Posts for Grincevent


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April 19th. I'm with marzojr and TheKDX7.
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marzojr wrote:
So, does this mean it is time for a new version? :-p (video)
I was told about this little route change (or mistake in the routing for the TAS, in other words ^^) a while ago. I think my answer at that time was something like: "arrg, arrrg, no! I don't want to go back to TASing this game! Please spare my soul...". You get the idea :P I don't know if Cooljay would like to work on the game again, too. But if someone else wants to do it, I'll at least give any help I can (ram values, known glitches, techniques...).
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I really liked the parts where you dodged and circled the opponent. This movie also shows as many moves as possible from all the characters you played (through Mokujin), that kind of variety is what makes it fun to watch. Add some funny finishers and matches to the recipe and we end up with that nice playaround :)
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Ça se trouve sous l'onglet "cheats" du menu, du moins dans VBA 22, que je viens de lancer rapidement pour vérifier ;) Edit qui n'en est pas un en fait: pareil pour VBA 24, juste testé aussi. Bon après, si en fait tu postais pour savoir comment ça marche en détail plutôt que de savoir où trouver cet outil, j'ai répondu à côté de la plaque, et une réponse complète serait plus longue ^^. Vrai edit: peut-être que tu n'as pas une version faite pour le TAS de l'émulateur, en gros, c'est là qu'il faut se fournir pour les VBA "rerecording": https://code.google.com/p/vba-rerecording/
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A very simple answer to what can cause desyncs and break determinism: a glitch in the emulator. I had FCEUX add resets in the movie file for no apparent reason and very rarely. At least it was very easy to know exactly where it happened in the movie and to fix it.
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I'm with Derakon about "simply" showing good TASes, instead of trying too hard to find weird ideas or innovations :P I'm not saying that the ideas in this thread are bad, I like most of them, I'm just giving a "vote" towards simplicity.
Derakon wrote:
I'm inclined to say that we should mostly try to avoid weird gimmicks. If the focus is on TASing, then let's show TASes. Here on these forums we are of course extremely familiar with TASing, which tends to mean that we're more interested in the more outré examples of the art, but in a setting like AGDQ I think we'd be better-served by simply showing a set of very high-quality TASes. The documentary thread has a bunch of discussion of what would make a good "TASVideos trailer", and I think much of that should be adaptable to an AGDQ TAS block. In general, I'd say that we should prioritize: * Runs of games that many people are familiar with and that are played in highly-unexpected ways. The SMW ACE run was an excellent example of this at AGDQ 2014. * Runs of games where the TASer (or an experienced speedrunner) can provide commentary, ideally in-person but with a voiceover or prerecorded speech if necessary. Commentary goes a long way to explaining the sometimes odd-looking decisions made in games. * Runs that stand on their own well. International Super Star Soccer Deluxe might be a good example here. But really, just run down the starred runs and select ones you like and/or have the cart for. I do think it could be interesting to show a speed-TAS vs. speedrunner competition; if nothing else it should help demonstrate how much effort a TAS takes, since I doubt that 4 hours would be enough time to make an especially optimized TAS.
After all, I'm pretty sure that what most people prefer about TASes is watching them. So, if there are problems with the other ideas in the end, this option will always be available.
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I let my cat watch this TAS and he loved it. I have to vote yes now.
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feos wrote:
This is the first Sonic game run that I actually enjoyed. It wasn't too broken, it wasn't too complicated to understand, and it looked really really appealing! I even got an idea about moving SA's star to this branch, just because the Sonic breaks it as usual, and this kind of action isn't seen too often well, the character is so nice too! Don't throw eggs, just a suggestion.
feos has a crush on Amy! feos has a crush on Amy! :P More seriously, glad you liked (a lot) this TAS. Having someone say "I don't usually like [insert what you want here] runs, but this one is an exception" is a great compliment; so, thank you :) *proceeds to throw chocolate eggs*
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WST wrote:
Voting meh because you’re sadists
Takes damage to save time and to make Amy suffer Uses death to save time and to make Amy die
Amy is adorable :3
I like Amy too, but some people enjoy seeing her suffer and die. We want to cater to a large audience =^^=.
