Posts for Ilari


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thommy3 wrote:
Can't you cut some of the last jumps in Level 9or is that impossible?
You mean jumping to upper platforms via left middle platform? That platform is a trap. You can't jump up from it. And neither is direct jump to right middle platform possible, you must first jump to rightmost lower platform and from there you can access right middle platform and rightmost upper platform.
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Welcome. See http://tasvideos.org/ListOfIdeas.html for some game ideas Hint, some system have better emulator, some worse. Some systems with better emulators include: NES, SNES, Genesis/Megadrive, GB, SGB, GBC, GBA, PC Engine and MSX.
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Noob Irdoh wrote:
It appears you navigate through the ROM. That's fair and understandable. However, do you break any block while in the ROM area? Because, that would be equivalent to writing to ROM, thus making it an emulator quirk and unreplicable on real hardware.
At least on emulator (don't know about real hardware) the game reportedly instantly locks up if you break any block on ROM area.
Tafatt wrote:
Was not this submission rejected because of the glitch this movie is using?
No, there are two glitches. One is real, one is emulation problem (since fixed). The pipe glitch itself is real and lets one access out of bounds areas. The emulation problem was that GB can map the same memory in multiple parts of its memory space. On real GB, writes to one area are immediately visible in others. On older versions of VBA, only the copy that was written changed, the others didn't. This caused the game to behave differently, letting one to end the level early in a way that is not possible in real hardware.
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feos wrote:
http://tasvideos.org/Helping.html Broken page.
I think TorrentDisplay module breaks the whole page if there are too many seed requests...
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Few of the major challenges are: * Keeping track of component state. It might not be possible to read the state of some hardware component. * Saving and loading system components in consistent state. * There are likely multiple free oscillators, and multiple free oscillators mean nondeterminism if those interact.
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I did another encode (emit frame on cursor warp-back or if no frame has been emitted in 20ms and display at 30fps). This encode seems to capture all the texts in the game (but the timing is completely distorted). magnet:?xt=urn:btih:RSAA3VQFHKFZ7EP7HXD7MYXPD4THRWEN&dn=nethack-tas-dwangoac%2cais523-wip-20101230-special.mkv&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce Size is about 1.3MB, length is 97 seconds (for 21.8s of realtime)
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http://tasvideos.org/Movies-Y2004-Y2005-Y2006-Y2007-Y2008-Y2009-Obs.html Threw the following error: SQL select s.abbr systemabbr, s.name systemname, m.gamename, m.nickname, m.gameversion versionname, m.recommended, m.romname, m.inpure, m.pubdate, m.obsoleted_by, m.submissionid, p.fullname playername, p.name playershort, p.url playerurl, m.id movieid, s.id systemid, p.id playerid from movie m ,system s ,player p where m.systemid=s.id and m.playerid=p.id and m.id > 0 and (pubdate >= AND pubdate <= 1104555600) order by systemname,gamename,versionname failed: " You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'AND pubdate <= 1104555600) order by systemname,gamename,versionname' at line 25 " error_handler: errstr=Trying to get property of non-object errfile=/home/tasvideos/public_html/inc/moviefun.php errline=854 Fatal error: Call to undefined method stdClass::movenext() in /home/tasvideos/public_html/inc/moviefun.php on line 854
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Experimenting for magnet links for encodes: magnet:?xt=urn:btih:REY7DLFRW7IK5IQ7K3S7GDNXKD5CDIW2&dn=dangerousdave-tas-ilari.mkv&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce magnet:?xt=urn:btih:UN4K6YF7FGSSPXIFMBTTTCF5EUJHNQBC&dn=dangerousdave-tasv2-ilari.mkv&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce magnet:?xt=urn:btih:2FCQWSVUUGT5XHR3FA6R7YHKBU62OVEA&dn=dangerousdave-tasv3-ilari.mkv&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce The length of the movie is 6:34.739 6:34.567 6:32.798 as noted in submission message. That 25:32.59.74 is was the site parsing the movie file wrong.
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partyboy1a wrote:
3) The very last part of level 9 looks quite "wrong", as if you could improve it by 2 seconds or more.
Not hopping on that one block but instead taking the long way? That's because that one block is a trap (one has to look very closely to see it). IIRC, video shows me hopping through that block, no normal block would allow that.
