Posts for Hetfield90


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Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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Using both the ctrl and shift modifiers simultaneously is a different function that allows you to highlight separated groupings of cells like this:
Experienced Forum User, Published Author, Skilled player (1221)
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TASeditor wrote:
but if feos makes proper lua input support I'll finish it and you wouldn't need to worry about accidentially clicking into the cells or clicking into cells at all.
How would you edit analog coordinates of specific cells without clicking into them to specify which one? I was trying to come up with an idea on how you could edit the analog of multiple cells in the same column, and I think I came up with one that wouldn't conflict with anything else but I have no idea if it would be possible to implement. I was thinking if you enter float edit mode on a single cell, which automatically highlights that frame, and shift+click or control+click to highlight more frames, any change you make to the cell the initial cell would be applied to all other highlighted frames in the same column. If this is possible to implement, I think it would save an extraordinary amount of time since if you ever have to run in a straight line at an optimal angle, you have to change all of the cells on those frames to be an identical value each time you check your position. Also, can control+shift+click be added as a function for highlighting frames the same way it works in google spreadsheets?
Experienced Forum User, Published Author, Skilled player (1221)
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After using it some more, I think that I will always use the 1/10 incremental hotkeys in favor of the mouse drag, even if the mouse drag were to trigger auto-restore on every value change for a couple reasons: 1. After each auto restore you have to wait a bit for the game to reach the blue arrow to check your new angle or whatever, so it's better to do large increments at first to find the ballpark(if you were to move the mouse slightly during this time you'll never see the value on the frame you want). 2. Since copying analog input to other frames also uses mouse dragging, it's easy to forget if you're in float edit mode or not, so I often end up doing the wrong one by mistake. And even if you don't forget, it takes a lot of extra clicking and double clicking to toggle in and out of it. Ideally I'd like to be able to enter float edit mode with a single click+release, increment the values with custom hotkeys(so I can move them near my frame advance key), and disable mouse drag float editing completely so I can drag that value to other frames without having to do extra mouse clicks to get out of float edit mode. Edit: Also, regarding neutral analog values, could it be made so that these are hidden in tasTudio without changing what the actual value is shown as in the emulator or something? Like, if you type a 128 it'll just show you a blank cell after exiting float edit mode(and I guess have an option to enable that in the first place so people can know what the neutral value is for the console they're playing on).
Experienced Forum User, Published Author, Skilled player (1221)
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Ah, I see. Another question, how come some boss rooms with downtime at the start are entered with a walljump check(Ridley 2, Draygon, etc...) while others aren't(Ridley 1, Botwoon, Kraid, etc...)?
Experienced Forum User, Published Author, Skilled player (1221)
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Excellent work, Sniq. I've been looking forward to this being finished since the first theory TAS came out that showed 13% was possible. Also, Nymx explained this to me at one point but I forgot already. How does the Mach ball at the end of the Terminator room save time(and how much does it save)?
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Whenever I try to open my tasproj I get this exception: Details And then BizHawk crashes and I get this exception: EDIT: Looks like I was able to fix it by copying the input log into a new project.
Experienced Forum User, Published Author, Skilled player (1221)
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feos wrote:
Should I trigger autorestore after every dragged value change?
That would be preferable.
feos wrote:
should I also cancel any float change if one hits Esc?
It currently exits float edit mode once you let go of the mouse, doesn't it? I think this is already ideal, but I guess it would be nice to have a bind like ESC to cancel any changes if I made a mistake. I still would prefer being able to enter float edit mode with a single click instead of a double click. Would it be possible to do this while still keeping the ability to click and drag input to other frames? Like, in order to enter float edit mode, you would click once, let go, and then click to drag to a specific coordinate. But in order to drag the input to other frames you would just click and drag without letting go? EDIT: Also, could the increment/decrement coordinate values by 1 or 10 at a time be given changeable keybinds? Currently I'm using it with the arrow keys, but I would use the drag method over that so I don't have to move my left hand to the right side of my keyboard while my right hand is on the mouse. If I could move those binds around, I think I might end up using those binds and the drag to edit analog coordinates in different situations.
Experienced Forum User, Published Author, Skilled player (1221)
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Yes, when the entire row of a frame or group of frames is highlighted blue. Is pasting inputs with the copy/paste function supposed to add a frame of blank input afterwards? I don't recall this happening in other versions. This blank input frame has all analog coordinates set to 0 instead of 128, which also happens to frames in which you use the feature on that clears their input. Also, out of curiosity, how come PSX analog is unsigned but N64 is signed? Could it be made possible to view PSX as signed as well?
