Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
YoshiRulz wrote:
The error message is fairly clear: 0x1014EC (1053932) is not in the address range 0x0000..=0xFFFF. In the earlier version it may have been failing silently, or maybe the default memory domain was the system bus. Check the list with memory.getmemorydomainlist() and then add a line like memory.usememorydomain("WRAM"); at the top of the script.
Error message for memory.getmemorydomainlist() :
NLua.Exceptions.LuaScriptException: [string "main"]:11: Invalid arguments to method call
Error message for memory.usememorydomain("WRAM") :
Unable to find domain: WRAM
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
I tried Lua Scripts with Metal Slug 3 or Metal Slug X on BizHawk 2.10, and this happens:
Error message: "Warning: attempted read of 1053932 outside the memory size of 65536"
The line in script I use:
gui.text(0,80,memory.read_u16_be(0x001014EC))
But if I use the same script on BizHawk 2.9.1, it works fine.
zk547 helped me confirm that it's not my problem. He had the same issue in 2.10.
Any idea of how this happens or how to fix it? Thanks.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
Awesome TAS. Very nice usage of bombs. I enjoyed it a lot. :D
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
DrD2k9 wrote:
Two semi-connected questions: Was “dying to save time” considered/tested? Which point farming in the run is the most beneficial?
It's stated in the "Game Objectives":
* Completing the game with 000000 points in one life (dying is banned)
If dying were allowed, this TAS would become repetitive and meaningless.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
I'm strongly against that.
Normally the goal of an any% TAS would be avoiding ACE. Check out the "warps" TAS of SMB3 and Super Mario World. ACE or "game end glitch" is usually a standalone category.
The time difference is not that huge, so what? The goal of touching the final axe and saving the princess is clearly not the same as using ACE to end this game in a glitch.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
ACE in SMB2J is obviously a great discovery. Props to everyone involved. Yes vote for sure. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
Thanks Asumeh. Glad you like it.
Asumeh wrote:
I'm curious though; if you're able to enter the top pipe in 7-2, can't you do the same for the other levels that start with the reverse L pipe? (assuming that's not possible and it was only for 7-2 in this case)
Good question, but I don't know the answer myself. I assume this game has 2 types of reverse L pipe. Normally Mario's able to enter the top (like 7-2), but it's a different type of pipe in other stages.
Asumeh wrote:
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
https://tasvideos.org/UserFiles/Info/638775249545756413
Another 4 frame improvement, thanks to M3's finding of cancelling ladder jump animation. Credits go to M3.
Please help replace the submission file. Hopefully this time, this category is fully optimized.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
So I retested this with Mega Man X5 and did get somewhere, although it doesn't match the reported issue. As far as I can tell, both nymashock and octoshock behave the same across all versions, from 2.6.1 up to latest dev:
If one controller is connected, 4 frame advances are required to see the first jump animations. If two controllers are connected (port 1 and 2), only 3 frame advances are required. So visual latency depends solely on the controllers connected.
Whether or not that's accurate and correct I can't tell, but considering it matches between octoshock and nymashock across all versions I'm inclined to say it's intended.
Wow. I've tested it, and it's actually true. I didn't thought the 2nd controller settings would affect this behaviour. Thanks. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
FractalFusion wrote:
I tested both cores, both player characters X and Zero. In all cases, I found that the player goes into the jumping sprite when the emulator says "4680 X". That is, I found it takes 3 frames for the animation to appear in all cases I tested, being unable to find any difference between the cores or the characters.
For me, it takes 4 frames (frame advance 4 times) to see jumping on screen in X5. 3 frames are fine (same as X4), 4 frames mean an extra frame delay.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
FractalFusion wrote:
For reference, the emulator's About screen says that the version of BizHawk I am using is "Version 2.8 (x64) (GIT HEAD#e731e0f32)" and "Version 2.8 (x64) February 19, 2022".
My version is exactly the same. I'm using ".cue" as well. It's strange that we get different results. Could there be some other settings that may influence this?
I honestly don't know if newer versions are indeed more accurate with everything, but having one extra frame delay in X5 than X4 is pretty weird to me. Since I've also tested PSXjin (no frame delay), the game code in those two games shouldn't be that different.
I just hope that someone can figure out why it happens, or come up a easy solution to fix it. Otherwise TASing X5 would be extra hard for me, since I do manual inputs.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
FractalFusion wrote:
Can you upload your BizHawk 2.8 Octoshock (no delay) TAS, for comparison purposes?
Sorry, I don't share my test version of this TAS. Besides, you can't see the difference from the movie file. The difference is with how the emulator responds to inputs, not only from the screen image, but also for memory values as well.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
FractalFusion wrote:
Regarding the topic https://tasvideos.org/Forum/Topics/26020 , you mentioned that there was a one-frame input delay of some kind. According to the submission notes, you used BizHawk 2.10. Did the one-frame input delay have any effect on the TAS?
Good question. I actually did this TAS with BizHawk 2.8 Octoshock (no delay), and then resynced it with 2.10. The actual game play should be the same. Difference is with lag frames.
Unfortunately my issue in that topic hasn't been solved, so I have no choice but to do X5 TAS this way. Hopefully there'll be better ways in the future, because resyncing a TAS takes extra efforts.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
InputEvelution wrote:
If you look at the workbench, there are numerous TASes that have been submitted earlier than yours that have also not started being judged yet. There are not enough staff to take on every submission immediately.