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Ok, after working on it for some time, using a "slightly" different route but not completely optimizing it, we can end up with an in-game time that is under 37 seconds. I don't know if sub 36 is possible with the route I used, we'll see :P
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That's impressive! Nice :) I feel quite forced to investigate it, now that we have a TAS that can be obsoleted with this trick. Do you have some precise info (besides the video) on how it works, or at least just a step by step explanation to trigger it even in real time and consistently? I didn't try it yet, but I'll work on it. Thanks for the video and good job :)
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I'm voting yes and don't really care about how the boss dies in the end ^^. Killing him really fast is cool. Finding a way to end input veeeery early and still win is cool too.
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Just posting to say that I completely disagree with the two quite vocal gentlemen we have here; I didn't read anything that can change my views on how the site should work. My opinion is that the judges and admins are doing a good job with how they handle the games and hacks publications right now.
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You say you're bad at boss fights, ok. But I'd say you're good at making them look fun. I liked this run a lot for many reasons (except the music...). Will you go for a pacifist version? ^^ (I don't know if it's possible)
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That was surprisingly entertaining! Thank you and great job.
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I didn't know about that game until today, but it didn't stop me from enjoying many parts of this run, like all the wall jumps for example and some clever routes. The lag is very noticeable at some points, it must have been hard to optimize it... Please accept this yes vote for your work :)
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Just posting to show a little glitch that I've found. I don't know if it's already been discovered, and I really don't know if it can be useful somewhere :P It's done by pressing down just after placing one of these blocks at Mario's position. Easy to do in real time. Link to video
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My opinion: -if the unlockables are legit (clearly intended by the developers...) -if using an action replay is the only remaining way to have access to it, and more importantly, it was accessible at some point without it -if it helps getting better results according to the goal of the movie (aiming for speed, for example) -if the general speedrunning community uses it a lot (that point is not too important to me, but anyway...) Then I'm for it being allowed. But with all that in mind, I think the best would be to have an "official and legit and verified" save from where all the TASes can start. I don't know if it is hard to verify if the AR code doesn't change anything it shouldn't and if the creation of the save will be easy (could take time if we only want to use the action replay for the special unlocks, and it involves a long verification movie)... Otherwise, if somebody wants to try some memory corruption to unlock this stuff... :P
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SadAngel13090 wrote:
Salut STBM, Merci pour le tuto, grace à toi j'ai très bien démarré mon premier TAS. Il y as ce pendant quelques points que je ne comprend pas (je sais que je suis stupide mais pas à ce point XD). Tout le chapitre sur l'encode en fait ^^" (j'avoue que j'ai un peut la flemme de lire les 6 pages avant de retourné sur mon tas pour vérifier si il y as une personne qui explique ça plus clairement ^^"). Pourrais tu expliquer comment on fait pour demander à un senior publisher de validé le logo créer? Par MP ou par un autre moyen magique? (je préfère passer pour un idiot et tout savoir que de passer pour quelqu'un d’intelligent et ignorer ce que je devrais savoir ^^")
En fait, t'as pas besoin de faire un logo "approuvé" si tu veux pas devenir encoder/publisher officiel, si on peut dire. Tu peux parfaitement faire des encodes comme tu veux si c'est juste pour montrer ton travail ou même pour un encode "temporaire" quand tu soumets un TAS sur le site. En gros les logos c'est pour les encodes officiels ;)
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Salut. (et t'inquiète pas, sur ce site les gens sont pas du genre à crier "au NOOB!", sûrement parce qu'on est très souvent surpris par des nouveaux venus qui pondent rapidement un TAS de qualité) Bon après, ta demande d'aide est un peu vague :P Je veux dire que si tu précises pas sur quels points tu voudrais de l'aide avec cet émulateur, il faudrait expliquer toutes ses fonctions et le processus de création de TAS de A à Z ^^. En français on a le guide de STBM que tu peux trouver facilement dans cette partie du forum, mais il nous faudrait peut-être aussi un autre guide (ou un add-on à celui existant) qui explique plus précisément comment ça marche en pratique, le côté technique façon tuto, quoi. Je vais déjà tenter d'expliquer clairement