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Direct download Archive collection Screenshot (from Mister Epic's post) Youtube watch URL Movie length: 3:02. Description (I'm not good at this): In with the tradition back then, Epic Megagames did xmas-themed (demo) version of their game. This is the 1995 version, the second of three xmas-themed Jazz Jackrabbit games. This one has the same engine as the [yyyM|first one] but totally different levels. MD5: a44aa162e674a4b1f5cf9d0b957769e7 jjxmas95-tas-ilari_512kb.mp4 cd60033298f8288f29e3ffbcf7ea0ef7 jjxmas95-tas-ilari.mp4 SHA-1: 6fa80828205b9de1286f7c21748079ada3925ee7 jjxmas95-tas-ilari_512kb.mp4 5d3c331aedf8a53a0c893aafebfa2611605ec1e2 jjxmas95-tas-ilari.mp4 SHA-256: 7403a25abe1115d2647fe2b2f6f08079eb3e43978cddb1ab21cd8dcc699196a4 jjxmas95-tas-ilari_512kb.mp4 26222cce708aaa52a6a8f26220127224b18e957d7eb31fc9f8b0eb21ab8bd73d jjxmas95-tas-ilari.mp4
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Direct download Archive collection Screenshot (from Mister Epic's post) Youtube watch URL Movie length: 3:42 Description (I'm not good at this): In with the tradition back then, Epic Megagames did xmas-themed (demo) version of their game. This is the 1994 version, the first of three xmas-themed Jazz Jackrabbit games. We also have run of the [yyyM|second] of those games MD5: 4d9dacb058c21b292a1528fc7350f780 jjxmas94-tas-ilari_512kb.mp4 87480f702c1db11a562aa2bbc096ab8c jjxmas94-tas-ilari.mp4 SHA-1: 69c491975079530dd1dfec81adedb1e8b53659a4 jjxmas94-tas-ilari_512kb.mp4 732839c0e0b456a4fec9ef0037237af01afe5487 jjxmas94-tas-ilari.mp4 SHA-256: 130736c8e24974a5052aa1701b10d88495a219cd5e4967332fc47705ca544c7c jjxmas94-tas-ilari_512kb.mp4 6f702f2afb4d2558ad8139efe9b1c4a36a7264b9da87016bf1fef0c042b03b88 jjxmas94-tas-ilari.mp4
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Kles wrote:
Also... what's wrong with just using PrBoom for this?
PrBoom is not submittable to the site (as of now), JPC-RR is.
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IsraeliRD wrote:
The only feedback I can give is maybe manipulate level 10 more as the first enemy should have been shot earlier (looks like it).
That would work for that enemy (43 frame saving). I haven't checked out how many frames would be lost due to timer differences in rest of the stage (the enemies seem to work on level-global timer)... (edit: no frames would be lost) Edit: I also figured out another even bigger improvement in level 10 (60 frames from that, for 103 frames total): Bump your head when doing the jump down between the two fires to cut the jump short). Edit #2: I also discovered that horizontal motion on those wines is fast (jetpack, jumping) as opposed to slow (walking) allowing saving fuel for elsewhere. This saved 34 more frames for total 137 frames of improvement (final time of 6:36.079). Edit #3: I redid parts of level 3 (1 frame improvement, better positioning of Dave using up-when-falling trick) and 4 (73 frames improvement by better fuel management and improved route (taking the upper branch after the monster on second time one is there)). Edit #4: Redoing level 5 (jumping bit earlier for jetpack and using jetpack instead of hopping (there isn't enough fuel to go all the way)) saved 17 frames. Edit #5: Improved level 6 by 2 frames (improved fuel management, any more fuel use and there isn't enough to reach the door. Now 93 frames ahead old WIP at end of level 6. Edit #6: Improved level 7 by 1 frame (more optimal point to cut off the jetpack and start the jump up the tree). 94 frames ahead. Edit #7: No improvements found in stages 8, 9 and 10. Thus, the improvement to last WIP is 94 frames (for total of 231 frames, 3.296s from posted WIP). The final time is 6:34.739 (ingame time of about 6:32). I also have another (glitched) route to try in level 6, no idea if it is faster or slower than the current one... (edit: there's no way it can be faster)
Post subject: Dangerous Dave
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Game: Dangerous Dave Emulator: JPC-RR r11.2 Authors: me Progress: The end Thread: Thread #10520: Dangerous Dave Link to video
Post subject: Dangerous Dave
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I did a quick TAS of this game: Link to video Time: 6:38.035 (ingame time, for comparing to realtime runs, is about 6:35.3) Note: This game uses PC Speaker, so the sound effects are just bad (and loud!) and there is no music (that's why the 7:10 speedrun replaced soundtrack with some music)...
