Posts for InfamousKnight


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Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Has this project been forgotten? How many seconds total have you saved over the published run?
Experienced Forum User
Joined: 9/12/2014
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Location: Waterford, MI
Can you test San Francisco Rush? That would be one I'm looking forward to tasing.
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Looked up FFT TAS on youtube and found this: https://www.youtube.com/watch?v=9SgaUb_sLl0 Sub 2h50m! Damn. I wonder what that was made on. Bizhawk or psxjin [EDIT] The cutscenes are sped up by 2x so thats why its so low.
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You will actually need Undertale linux version. Even if wine does work, it has desync problems. So just find the linux verion of undertale and it should work.
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Location: Waterford, MI
MikeRS wrote:
Using emulator save states in libTAS is perfectly possible, but the save/load of emulator states itself would be recorded with libTAS, making a very annoying movie.
I understand that. But what Im trying to say is if libtas treats the emulator save state like its own. Where its a wrapper like bizhawk. Bizhawk doesnt have its own save states, so it has to rely on the core. So libtas would pretend it must rely on the emulator too. You would have to make it an option to turn on off to make tasing possible with anything that either doesnt have save states or libtas does it better.
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Arent libtas save states different from emulator save states? For instance, if you run ppsspp in libtas, the rng is non-determinsic. So a hack was created to make it single threaded. If using the emulator save states instead of libtases save states, it might make a difference. Pretty much libtas would act as a wrapper like how bizhawk does. You would need an option to turn it on or off. And still place markers in so it knows where to go back.
Post subject: Use emulator save states instead of libtas
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As in, use the emulators save states to go back in a movie. Works the same as bizhawk. The idea is for deterministism. And would remove the need for hacks to get deterministism. For instance, running ppsspp requires hacks to make it single threaded. Which lowers capability and possibly new desync problems. So maybe an option to use libtas save states or emulator save states. Given that the emulator has save states. Sound like a good idea?
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This is not a decade old? https://gamefaqs.gamespot.com/ps/197339-final-fantasy-tactics/faqs/11528 Anyways, thanks for the notes. I'm still planning on killing the bosses minions and stealing genji equipment from the assassins. And getting cloud too.
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*Bump* Because the patch fixes the JP scroll glitch, and many others, this will be a glitchless run. Which makes a big difference. Anyone have any notes for a glitchless no math skill route? I might just use that decade old speed guide on gamefaqs with some adjustments. Like setting the options at the beginning and not buying potions. Because the patch reduces some JP cost, I might also look into getting better abilities. For an entertainment trade off, in those battles where it says: defeat X boss, where defeating that one enemy will end the battle, I will be taking out his minions as well. I'm also thinking about getting cloud too and using him from then. Getting all his abilities and his buster sword. In the assassins battle right before Zalera, I will also be stealing all the genji equipment and defeating every last one of them.
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Looks like this does work in bizhawk. Because I know how to use lua now, I'll be starting a run in this! Not to be submitted, but just for fun. I will also be playing on this hack: https://www.romhacking.net/hacks/4611/ Which came out recently.
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I'm sorry to disappoint you, but I've now lost interest in this project due to learning about how to use lua scripts in bizhawk. Moving on to a different project. I'm just gonna wait until PCem is ported to bizhawk so I can run the pc version. And thats a promise.
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Sorry for the late response, but trade in values are different on n64 then pc. I was following the pc speedrun, and the trade value didnt match the n64 version. Again, pcem CAN be tased, which means I can tas the pc version, but Ive had trouble with that so Im waiting for it to be ported to bizhawk.
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Restarting the run and following the guide, and I faced a problem already.. You cant seem to trade parts in to cut down price. Maybe its an emulation bug? Does anyone know how to do this on n64? If its an emulator bug, Ill just have to wait. I can tas the pc version using pcem and libtas, but Ive had trouble compiling pcem and am waiting for bizhawk to port it. Work will come to a halt now until a solution is found.
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Will do! I found the WR for 100% on speedrun.com and will start the run tomorrow. 1 hour each day spent on it. Maybe more if I have time.