le frame advance, vu que tu l'évoques. Pour commencer, dans les paramètres, assigne une touche du clavier facilement accessible au frame advance, et une à la fonction "pause" aussi, tant qu'on y est, les deux fonctions sont "cousines". Options - Input - Customize Common Hotkeys (là on cherche FrameAdvance et PauseGame, et vérifie que tu as pas la même touche assignée à plusieurs fonctions) En jeu, appuyer sur pause met l'émulation en pause (évidemment ^^), ce qui est trèèèès différent de mettre le jeu en pause en appuyant par exemple sur start. Rappuyer dessus remet le jeu à vitesse normale. Oui, c'est basique, mais j'essaie d'expliquer le plus clairement possible. Le frame advance c'est l'étape suivante: une pression sur la touche fait avancer l'émulation d'une frame (une image) puis remet l'émulateur en pause immédiatement après. C'est avec ça que tu pourras gérer très précisément tout ce que tu feras et ce qu'il se passera dans le jeu. Note que maintenir cette touche permet de faire avancer le jeu à vitesse normale (ou quasi-normale) pour les passages où tu as juste besoin d'attendre ou d'avancer en ne faisant rien de très spécial, comme maintenir "avant" sur une ligne droite un peu longue. Bref, comme les jeux ne se jouent pas tout seuls, tu voudras bien sûr entrer des "inputs" (des touches de la console, comme A, B, L, R, haut, bas...) tout en utilisant le frame advance. Il suffit de maintenir la ou les touches correspondantes, puis d'appuyer sur frame advance pour ça, le jeu prendra en compte ces inputs pour cette frame et avancera d'une frame, tout simplement. Attention, si tu veux par exemple appuyer très vite à répétition sur un bouton dans le jeu, il ne faut pas le faire à chaque frame (comme maintenir A puis appuyer sur frame advance à chaque frame), puisque le jeu interprètera ça comme si tu avais maintenu cette touche tout du long; en gros il faut alterner entre des frames où tu appuies et d'autres où tu n'appuies pas. Encore une fois, c'est logique et basique quand on sait comment ça marche, mais je suis sûr que des gens font ce genre d'erreur, donc dans le doute... ^^ Je crois que tout y est. Pour finir, je te conseille vivement d'activer aussi le frame counter et l'input display (pis même le lag counter, tiens, c'est cadeau); tu trouveras ça sous Options - Head-Up Display normalement.
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Crazy YES vote :) I didn't post in the game's topic but it was very fun to follow all the improvements. Each time you've posted a new WIP I had to watch it from the beginning, even if the only changes from the previous one was something at the very end :p That's the kind of run that I can watch many many times without getting bored at all.
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Great job, there were a lot of interesting tricks in this run. I know that manipulating the enemies AND what fruits they drop can be a pain sometimes ;) I'm voting yes, of course.
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I'm torn between 2 kinds of "entertainment"... The run itself (gameplay, things that we can see...) is not entertaining to watch (that would mean a no vote), but on the other hand, having the surprise of witnessing such a big improvement is entertaining on its own (meaning a yes vote). Let's say yes + no = meh PS: now un-Kirby that cancel submission! :P
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I'm afraid there's no way to TAS a Dreamcast game right now, and I don't know a lot about TASing arcade games; I'm trying to guess which game you want to TAS and if it's what I'm thinking about, there is a high probability that you won't find an arcade emulator to TAS it... But maybe a Gamecube version exists. If that's the case, try using Dolphin ;)
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Subpixels can also explain why a movie desynchs after being hex edited, it's most of the time about subpixel carryover or something similar. If your game doesn't clear the subpixel value after each level and you redo level 1, then you want to hex edit it while not redoing the rest of the run, you can end up with a desync on level 2 (or later) if you didn't finish level 1 with the same subpixel values than last time. What it means is that having a different subpixel value at the end of the first level makes you start the next one at a slightly different position. Subpixel carryover is something to have in mind, you want to know if the game you're TASing is doing it or not. On the other hand, some actions in games can sometimes reset your subpixel values to 0 (and maybe also put your whole position to a set value). I'm thinking about using a door, going into some kind of transportation mechanism... These are good places to hex edit if you don't want to redo everything. But be careful about other stuff like the RNG while hex editing :P So, to sum up what has been said, subpixels are a more precise measure of a position, they can be abused if the game doesn't reset the value at a transition (such as the end of a level), and they can get in the way of your hex editing if you don't watch their value closely (and know how the game handles them).
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