Posts for Ilari


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dart193 wrote:
Well,i will simply try at first to create run without any obvious moments where it is possible to lose time. Then improve it.
Good idea. The first run always tends to be crap. No matter how good tools you have and how carefully you try to optimize (using memory watch to check). Also, be aware that there can be odd physics... A couple examples from various games: - Upward hills subtly decreasing speed (but downward ones not increasing speed). - Jumping off downhill at right frame giving you greater speed than running it down. - Jumping at correct spot speeding you up (with very sensitive positioning). - Decelerating resulting greater speed. - Speed oscillations that can be frozen (hopefully at the highest value). - Left+Right turning character around immediately, skipping normal acceleration. - Left+Right in air stopping horizontal motion. - Speeds in excess of maximum speed on given surface type. - Look up tables involved in acceleration being read out-of-bounds, sending character at some crazy speed. - Some jump being meant to be impossible, but being possible with some very precise postioning. - Attacking in air subtly altering jump arcs (which can have major consequences). (I have personally seen all of the above).
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dart193 wrote:
Well, i started with Panic reustarant already... interesting games, because it lags like hell
Yeah, one needs to figure out how to keep lag low (altering actions, trying to kill enemies as quickly as possible, not killing enemies, etc..). Depends on the game. Also, use memory watch or Lua scripting to keep track of player position and speed so you can easily see what is faster... Momentary drops in player speed might not be obvious, but still cost lots of time.
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dart193 wrote:
So... should i start? I readed about NTSC/PAL differences and have lots info, so i think i shall begin. One question: what PPU should i use in FCEUX? New or old?
Old PPU (also, FCEUX 2.2.0).
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grassini wrote:
Ilari,are you the dev of lsnes?
The main dev (and currently the only dev).
grassini wrote:
Thanks for having dropped by to answer anyway,i will give it a try then.I will surely download the newer versions of lsnes,specially if it has input editor.
The editor is still missing at least some basic features (discovered that when trying it out). Intention is to have it in the next release.
grassini wrote:
http://www.youtube.com/watch?v=dN0sJ_gpxI4&feature=youtu.be Encode will be up soon.
Seems to be up already. More than good enough for a WIP (wouldn't cut for final encode, but that's what encoders are for). Edit: The "next release" referred from above is out and it does have basic movie editing (but more features are needed).
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TheKDX7 wrote:
OK thank you for the information CoolKirby, but why to vote not?
Bad game choice (this run will not be rejected for that reason).
Post subject: Re: Simpsons Hit And Run
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DaBlackBoi1 wrote:
I thinking of doing a TAS on this game
Unfortunately, PS2 rerecording is really unstable and bad (and not accepted on the site). Fortunately, that game was ported to GameCube, which is TASable (using Dolphin). For GC version of the game, there is a forum topic: Thread #13321: The Simpsons: Hit and Run Unfortunately Dolphin is one of the legendarily bad emulators encoding-wise...
Post subject: Re: Vested?
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YoungJ1997lol wrote:
I just got the title "Vested member". What does that mean?
"Vested member" is one of the user titles (the highest of those, needing 500 posts). The user titles vary by post count (like player titles vary by player points).
Post subject: Re: lsnes desync problem
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TASeditor wrote:
Today my computer decided to shut down out of nowhere while I was TASing. I hadn't saved the movie and it desynced luckily near the end. I tried to fix the desync with savestates and backup savestates, which include the movie-file. Since the savestates include the movie file, the desync shouldn't be a problem anymore, but the desync is still there.
Bsnes core savestates aren't fully sync-stable. So even if one uses savestates correctly, it can still desync. The effect of each individual savestate is very small, but when lots of savestates are chained, desyncs can happen. Especially with games that seem to lag randomly. Also, some versions have busted movie code, but no recent version has one that is known to cause desyncs and still pass even remotely as working. Also, on Windows, lsnes savestates / movies aren't saved atomically (because I don't know how to write files atomically on Win32), but I think one could spot a damaged savestate pretty quickly (most probably those won't load, with variety of error messages depending on where exactly it blew).
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grassini wrote:
can't encode,sorry,i tried a lot with gba emulators and the files were too big or compressed incorrectly in youtube,
What is "too big"? Would 110MB for that WIP (a bit under 9 minutes) be "too big" (that's what I got in a test, didn't upload since I don't have a channel)? Also, that's a savestate (used dev version of lsnes[1][2], it doesn't exactly like savestates[3] from stable versions). Another reason for me trying that movie was to try to give a bit of a shakedown (bugs and important stuff missing) on movie editor I am working on (yeah, already noted some stuff I need to implement)... [1] There shouldn't be differences relevant to video dumping between dev and stable versions. [2] The dev version just happened to be what I had compiled at the time. [3] The indexing of controls is different, which breaks savestate compatibility.
