Posts for Lex


Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I watched Baxter's run and your run back-to-back. There's a clear change in strat and a huge (>10%!) improvement. I love it. Definite yes.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Wow. I remembered this thread from 2 years ago when I was around here reading everything new. I sought it out just now to see if it was ever solved, and to my delighted astonishment, here it is with a different name! This is close to the solution I envisioned back then (putting the koopa in the left side like that), but my idea didn't quite work because it involved kicking the shell which you couldn't catch up to. It's funny how close I was! Nice job actualizing the solution, MUGG.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I agree. I'm pretty excited that you're working on this for bsnes. Now how about implementing Nestopia-style opcode-level rewinding (not sure if it actually is opcode-level, but it seems to emulate in reverse using a saved history) while you're at it, hmm? ;) Ok, I realize that would be a little ridiculous at this point, considering all that I've read about how bsnes works on your site.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Oh, hi, Dennis. It's a small world after all. For your info, I don't play Worms Armageddon any more, really. I'm still a gamer though.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
NICE! :D UraniumAnchor is great.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I've started encoding a few more mission TAS to x264. Here are the first 3 missions with a higher resolution (1280×960 for the first 2) than my previous mission encodes. I encoded mission 3 in full 1920×1200 at 50fps to capture the move at the end, so beware. It may be choppy (or very choppy) on some machines, though my machine plays it back at full speed. Remember, these are judged first by number of turns used, then turn time spent, based on the in-game turn timer. The reasoning behind this is explained earlier in the thread. Each frame is 0.02 sec because the game runs at a constant 50fps. Now that I've updated my ffdshow, I'm going to see if I can get lossless x264 to encode smaller files, considering the large black sky areas. Edit: Oh, right. Here's some info about the TAS themselves:
    Mission 1: I use a rope attached to the left to move to the right quickly so I'm in range to attach to the pumpkin I need use to fly to the other side of the map. This allowed me to get a sub-7-second clear of this mission. Also, I go within detonation range of an instant mine, but don't set it off because the mine checks only once every 5 frames. Note: The goal is just to get that glowing crate on the right side. That's why this one ends so quickly. Mission 2: I've described this earlier in the thread, but now you can see the jumps I do to manipulate the AI by changing the random seed. Mission 3: That bat at the beginning is always awesome to see. It's used in unassisted records of this mission too. I managed to shave a turn off by manipulating the AI into killing itself. Always hilarious! At the end, I do a ridiculous move involving using an air strike from a rope and grabbing a Damage×2 MID-FLIGHT, which doubles the air strike damage, killing my target. It looks so awesome, I had to capture it with this resolution.
Edit: I heard some people have major issues playing back these videos (even the first 2), so I made 25fps versions of them:
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Media Player Classic, with a pretty recent version of ffdshow. I'll update my ffdshow then. Edit: It's much better now: Also, I don't know Japanese. I wonder what this screenshot says. Anyway, it seems like my version of ffdshow from Sept 17 2008 didn't work. I had to update to the version from Nov 8 2009. Thanks for pinpointing the problem!
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I don't know why, but your encode plays back completely garbled for me. :( The audio is perfectly intact, but the video looks really bad, like this: Is it just me? I've seen other encodes that look like this too for me (though none that were actually published).
