Posts for MUGG

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I finished a run Link to video Unfortunately, I ran into a major problem preventing me from submitting this to TASvideos. The Windows 95 installation movie doesn't sync anymore, both on 2.11 and 2.11.1. It looks like the crashes I encountered while working on it destroyed it. In TAStudio, I advanced 200 frames at a time, saved, it crashes, I restarted it, advanced another 200 frames, rinse and repeat. And at the end I exported to bk2. But now that bk2 desyncs... Unless I can reconstruct it and re-sync it, this is not going to be submitted.
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For some reason the framecount and time is wrong when I upload my bk2. This is supposed to be a 30423 frame movie in Bizhawk's DOSBOX-x core, but it shows up on the site as 14 frames. Perhaps a bug introduced with the new Bizhawk 2.11.1? Wait, I'm sure I made this in Bizhawk 2.11 only.
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Lately I noticed a "bug": I'm using TAStudio to TAS a game. I advance for like 300 frames, then click on the input roll somewhere to add a button press. It automatically rewinds back to some earlier point (This is expected behavior, all good!) It added the button press where I wanted but also in the wrong place as well since TAStudio scrolled back up to 300 frames earlier (This is a bug). The same mouse-click should not apply two inputs. It seems this only happens sometimes, usually TAStudio lags just enough so I can let go of the mouse-click before it rewinds.
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Looks like Bizhawk 2.11.1 actually fixes the mentioned crashes. Sorry to disturb this topic with several posts, I should have tried switching to the newer Bizhawk earlier even when I didn't expect any change. At the very least, I have been TASing Ultimate Soccer Manager 98 in TAStudio for hours and have reached halfway through the game without a single crash, whereas on Bizhawk 2.11 I get a crash every 2 minutes. Perhaps this being the responsible fix:
Fixed #4477 - New crash from undoing branch loads
Cheers!
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@Dimon12321 Alright. I found that you can insert the directory to the game .exe in the Win.ini file to start the game automatically when booting into Windows. 1. Run... -> "notepad c:/windows/win.ini" 2. Behind "run=", enter the game .exe file's directory ( e.g. "c:/game/game.exe") 3. Press ALT+F4 and then confirm to save 4. When Windows loads up the next time, the game starts automatically. Just to be more clear, those crashes I mentioned happen only when using TAStudio and rewinding at least once. For example, I encountered them after rewinding to edit input while installing a game or while installing Windows 95 itself. For some reason, this never happened when I was working on Windows 3.1 projects. For Windows 95 games, perhaps I will have to restrict myself to not using TAStudio depending if I encounter crashes... Although I don't know how I will do perfect mouse movement if that happens...
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For TASing on Windows 95, any quirks or things that I should be aware of, to boot into Windows and start the game as soon as possible? I can't seem to find Windows 95 publications that used Bizhawk that I could use for reference. Should I just make sure the game icon is on the desktop, press the first letter and Enter? And make sure the first letter isn't occupied by one of the existing icons?
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It would be great if there was a way to sort movies by the exact guest system, regardless of the merge. For example, I can't find a way to find all publications that were made on Windows 95. Perhaps support for a sub-categorization could be added. IBM PC Compatible being the main category, Windows 3.1, Windows 95, Windows 98, Linux, Mac, etc. being the sub-categories.
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Looks like I might be TASing this after all. I got Windows 95 working in Bizhawk and did some testing. It looks like the (instant) result of a match, including everything else (scorers, yellow and red cards, attendance etc.) doesn't change regardless how long you wait. It will change, however, if you go to certain screens or change some crucial things. I made some notes:
CHAIR Evaluation - seems to only work once TRANSACTIONS - TRANS Player Search - sending offers... Sell Players - new contract, or choose not for sale... MANAGER - MNGR Read Newspaper Phone SQUAD Team Selection - Swapping positions... Team Selection - new contract, or choose not for sale... Team Talk - Changing settings... Staff - fire someone Team Training - Changing any training... MATCH Cancel Match in tunnel
For example, in your office (MNGR), clicking on the newspaper or the phone will change the outcome, but clicking on the television or the fixture list doesn't. In the beginning of the run, I would just make sure to put keeper, defenders, midfielders and strikers in the correct position. This increases the chance of a win. Then start the next match, if it is a loss, a different or additional position swap is required. After winning a match, you can go directly to the next match - if that's a loss, you can go to the phone or newspaper beforehand to change the outcome, or go to the team selection again and swap positions, or go to team training and have the assistant trainer suggest and set the training plan. Those are all working ways to manipulate the outcome of the next match. Juventus is a good candidate, easy to win with and only has 35 games.
