Posts for InputEvelution

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InputEvelution
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Joined: 3/27/2018
Posts: 227
Location: Australia
Your link seems to be to a Windows build rather than a Linux build. Regardless, I haven't been able to get the TAS to sync on my end - the game won't boot in 1.4.5 for me, and on 1.4.6 it desyncs immediately. I'll leave this one to someone else.
InputEvelution
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I was asking about Ruffle, not libTAS.
InputEvelution
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No good. Maybe this would have better luck syncing for someone with an AMD setup?
InputEvelution
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Hi Potato! Could you please provide the version of ruffle that you used for this TAS?
InputEvelution
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I tried playing back this TAS, but it seems to desync at the start of Chapter 9 in the shop. lapogne36, would it be possible for you to post your Dolphin settings, PC specs, and the SHA-1 hash for the ISO?
InputEvelution
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Hi Twisted_Eye! Unfortunately, it appears that you might've unknowingly used a bad dump of the game to make your TAS. The SHA1 hash in your submission file doesn't match a good dump of the ROM, and attempting to play the movie back on one leads to a desync following the first deathwarp. As a result I'm currently unable to accept this to the site. What would you like to do from here? If you want, I can set the submission to Delayed while you try to resync the TAS on a good dump.
InputEvelution
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Joined: 3/27/2018
Posts: 227
Location: Australia
I really like the idea of having monthly articles highlighting people's favourite TASes of the month. It could even be something that also highlights older TASes, a "TAS Spotlight" feature of some kind, where a community member writes an article highlighting a TAS on the site they really like and writing a bit about why. Interviews every now and then with community members about their work and history with the hobby also sounds like a great way to get more people interested in stuff.
InputEvelution
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Joined: 3/27/2018
Posts: 227
Location: Australia
dekutony wrote:
Ok, so when you're talking about the menuing, are you referring to when I click on a character or the map screen or the title and intro screens at the start?
The map screens and intro screens are affected. Again, these areas are identifiable by the fact that consecutive mouse clicks are done 3 frames apart instead of 2. I don't recall off the top of my head exactly which levels had time saved, but you should be able to check this yourself by comparing between the userfile and your submission in libTAS's Input Editor.
InputEvelution
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They are mostly the same, however I had trouble getting the game to run correctly with Vulkan, so I used OpenGL instead. I don't think this should cause any issues though.
InputEvelution
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Hi dekutony! I've had a look through your submission, and there's a couple of things I'd like to bring to your attention. The first is the menuing. I notice that you tended to do mouse clicks 3 frames apart from one another, however this can be reduced to 2 to save a good few frames over the course of the run. The second is the RNG manipulation. There were a couple of instances where I was able to shave off a frame or two of waiting without disrupting the RNG. Additionally, by changing the system time in libTAS, you may be able to get some different RNG seeds, which might help you to get the Starfish earlier in some levels. I've uploaded a userfile here so that you can better see where the improvements come from. I'd like to see you take another stab at this and see if you can save some more time.
InputEvelution
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Joined: 3/27/2018
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HappyLee wrote:
For comparison, most of the other submissions you've mentioned are less popular games, not a Star movie on this site.
You're not more important than anyone else
InputEvelution
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Joined: 3/27/2018
Posts: 227
Location: Australia
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.
InputEvelution
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Joined: 3/27/2018
Posts: 227
Location: Australia
I'm noticing that the official YouTube encode for this run appears to be at 20fps. This is the framerate used for gameplay in Ocarina of Time, but menus and such run at 30fps instead, so there are a lot of missing frames throughout the run.
InputEvelution
She/Her
Editor, Experienced Forum User, Judge, Published Author, Player (49)
Joined: 3/27/2018
Posts: 227
Location: Australia
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