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Yeah, that's true. Deadcode (Worms Armageddon developer) was able to do trajectory mapping without much trouble at all because he was in possession of the source code. I supposed that's a very rare position for a TAS coder to be in.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Right, but you're giving it away to people who would otherwise not have known about it, and people who pirate all their software anyway. You may be giving it away to a small portion of people who browse warez sites and also buy software, but that's a VERY small portion of the visitors to those sites. It's free to do and you really don't lose any potential profit; or maybe some miniscule nonzero value.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
How is posting your software anonymously on a warez site not free? I guess there is the small amount of time spent to do so.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Advertisement FO' FREE.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Still... "Movie End." So epic.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
The post 2 above this is the king of all posts.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I'm using Adblock+ on my Windows Firefox version 3.5.5, and the embedded videos are working perfectly.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
All runs which are technically faster should be published, even if they're less entertaining. That's what the voting system is for, right? I don't understand why tasvideos rejects obscure/boring-looking games when there's certainly someone out there who would be fascinated by the run. I know I was looking for a SNES Bubsy TAS, a NES Back To The Future TAS, and some others I can't think of right now, but they were gruefood with no published video. It just seems ridiculous to me to throw away a movie for a game that doesn't already have a published movie. It could just have a low rating on the site. That's ok. Viewers can see the ratings. Just imo.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Why have a mix of parentheses and hyphens? You could just use one or the other. But yeah, date would be better than completion time, since generally the newer movie is faster. "Goal" would be something like "any%" or "100%", I assume you mean. Anyway, automated file naming is a good idea for the site in general, imo.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
The feature could name the files based on some submission form fields, like this: "game - version - nickname - completion time.fm2" That is, if the completion time is easy to calculate.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Here's an advanced screenshot of the aimbot at work with full trajectory mapping. Deadcode worked hard on the homing missile aimbot, and it looked great: The homing missile "runs out of time" after some amount of time homing and gets thrown in its current trajectory, which is why you see the orbiting paths around the homing point, then the arc toward the enemy worm. My worm (currently off-screen) isn't actually aiming there at this point in time. The aimbot allows me to drag my cursor anywhere and place where I want the shot to go, then the bot performs the necessary actions to fire at the right angle and power in the minimum time. This shot was exceedingly hard to find. I tried mousing all around the area before getting this perfect shot. This was just after a normal unassisted online game, when I was editing the replay to see if the shot I wanted to do was possible. It turned out it was, but ridiculously hard to do. Edit: I would make a video of myself playing around with the aimbot in realtime, but my Fraps is being exceedingly laggy and I can't get it to record smoothly.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
For those interested in Worms Armageddon, I posted 2 demos of trajectory mapping in this thread.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Awesome!!! The complications you've found sound like pretty detrimental problems though. They sound very hard to work around.
Post subject: Trajectory mapping is awesome.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
You may have seen my PC Worms Armageddon thread which details the tools present in the private tool-assist version of Worms Armageddon. This thread is meant to promote my favorite tool: trajectory mapping. It's described in the other thread like this:
    Trajectory mapping - This feature is extremely useful in all aspects of tool-assisted Worms Armageddon (and probably would be in most other games). It shows the trajectory an object would take in the next ~1000 frames if it took that path, and in roping, goes a step further by showing the possible rope shots after releasing the rope. Imagine having this feature for Umihara Kawase's rope! It really is beautiful.
UraniumAnchor has the idea. He's started a trajectory mapping scripting project for NES Blaster Master. It looks great so far. Not only is there trajectory mapping, but he also has hitbox outlining, the object's state/sprite value (not sure which one), and some other useful information. I'm excited about his run. With tools as advanced as he's making them, it's sure to be very detailed! Here's what my TAS of the Worms Armageddon rope race map, Mission Impossible 2, looks like with trajectory mapping. I definitely wouldn't have been able to design a replay nearly this good without being able to see what would happen x frames ahead. You'll probably want to watch frame-by-frame in your video player to understand what's going on. Hopefully it should be self-explanatory if you do that. Every frame is included (50fps). Here's a clean replay of a speed-promoting map being completed very fast (much faster than the intended unassisted time of 30 seconds): and the same replay with trajectory mapping enabled for comparison: I've seen several screenshots and videos in the TASvideos community with hitbox outlines. That's a great idea! I wish that was included in Worms Armageddon as well. Anyway, the point of this post is not just to show off my Worms Armageddon stuff, but to point out how useful trajectory mapping can be. Trajectory mapping works almost everywhere. Of course, I'll admit I'm being selfish. I want to step into the console TASing scene, but all the games seem so daunting to me without the tools I'm used to. What I'm hoping here is that developers/scripters decide to make some game-specific tools, especially for the more popular games. I know you guys haven't needed it all these years, but I believe trajectory mapping would help bring out the best in the TAS community in general. Most of all, I'd like to see Umihara Kawase with trajectory mapping! Haha.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Yeah, Multimedia Fusion 2 seems like it would be a good start, considering Within A Deep Forest, Knytt, Lyle In Cube Sector, and I Wanna Be The Guy are all very TAS-worthy games.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Okay! I'm looking forward to the optimized run. :) Keep at it!
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
This could use a lot of improvement. There was a time you created a lot of extra lag by running along a bridge with falling pieces, and after bosses, you could have had some momentum as the screen started moving, instead of being stopped against it. I saw some more parts that could be improved too, I think. I'm no expert on this game, though.