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Derakon wrote:
If I recall correctly, this game requires the Wiimote, so no, it cannot.
Well, there are versions of dolphin that can rerecord a Wiimote (of course, the sync stability and ease of recording is a lot worse than GC controller).
Post subject: Re: Mario Kart Wii TAS
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DaBlackBoi1 wrote:
But apon a test playback, it say Fatal Desync. Aborting Playback. (Error in PlayWiimote: 4 != 19, byte 55)
Did you use the versions that have more stable Wiimote recording (the standard versions have seriously unstable Wiimote recording)? Also, MKWii supports Gamecube controller? If yes, it is much easier and more stable to TAS with GC controller.
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Quick'n'dirty temp encode (~9.5MB): <removed> Youtube (thanks feos): http://www.youtube.com/watch?v=Q1YDAd_Fmjg
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Quick'n'Dirty temp encode (~5.2MB): <removed> Youtube (thanks feos): http://www.youtube.com/watch?v=PULnYi4sIas
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nanogyth wrote:
tvcman died with this
4826933103/4826933103 [*************************] 100% 264.533 KB/s  0:00:00:00

Runtime error: Upload failed, 400
>4GB+ file. TVCman hits a site bug with those. Edit: You also seem to use older version that can't even register such upload correctly. Edit 2: Also there looks to be some sort of bug that the site didn't reject the transfer with size mismatch before the real transfer started.
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CoolKirby wrote:
Also, is it possible to remove the TODOs from the DeletedPages? It doesn't appear that those pages can be edited, but it bothers me a little that there will always be TODO referrals there for tasks that have already been fulfilled.
I edited those pages to delink the TODOs (so those don't appear in that list). (Yes, those pages can be edited with enough privileges.)
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The submissions list now has intended tier for accepted/publication underway submissions. Runs accepted for moons are considered to be higher-priority to encode than ones accepted for vault.
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nesfreak wrote:
I'm really lost here. Where am I supposed to put the files in the [patches] folder?
If you got a binary build for it (for version that syncs), replace dolphin.exe with it. If you just got the patches, apply those to the source (of suitable version) and build the result.
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nesfreak wrote:
I apparantly fixed the issue of not getting sound, the program is having problems rendering a movie that long, but I'm giving it up, since it's not only the audio that's desyncing, the video skips a lot, like repeats itself every other second. So I'll try making a new movie file with the emulator, if I can get my hands on the game.
The standard Dolphin AVI dumper is worthless. You need A/V sync hack (or hack the emulator to dump the time codes you need... In practicular, frames and DMA blocks).
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AngerFist wrote:
By Snes9x v 1.51? How is Super Mario All Stars - Lost Levels emulated perfectly if the emulator is deprecated?
The .lsmv conversion (lsnes also uses bsnes core to emulate SNES) has the exact same input as the original .smv (just bitpacking is different). No, I didn't adjust initial frames or anything. Yes, I did check it syncs (and dumped the video). Also, it is not emulated perfectly (sound is allegedly worse), just that everything sync-relevant is emulated to sufficient accuracy. Next step with determining accuracy would be to attempt to console-verify it.
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sack_bot wrote:
also, can you pleas post the movie hear?
I guess it is this one: http://tasvideos.org/userfiles/info/4241296598413814 And I guess the emulator is this one: https://dl.dropbox.com/u/11111638/SoulCal2.7z (The description field is wiki markup, see Wiki: TextFormattingRules for information... So one can make links there)
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Soig wrote:
I'm tasing this game now. And improving my warped run. But I have a problem. How to manipulate the enemy on map?
Well, a wild shot (this is the way of manipulating stuff in NSMB DS, I don't know if it works in NSMB Wii): Try changing the number of double/triple jumps you do. For some unfathomable reason, double/triple jumps throw random numbers in NSMB DS.
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Converted to lsmv If anyone wants to check accuracy any more, I suggest trying to console-verify it... Edit: Looks like I got rerecord count off by one. Updated file to fix it, otherwise it is the same.
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p3r wrote:
I'm not going to improve it anytime soon, so feel free to reject if you think it's too shitty.
If that is the case, you should cancel it then.
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IIRC, "notable improvement" was the other half of "notable publication", after the "first platform" was split away.
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grassini wrote:
seriously,i can't find it without the direct link.
ArticleIndex ("articles" in the top navigation bar in the wiki) -> Movie making (tab on the page) -> Movie file storage for WIPs (link) -> Your movies (link)