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@Dimon12321 Yes, InvalidOperationException. Google AI suggested I try switching to Display method OpenGL, disable Rewinds, minimize the TAStudio window during playback, check Config -> Customize -> Advanced -> Store movie working data on disk instead of RAM, set TAStudio -> Metadata -> Savestate History Settings -> Gaps Buffer Size to a higher value. None of this fixed the issue. The only way I can advance in TAStudio is to load the tasproj file, advance by 200 frames, save a branch, then advance another few frames to hopefully advance more and save another branch but usually it crashes at this point already. I can only advance in steps of 200~300 frames. I haven't tried Bizhawk 2.11.1 yet.
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I keep running into random unhandled exception errors with Bizhawk, particularly when I was running Mystic House (on Windows 3.1, using Win32s), and now while trying to play back and modify the Windows 95 installation movie. This happens when using TAStudio. I have not had exceptions occur when just playing back bk2. I managed to play back the Windows 95 installation movie bk2 without any error, but when I load it in TAStudio, it starts occuring a lot at around frame 8000+. Since it takes ages to load a 2 GB hdd with Windows 95, I was thinking about modifying the installation movie to only use 500 MB, but since the bk2 desynced halfway through, I wanted to modify it in TAStudio but kept running into the aforementioned errors. It is possible this is due to my old hardware, Windows 7 and only 8 GB RAM. Perhaps it is soon time to migrate to a newer system. What's odd is I wasn't running into these kind of errors when I did TASes of other games. Perhaps it is due to the high RAM usage, whereas previous games didn't require that much RAM.
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I tried determining the lowest number of games for any chosen team when playing as Coach on Real Hard difficulty on the 98/99 version, by choosing the team and then looking at the fixture list on day one. Teams listed here have been tested - any missing teams have not been tested. It looks like teams such as Auxerre (French Div 1), Milan (Italian A) and Sparta (Dutch KPNT) have the lowest number of matches for a season, 34 matches. A run aiming to just beat the season and end the run on the victory screen should use one of those teams. I will be doing a test playthrough with Auxerre. EDIT: Nvm, Auxerre had two hidden games, Milan and Sparta had one each. EDIT 2: I don't know, but I tried Juventus, which is supposed to have 35 games, but I somehow got a "European Cup Qualifying match" and a "2nd leg" match with no opposition to click on. The week went by and I got entered into a group phase so I got like 42 games... Not sure how this happened and how it can be prevented aside from choosing a different game. English - Prem - Arsenal / Manchester United
Charity Shield: 1 European Cup: 1 League Cup: 1 FA Cup: 1 League games: 38 Minimum matches: 42
English - Prem - Chelsea / Newcastle United
Cup Winners Cup: 1 League Cup: 1 FA Cup: 1 League games: 38 Minimum matches: 41
English - Prem - Aston Villal / Liverpool
UEFA Cup: 1 League Cup: 1 FA Cup: 1 League games: 38 Minimum matches: 41
English - Prem - Wimbledon
League Cup: 1 FA Cup: 1 League games: 38 Minimum matches: 40
English - Div 1 - Barnsley / Watford / Bury
League Cup: 2 - a third one is listed but won't get played if you lose the first two, apparently. FA Cup: 1 League games: 46 Minimum matches: 49
English - Div 2 - Blackpool / Reading / Fulham
League Cup: 2 - a third one is listed but won't get played if you lose the first two, apparently. Auto Windscreen: 2 FA Cup: 1 - a second one is listed but won't get played if you lose the first one, apparently. League games: 46 Minimum matches: 51
English - Div 3 - Barnet / Rochdale
League Cup: 2 - a third one is listed but won't get played if you lose the first two, apparently. Auto Windscreen: 2 FA Cup: 1 - for some reason, Barnet lists a 2nd round game but Rochdale doesn't. I assume if you lose round 1 you won't have to play the 2nd round match. League games: 46 Minimum matches: 51