Post subject: Re: music emulation choices
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Bisqwit wrote:
I suspect the same trends hold true for JPC-RR too. Only it does not even have an OPL3 emulator yet, or does it?
Currently, the following sound output devices can be captured (in mainline version): * PC Speaker (since r1) * SB16 PCM (since r10) * OPL3 FM (since r10) * MPU-401 (UART mode only, not in any released version) I have successfully encoded all of those into PCM sound data.
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Mister Epic wrote:
I'll go to my kitchen to cook encodes (SD & HD) from this movie.
Same as the other movie for this, I already have non-uploaded SD encode.
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Mister Epic wrote:
I'll go to my kitchen to cook encodes (SD & HD) from this movie.
HD alone is enough, I already have SD encode (not uploaded yet).
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Warp wrote:
Turambar wrote:
MD5 is broken.
How exactly?
The most general attack against MD5 I am aware of is choosen-prefixes collision. Not quite a second preimage attack, but is more powerful than ordinary collision attack. This does not allow to corrupt files in transit without MD5 sum changing unless the original file is specifically generated to make such replacement possible. Doing such corruption without requiring the original file to be carefully crafted would need a second preimage attack (AFAIK, currently infeasible against MD5).
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ThMrksman wrote:
Obviously this has had speedruns of it in the past with especially built emulators. The question is, given that the current records are known to not be optimal, would they be beatable using a current version of DosBox+rr/JPC-rr?
Both should in theory work, but: * JPC-RR is very slow emulating this game * AFAIK, nobody has played through DOOM II using JPC-RR, so one can't be absolutely sure it is beatable (but I would expect it be beatable). * General MIDI music in DOOM II doesn't work all too well (newest mainline JPC-RR revisions do emulate it, but it is barely possible to encode runs using it) so one would have to use worse-sounding FM music (granted not many have even heard what DOOM II sounds like with MIDI music). * DosBox+RR is not sync-stable between different computers (and not approved by the site for this reason) * Back when I was trying DosBox+RR, I couldn't even get basic rerecording to work (loadstate crashed or locked up the emulator). So you are welcome to try and it should be possible, but it would take quite hard-core TASer to pull it off.
ThMrksman wrote:
I've also been toying with the idea of doing an IDCLIP run (not to submit to the site, but just for the sake of it). Would DB or JPC be better to use right now for making a TAS of this game?
I think that would be boring (just turn and run towards exit). edit: version -> revision (since those aren't releases but VCS revisions)
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Turambar wrote:
Anyway, the thing I want are hashes. Which ones should be used? My suggestion: SHA-256.
I think MD5 would be good enough: * It is the most common supported hash * It is fast to calculate * It is short as hash (32 hex digits, almost anything else is longer) * Resistance against intentional tampering is not needed (only against random errors). * Intentional tampering would need second preimage attack (seems infeasible to attack MD5 that way).
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Note that H.264 lossless isn't truly lossless because it has lower chroma resolution. Not a big issue if you are not going to resize it, but if you are, the result is going to be quite bad. If you are looking at resizing the result, use some type of lossless RGB codec (FFV1, Lagarith, Camstudio or even uncompressed) when dumping.
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eternaljwh wrote:
On the flip side, you can probably avoid any and all more-prompts by playing with very large terminal size, and being hit or missed presumably affects RNG usage by whether damage is calculated. (I have not looked at the source for this, so this last is mere conjecture.)
It needs to play back with the DOS version, and AFAIK, it is not possible to alter terminal size (at least for width) in that one, it is always 80x25.
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Nitrogenesis once claimed on IRC that Scrapyard Dog for Lynx would be passable for a TAS. I have no opinion on that game.
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franpa wrote:
Awesome work and kudos to the Encoder too, better quality then some of the other DOS encodes.
What encode were you watching? * The one downloaded from torrent/mirror (the encoding methods I used are pretty much the same as I used for other 5 DOS encodes I have done) * Archive.org streaming. Basically, this is garbage unless one makes and uploads special encode (which I have done for this movie but not for others (yet)). * Youtube encode. I didn't do this, and I think this was one of the first DOS movies to get a HD encode.