details the pokerus function in Gen 3: http://www.smogon.com/forums/showpost.php?p=4376835&postcount=959 I managed to make a movie catching Pokerus in Pokemon Ruby: http://dehacked.2y.net/microstorage.php/info/1944550717/0907%20-%20pokerus.vbm Pokerus is determined at the end of battle, after the screen fades to black, but before the overworld appears. It appears to be determined regardless of how the battle ended (so run away or white out works). There is a frame with 4 RNG cycles; the 3rd value determines Pokerus. Let's say the RNG value is the whole 4-byte number xxxxyyyy (hex digits). Then if xxxx equals 0x4000, 0x8000, or 0xC000, then a random Pokemon in the party is infected with Pokerus. This is a 3/65536 chance. By the way, the disassembly in the smogon link above is for Emerald, with the Pokerus routine beginning at 0x806DCB4. The same Pokerus routine in Ruby/Sapphire begins at 0x8040048.
The lua script I have posted around here should tell you what the RNG value is, but it isn't adapted to predict Pokerus. JTSM, did you attempt to make a TAS so far? I think you asked about the Makuhita line, but I'm not sold on it being faster than the Taillow line, especially since it would result in an extra Pokemon needing to be caught. Edit: Removed a sentence that may be confusing.
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OK, I verified the movie file and replaced it. By the way, Hâthor, if you hex-edited the file to remove the blank input, if the movie format has a "movie frame count" field in its header, you'll need to change that too. It makes no sense to be forced to do this but that's how things work around here.
ALAKTORN wrote:
this is the video I made the first time to show him the improvement http://www.youtube.com/watch?v=h9jT3Jp63vs
ALAKTORN, you need to post stuff like this much sooner. Only posting stuff like "I can’t believe that nobody is seeing that it’s incredibly unoptimized" before it is judged doesn't exactly convince anyone to take you seriously. In any case, I conclude that the difference between ALAKTORN's version and this submission occur because of emulator differences (ALAKTORN's version uses pSX). Even if ALAKTORN's version was unarguably superior, it would still take a lot more than that to declare the submitted version as unoptimized. No change of judging decision is necessary.
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Thanks to feos for encoding. Sorry for being away so long. There don't seem to be any other objections and most of us don't see it as unoptimized so I'll give it the go-ahead for publication.
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creaothceann wrote:
FractalFusion wrote:
it compromises standards of quality
I'd say it raises them...
Mostly referring to our authors' efforts in creating the TAS. In my mind, the TAS efforts that we present with our existing publications are undermined if one irreverently presents resyncing as a solution to a problem that really doesn't exist, in effect declaring existing publications as "problems" to be fixed no matter how much effort the authors put into the TAS. This is also where I feel the distrust comes in. A resyncing policy is simply not needed and we can deal with the cases as they come. How often are there such cases anyway? Maybe just someone who tried to improve a very short and very optimized run in a different emulator and ended up with the same result? Most TASers never even want to try that.
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I already posted at the Pokemon Yellow on lsnes submission, but I'll post part of it here as well. I believe that anything that encourages others even to think about resyncing movies (especially those that are not theirs) is a bad idea, because it compromises standards of quality and causes distrust among the community, at a time when TASVideos should be about making new and entertaining movies. An "official resync policy" of any kind does not belong on this site. Cases like the submission I linked above can be handled on a per-submission basis.
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I believe that anything that encourages others even to think about resyncing movies (especially those that are not theirs) is a bad idea, because it compromises standards of quality and causes distrust among the community, at a time when TASVideos should be about making new and entertaining movies. An "official resync policy" of any kind does not belong on this site. Cases like this submission can be handled on a per-submission basis. As for this submission, I think it is enough to credit Masterjun in the publication text and link to the BizHawk and lsnes versions. However, this submission (along with the BizHawk one) is exceptional in that work was clearly done in an attempt to improve it (at least according to site rules; this submission tried to and was judged to fail the rules), and the end result is pretty much the same. This isn't a submission where someone simply ran the FCM-to-FM2-to-BKM converter and threw it into a submission in 5 minutes, an action which probably doesn't even merit any mention whatsoever.
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Looks good. About the end though, I wonder how early you can phase the block before getting the last few orbs and make it through. Probably requires some testing.
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Here's my idea. Don't know if it works or not. Edit: Exchanging where the path first crosses is better, if possible. Edit 2: Or maybe switching the initial start direction with the part of the path that goes through start later, by going down and right instead.
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MESHUGGAH wrote:
Yes, you are the only one.
Not that I necessarily agree with Slowking's statement, but I'm pretty sure there are others that feel that way. So no, he is not the only one.
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Oh, forgot to mention. I uploaded the encode to Nicovideo a while ago. It currently has about 16000 views.
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This TAS is quite interesting. Better known as "Tenchu: Not-so-stealth Assassins". I support the voice acting for all it is worth. Because it isn't worth much. The use of Lightfoot scroll and grappling hook definitely contribute to this TAS's entertainment. Add the infinite air-jump glitch as well. It is pretty obvious that the grappling hook and infinite air-jump glitch were used to commit mass sequence breaking; you don't even need to know which events were skipped. As for the boss fights, I like how Rikimaru would blow himself up for the final hit on most bosses. Yes vote. Anyway, this run syncs with the following ROM:
Tenchu - Stealth Assassins.bin
SLUS00706
SHA: 37d4948f717a2ce15e03fb79f0a99cc7b4b84194
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For the record, I liked this run. Any run that has heavy luck-manipulation requiring the use of Lua tends to get that from me, and having a $10-budget BGM doesn't change that. Though it is unfortunate that the codes are considered off-limits for TASVideos, and the game is generally considered unentertaining (and by extension, the run, regardless of its merits). I think the audience over at Nicovideo would appreciate this TAS. If no one else does it, I'll upload an encode.
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Just discovered something today. You know about the movie upload size and bitrate limits for normal users we talked about earlier? (40MiB, 600kbps) Apparently, they only apply to uploaded MP4 files. They have no effect on MKV files. So the restrictions don't even target codecs, just a single container format! The universal upload size limit still holds (100MiB), but the normal user limits don't for MKV files. So, convert your MP4 files to MKV and have fun! (Normal user account total limit is still 2GB.) By the way, Avidemux can easily do post-compression editing on movie files, including splitting and converting container formats. I use it a lot.
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Does it have the same problem if you use Snes9x v1.51 or v1.52?
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Qwerty wrote:
This TAS is improveable, but soon i will make it faster
Could you explain what you mean by this? I think that if you can make it faster soon, then it should be done first. Edit: The TAS didn't really interest me at first. But then it got better. I'll definitely credit the TAS-like shooting in this game, destroying enemies easily and without slowing down. I think it makes up for the few parts that seem slow, or are one of those autoscroll levels. I did notice a couple of what I think are deaths. Did those deaths save time, or were they just for fun? (Personally, I don't agree with doing deaths just for fun.) Also, I don't think there is any need to select the credits. The game is clearly over and done with when you go back to the menu. Anyway, I'll give this a yes vote. If no one else is making a temp encode, I'll do one then. Edit 2: The temp encode is done. See submission for encode.