English - Conf - Barrow / Leek Town
FA Cup: 1 - a second one is listed but won't get played if you lose the first one, apparently. League games: 42 Minimum matches: 43
France - Div 1 - Bordeaux / Monaco
League games: 34 UEFA Cup: 1 Minimum matches: 35
France - Div 1 - Paris-SG
League games: 34 Cup Winners Cup: 1 Minimum matches: 35
France - Div 1 - Auxerre
League games: 34 Coupe de ligue: 1 (hidden, shows up later) Coupe de France: 1 (hidden, shows up later) Minimum matches: 36
France - Div 2 - Ajaccio AC / Nice
Coupe de Ligue: 1 Coupe de France: 1 (apparently shows up later during the season, needs testing) League games: 40 Minimum matches: 40
German - 1st Bundesliga - FC Bayern München
European Cup: 2 - (1 group phase game is listed but will be skipped if you lose the qualifiers) DFB Pokal: 1 League games: 34 Minimum matches: 37
German - 1st Bundesliga - 1. FC Kaiserslautern
European Cup: 1 DFB Pokal: 1 League games: 34 Minimum matches: 36
German - 2nd Bundesliga - 1. FC Köln / Karlsruher SC German - RLWS - LR Ahlen German - RL-S - FC Augsburg German - RL-N - VfB Lübeck German - RLNO - VfB Leipzig
DFB Pokal: 1 League games: 34 Minimum matches: 35
Italian - A - Juventus
League games: 34 European Cup: 1 Minimum matches: 35
Italian - A - Milan
League games: 34 Coppa Italia: 1 (hidden, shows up later) Minimum matches: 35
Italian - B - Torino / Verona / Cremonese
League games: 38 Coppa Italia: 1 Minimum matches: 39
Scottish - Prem - Aberdeen / Motherwell Scottish - Div 1 - Airdrieonians
League games: 36 Minimum matches: 36
Scottish - Div 2 - Alloa Athetic / Livingston
League games: 36 SFA Cup: 1 Minimum matches: 37
Scottish - Div 3 - Albion Rovers / Montrose
League games: 36 League Cup: 1 SFA Cup: 1 Minimum matches: 38
Spanish - Div 1 - Real Madrid / Barcelona
League games: 38 European Cup: 1 Minimum matches: 39
Spanish - Div 1 - Mallorca
League games: 38 Cup Winners Cup: 1 Minimum matches: 39
Spanish - Div 1 - Oviedo
League games: 38 Minimum matches: 38
Spanish - Div 2 - Albacete
League games: 42 La Copa Del Rey: 1 Minimum matches: 43
Dutch - KPNT - Ajax
League games: 34 European Cup: 1 Minimum matches: 35
Dutch - KPNT - Sparta / Fortuna Sittard
League games: 34 Amstel Cup: 1 (hidden, shows up later) Minimum matches: 35
Dutch - Toto - ADO Den Haag / Emmen / RBC
League games: 34 Amstel Cup: 1 Minimum matches: 35
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Nice, good job on the run! I didn't know it was this broken. The game must be tedious to optimize, with all those attack cancels and possibilities where to move and with whom.
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TCRF page Basic information Developed by Impression Games, published by Sierra at around 98. I sunk many hours into this game as a kid. There are two versions, one called Ultimate Soccer Manager 97/98, the original release. And one called Ultimate Soccer Manager 98/99, which updated the teams/players but also contained bugfixes such as the "8th season crash" fix. There are apparently some more bugs with the first or with both versions - I have not confirmed these:
Google AI wrote:
The "Infinite Salary" Assistant Glitch: An infamous exploit carried over from Ultimate Soccer Manager 2 was partially ironed out. In the older version, you could offer an assistant manager a maxed-out salary (£99,999,999) and then renegotiate it, causing the integer math to flip, resulting in the assistant paying your club roughly £13 million a week. Bosman Free Transfers Exploit: The AI logic was tweaked because Version 1.0 let world-class AI players casually run down their contracts. While it fixed a few logic loops, it actually created a new strategy in Version 2.0 where players could proactively "scavenge" superstars on free transfers (though you still had to pay high wages). Loan Player Leverage: A minor design oversight remained in the Version 2.0 economy, allowing players to loan a multi-million-pound player from a big club and immediately use that loaned player as a financial "makeweight" or trade-bait to permanently buy a player from a different team.