Experienced Forum User, Published Author, Skilled player (1221)
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Would it be possible to make it so highlighting frames while the "Hide Lag Frames" option is enabled will always highlight subsequent non-input frames before the next input frame? As far as I know, it's currently impossible to clone/delete even numbers of frames with that enabled.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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Oh. Either way, would it be possible to make a negative sign not count towards the digit limit nor get erased upon exceeding it?
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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Is there already an option to enable negative values in analog input, or is that something you're adding? If you make it keep the negative sign, can you make the max number of digits be 4 with a negative sign and 3 without(so that you don't have to type a dud 4th digit to get it to erase if there is no negative sign)?
Experienced Forum User, Published Author, Skilled player (1221)
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Could you make it so that if you attempt to write input into an analog cell that already has 3 digits in it, it will erase them and start writing new ones(instead of writing 4th/5th digits then defaulting to 255). This would make it much easier to check relative ram values after checking different analog coordinates with auto-restore last position without having to click in an out of the cell each time you want to check a new coordinate. EDIT: And perhaps add hotkeys that increment/decrement the highlighted cell's coordinate by 1?
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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I'm currently using this script to force tasTudio to identify input frames correctly. Is there any way to prevent the Tudio from doing this when Hide Lag Frames and Hide WasLag Frames are enabled?
Experienced Forum User, Published Author, Skilled player (1221)
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Two more things: is the paste function supposed to be adding a frame of blank input after the section it pastes? I've never really found any situation where this could be useful, and end up erasing it every time(or just using clone frames instead). Also, could you add an option to disable the feature that lets you write analog input by left clicking and dragging the mouse up or down? I can't see much use for it since it's almost impossible to be precise with it, and it makes it so you have to deselect the frame before you can drag analog input you just wrote to other frames.
Experienced Forum User, Published Author, Skilled player (1221)
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Potato Stomper wrote:
Can savestates be made to contain a screenshot? It's very irritating to load a savestate and have an old image shown, especially if you load onto a lag frame and the image lingers for a while.
Config>Rewind & States...>check "Save a screenshot in savestates"
Experienced Forum User, Published Author, Skilled player (1221)
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Could neutral analog input be changed from "128" to being blank like the other inputs? This would make it much easier to tell where changes in analog input are when using tasTudio.
Experienced Forum User, Published Author, Skilled player (1221)
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Yea those look good(aside from all 4 of them being named as X coordinates). For the cells themselves, would it be possible to make it so that the default is a blank cell, and that either a blank cell or "128" are registered as a neutral position? And also could you make it so that you only have to single-click an analog cell to write input in it instead of having to double-click?
Experienced Forum User, Published Author, Skilled player (1221)
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Can there be an option added where neutral analog position is a blank cell instead of 128? Additionally, would it be possible to allow for renaming the inputs in the top column(for the sake of eliminating the dead space in the analog cells)? Also, for whatever reason, in the game Rockman Dash 2 - Episode 2 - Ooinaru Isan (Japan), red frames are the inputs frames and green frames are lag frames(30fps). Is there any potential workaround for this to be able to use the hide lag frames and hide waslag frames options? EDIT: Actually, sometimes it corrects itself for a bit and then goes back, even when there doesn't seem to be any actual lag frame in the game play(outside of the 30fps "lag").
Experienced Forum User, Published Author, Skilled player (1221)
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If that tag's only used for "glitchless" or "no major glitches" type runs then it's definitely not necessary here. Every other time-saving glitch in the run is still used. EDIT: The same glitch also works in the boss rush of X3, so whatever tag(s) is/are added to the X2 runs can be added to X3's as well.
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Can the "Forgoes time-saving glitches" and/or "Contains speed/entertainment tradeoffs" tags be added to this and the any% run? Apparently the same fadeout glitch from X1 can be performed going into each of the 9 capsules in the boss rush stage to save 20f each. It could be easily hex-edited in, but since it has the same side effect of causing soft music for the remainder of the run, I'd rather leave it out.
Experienced Forum User, Published Author, Skilled player (1221)
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It was never submitted. The run is almost identical to any% outside of going a few steps out of your way in each stage to get upgrades that will never be used.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
feos wrote:
Try camstudio lossless codec too.
All issues fixed after switching to camstudio. Thanks!
Experienced Forum User, Published Author, Skilled player (1221)
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I was still having the same issue with Lagarith without null frames enabled.
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