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Yeah, well Im currently past Andro centimun, and a death I felt was inevitable at a hairpin, where the only way around is to come to a near full stop. Using Alto beedo with upgrades to turning, cooling and such. Ill post an encode tomorrow. Ill probably redo it as it looks pretty bad.. [Edit] Im restarting the run tomorrow to follow this: Link to video At least I have something to compare to.
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Hmm, looks like the nico vid is down on youtube link that was provided. It was clearly made on worse tools than we have today, so this will be a remake of that. I cant believe the "longplay" on cubex55 is only like 25 minutes slower. My guess is loading time difference. Im not restarting the run with the optimized route btw. Just want it done with.. which is gonna be a while because I have to work.. Ill set 30 minutes everyday for this.
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Bump again Even if it does work, it will run extremely slow because libtas uses software rendering. Not gonna bother until that is upgraded.
Experienced Forum User
Joined: 9/12/2014
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Location: Waterford, MI
Ok, it turns out the desync was caused by the fact that its not bullet proof rerecording. So I cant make back up save states.. I dont see why it would desync all of the sudden. I do recall loading an old save state which desynced upon loading it. Anyhow, Im back into business now. My goal is to have it look clean, use boosting as much as possible, use the best pod racer available, and just test around. I dont know of any skips or much about this game, so this will be just a testrun. Route so far, use the 2nd pod racer(forgot what its called, but its available from the start), get a top speed upgrade after 1st race, save up for the pug5(I think thats what its called, its to upgrade top speed and cost 6000 thrug bolts). Obviously Im not gonna get killed or lose my boost because I hit a wall or something. Because I made a save state right before a mistake, some of it looks unoptimized. Im not using the virtual pad or game controller for precision, although that might change. I just dont like the virtual pad, but the game controller would be a lot more confortable. Still have to figure out how to configure that. I have an xbox one controller, anyone know of some good mapping for that?
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Making a tas of this on bizhawk, and it desynced on me at Vengence.. I really wish bizhawk devs would update their n64 core.. Desyncs cut my motivation. Im not planning on submitting a tas of this game, as its one of the most difficult genres to truly optimize.
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Location: Waterford, MI
Hello, does anyone know of a way to attach camera angle to the car bumper? For instance, in the toca tas, when you turn, the camera slowly catches up. I would like to see it stay on the back side as I find it more amusing. Will this cause desyncs though? Im not very good with finding memory addresses. But I would imagine this is more than just finding the x y z address for both the car and the camera. Anyone know where to start?
Post subject: Super Smash Bros WiiU TAS
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Location: Waterford, MI
Super smash bros tas with cloud Link to video Wonder how that was done.
Post subject: Way to speedup save states?
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Save states become very slow even before 3 minutes in. From the beginning, its pretty quick, but as time goes on, it doesnt take long for it to go extremely slow. I was running simpsons hit and run and sonic adventure dx, and the same behavior happens. Running dolphin 50 10888 My computer is an i7 series capable of running vulkan. A windows update seemed to block it for some reason, but before I go test linux, is there any recommended settings? Should I use linux for vulkan to speed it up? Or will that not make a difference in save state saving/loading.
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In case anywhere is unaware, the tas tools menu has been fixed in upstream. So happy about this! So much has improved!
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Joined: 9/12/2014
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Location: Waterford, MI
Despite tasing since late 2014, I still have no idea why tas studio is so complex. To me, it looks like clicking on inputs rather than typing them. Terms like branch and zones I dont really understand. And why theres so many fixes to tas studio on every release.
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Location: Waterford, MI
*bump* some other things that benefit libtas: FNA audio support https://github.com/RPCS3/rpcs3/pull/6374 Wait for threads to reschedule, would benefit deterministism https://github.com/RPCS3/rpcs3/pull/6405 These are not merged yet, but once they are Ill begin testing. I do want to wait until they have appveyor for linux though. It takes forever to build even with an i7 core. They are working on that too.
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