A speedrun of this game should aim to win the season. Winning the season could entail winning the Europe Cup - winning the final triggers a short FMV video sequence of players holding up the cup. When winning the league itself and clicking to go to the next season, there is a similar standstill victory image. There is also an FA cup but I'm not sure if that is important. In the German 1st Bundesliga, you can win the DFB Pokal as well as the European Cup, thus winning two cups in a season. Whereas in lower leagues, you don't qualify for any cups at all. You can play as a Manager or as a Coach. Manager is the same as Coach except you make financial decisions such as expanding the stadium, building shops, setting prices for merchandise, etc. For a speedrun, Coach is the better choice, less stuff to worry about... I played as Coach for Arsenal in the Premier League on the 98/99 version, took care of my team and gave everyone proper training and placed everyone in proper positions. Savescummed like crazy and it still took me about 2-3 hours to complete a season. There is an "instant finish match" feature to skip through matches, but there are about 70 matches or so. When players are not in proper positions, it seems the chance at winning is reduced significantly. TAS plans Perhaps a TAS can luck-manipulate to win each match one after the other to finish a season in 5-6 minutes. Needs some research. Perhaps other clubs have fewer games or a better schedule to finish a season slightly quicker. I'm not looking to TAS this at the moment. Note about game stability I managed to get the game to work without problems in DOSBox-x in Windows 95. If nothing is done, the game can suffer from the audio hang softlock bug. It also has a problem where garbled mess gets rendered when left-clicking. To fix this: I used "cputype=pentium_mmx" - although I'm not sure if it had an influence fixing the stability. More importantly, set hardware acceleration to off, both in Control Panel -> System -> Performance -> Graphics as well as in the DirectX diagnose program (Run... -> dxdiag -> Audio or Sound). Have not had any crashes, audio hangs or audio desyncs at all after this.
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ikuyo wrote:
The submission form directly links you to the movie rules page in a section
No, I searched the form and it only mentions the Submission Instructions and Text Formatting Rules. If I missed it, please let me know where it links to the Movie Rules.
Users have to declare they read the movie rules and submission instructions for the su to go through
No, there is only a checkbox to confirm you have read the Submission Instructions and a checkbox to confirm you are publishing under the Creative Commons Attribution 2.0 license. It is not a matter as I saw Samsara made changes: The Submission Instructions now state that all users and submissions are subject to the Site Rules. The Site Rules now state that TASVideos has a zero tolerance policy for plagiarism. This is much better. Newcomers are confirming they read the Submission Instructions and by doing so, confirm they are following the site rules that forbid plagiarism.
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So what I'm seeing is a newcomer joined the site and submitted a movie that's not theirs and got perma-banned for it. The problem with this I'm having is that it might not be obvious to newcomers to not submit someone else's work. The only page I'm seeing where it states that it is forbidden to do so is Movie Rules. However, the submission form doesn't link to that page directly. It only links to the Submission Instructions. There is no word on the "no plagiarism" rule on either the "Submit a Movie" form nor the Submission Instructions. When submitting a movie, users are only asked to confirm they read the Submission Instructions, not the Movie Rules. Perhaps, the "no plagiarism" rule should be mentioned on the submission form and the Submission Instructions, at least as a one line sentence.
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Wikipedia wrote:
Players control Kevin Codner, the aquatic hero. After hearing that the SS Lucifer has suffered some sort of mishap (the exact nature of the incident is not made clear in the game; somehow the captain is shown pulling the plug from his bath, and a fountain of water shoots up and starts flooding the ship). Kevin gets into a yellow submarine and begins saving the passengers.