I'm not saying that I'm suffering the worse fate. I can only speak for my self, and for this submission alone.
For comparison, most of the other submissions you've mentioned are less popular games, not a Star movie on this site.
Bigbass wrote:
Your attitude isn't appreciated nor welcome on this site. If it takes 3 months, then it takes 3 months, there's no harm in that. Please be patient, working through the submission queue takes time.
No harm? No harm to delay a submission for months, whether on purpose or not on purpose?
For comparison, Bernka's submission in 2012 took only 4 days. Maybe learn a thing or two from that? Maybe try improving yourselves before criticising my attitude?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
It's been 20 days since our TAS was submitted. It's still "new", no one's judging it.
Since this is an improvement over a Star TAS on this site, it should be an easy decision to me.
I'd hate to wait for 3 months to see this published. Hopefully TASVideos's better than that.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
FractalFusion wrote:
Oops. Oh well, I kind of tried. (But not hard enough, apparently.)
That's OK. Comparing everything is hard, especially due to emulator difference. Thanks for your attempt. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
FractalFusion wrote:
Since this TAS was made with BizHawk 2.8 and the previous TAS with PSXjin, I made a semi-comparison encode to show that the run is around 995 frames (16.5 seconds) faster:
Thanks for your comparison video. I didn't make a full comparison video (because very few people would watch), but I've made 3 full stage comparison videos, and comparison video of every boss fight, links are in the submission text.
I have full confidence that my calculation of 1245 frames should be accurate. I've listed the accurate time improvement of each stage in the submission text.
I didn't check your comparison video stage by stage, but here's a part of things you're missing:
* READY lags. According to my table of improvements, even without counting READY lags, the improvements should be at least 1147 frames.
* Two Web Spider fights. The correct measurement is from Spider's explosion time, instead of the frame Spider's health meter reaches zero.
* Two Storm Owl fights. You should add 16 frames to each fight, because Zero's above the ground when the battle ends, saving 16 frames of rising to the sky.
* Frames between those boss portals in Final Weapon Stage 3 (6 frames).
* There are lags before "WARNING". The time in Space Port doesn't add up to me. The correct improvement time should be 41 or 51 frames (not including "READY").
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
I've watched the TAS, and it's fine to me. Yes vote.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
Voting yes. The entertainment efforts in this TAS are very good. I like the ending of 2-3, and the "sliding under a Hammer Bro" in 3-1.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
I have a question about the framerate. Why the framerate of this TAS is 60.009601536245796 instead of 59.82655362537372?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
zk547 wrote:
Great TAS, cool to see that so much time could be saved from the previous run. Also surprised that Ultimate X is actually faster, always thought that Zero's SDC would reign supreme.
Thanks for your comments.
Yes, Ultimate Armor X is actually the fastest. I assumed it's about 2 minutes faster than Zero when I was making it, and it's somewhat accurate compared to Bernka's Zero TAS. Now we know exactly how much Ultimate Armor is faster with the newest strats.
To rank these TASes by speed:
Ultimate Armor -> Zero -> X, no items -> X, 100%
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
YoshiRulz wrote:
To avoid confusion, perhaps you could make a table indicating which cores in which versions have the additional latency? Or if you know how to git bisect that would be the most helpful.
I've stated in my posts. To make a table:
2.8.0 Nymashock (one frame delay) - Octoshock (no delay)
2.9.1 Nymashock (one frame delay) - Octoshock (one frame delay)
2.10 Nymashock (one frame delay) - Octoshock (one frame delay)
PSXjin no delay
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
CasualPokePlayer wrote:
So I tried 2.8 Octoshock, and the problem isn't there. (Edit: Strangely for 2.9 and 2.10 Octoshock, there's still that input delay problem.)
This doesn't make sense, there are no core changes between 2.8 and 2.9 Octoshock. Testing it myself, and I find no difference between 2.8 Octoshock and 2.9 Octoshock and Nymashock. Are you sure your controller configuration is identical between the two?
Yeah, I just double checked in 2.9.1 Octoshock, and the one frame input delay is there. The controller configuration is almost the same (at least I can't tell the difference, there are too many settings).
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
CUI wrote:
Da lao niu B,fa tiao ping lun zhan ge lou. shun shou tou ge YES piao.
No one in the English speaking world can understand your message like this. But thanks for the YES vote. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced Forum User, Published Author, Expert player
(3021)
Joined: 12/23/2007
Posts: 857
One thing always confuses me when I'm using BizHawk: Mega Man X4 works fine, but Mega Man X5 has an one frame input delay. Like when you press jump, it will always jump 1 frame later than X4.
It happens to me when I tried 2.8 and 2.10 version of BizHawk. But I just tried PSXjin, the problem isn't there. X4 and X5 works the same in PSXjin.
I asked my friend M3 about this, he told me that it happens in X5 and X6 with Nymashock, but not in Octoshock. So I tried 2.8 Octoshock, and the problem isn't there. (Edit: Strangely for 2.9 and 2.10 Octoshock, there's still that input delay problem.)
So I want to ask: Is this normal? Is there any way to fix it in Nymashock? That one frame input delay could bring some trouble when I try to TAS Mega Man X5. Thanks.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).