For some reason, sound effects don't work when using Sound Blaster 16/Vibra, but it's working fine when using the 1993 preset (Sound Blaster Pro 2). The game features 60 levels. Wishlist post Bugs and Tricks: Jump from Pipe When pressing up underneath a pipe, you will leap up to the pipe and clinge onto it. You can then press Down + Left or Right + Space to jump from this position. RNG Manipulation I found two addresses responsible for determining which direction a dim passenger should go after landing on the ground. The RNG is advanced by the following things:
  • Passenger lands on the ground
  • Passenger reaches the goal
  • Passenger finishes climbing up a ladder (observed on Level 9, 21 and 23 only so far)
Passenger who falls from a spawn point into the water will always swim to the left, it seems. Raft ladder bug Sometimes when a passenger tries to climb up a nearby ladder from a raft, they will climb up into the air and fall down again. Survive spikes and fire It is possible to land and rejump from spikes and fire with proper positioning, such as when letting go of a nearby ceiling. You can keep jumping at the top of level 13 (spiky floor), without getting hurt. Rope ladder bug In level 15 or so (fire level), if you climb up or down a ladder while touching a rope, your jump from the rope will turn out to be kinda bugged: You will be sort of ascending or descending for a bit while also performing the jump. Bomb hidden mechanic When pressing B to place a bomb, it usually takes 4 seconds for it to detonate. But when holding B, the timer will go up until you let go or until 9 seconds are reached on the timer, after which it will start decrementing. This allows controlling when the bomb should go off even when you are in other parts of the level. TAS project: Currently in level 23 out of 60 levels. ;)
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1997 vs. 2003 version Finally got a hold of a CD-ROM that contains the 2003 version so I can test for the odd behavior that I noticed while watching the longplay (see the video and my notes below it in the opening post). Unfortunately, the CD-ROM I received contains several read errors that I have not been able to resolve. After further investigation, it might be a deliberate copy-protection by the developer/publisher. The game still starts and the behavior I noticed is strange: The multiple overlapping sound effects after finishing an eye-puzzle such as GLAS-GRAS or BINDE-RINDE are not an indicator of receiving multiple elfstones at once. The game simply gives you 8 elfstones + whatever reward the puzzle would give you, the first time you solve a puzzle. Any subsequent puzzle doesn't gift you extra elfstones. But it confirms there is this behavior on the 2003 version; perhaps it was added because younger players were getting stuck and frustrated at the word-solving puzzles since you would have to finishing at least 4 (but more realistically 6-8) of those before you could even start a ?-puzzle to try to release a creature. Also it looks like, when creating an ice stone, the game leaves you with 10 elfstones instead of resetting to 0. I also noticed you can't click on anything as long as the sound is still playing that plays when entering a new room or as long as the narrator tells the player that you don't have enough elfstones to start a ?-puzzle. The "click on backpack" error message in CAVE ENTRANCE doesn't come up on this version, even by buffering a click during map quicktravel. I have not been able to reproduce any "click on things early" bug from the 1997 version. In CAVE ENTRANCE, when clicking on an exit, you can sign skip on 1997, but not on 2003. However, you can open the backpack and it cancels the room transition. This doesn't work in CAVE MINING CART. The game runs noticeably faster, there is almost no black screen between screens. I could try copying game files over to the 1997 version to try to find more differences. When I find anything else, I will update this post. I added the findings to TCRF. Further investigation In DWARF ROOM 3 - TRAUERMASKE, while playing on the 2003 version, I found some bugs. After the GUCKLING was released, I pressed to the right exit a few times and it caused a script error that made some clickable things unclickable. The same thing happened when I picked up the barrow wheel and clicked to the right exit. When clicking the witch and clicking to the right exit at the correct time, the walking cutscene is skipped and the next area is entered instantly. Some rooms have backpack and sign skips that are not possible on the 1997 version.
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I'm ready to TAS the game, but I noticed the sound is wrong when transitioning to a new room or when a new room is entered. I haven't been able to fix it. I will try again in the next 1-2 days and if I can't get it to work, I will ask in the DOSBox-x github. Fingers crossed.
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When I load a branch while I'm in read+write mode, it switches to read-only/playback mode. How can I set it to stay in read+write mode?
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DrD2k9: Not much to comment on. The run seems optimal. Accepting. despoa: Processing...
Nice. Did you conclude whether to publish the extended input version or the one that ends at Pong's letter?
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Did more research on v1.2. I have not managed to find addresses that correspond to the tiles in a room, maybe it is stored in bits instead of bytes. But I found a few other interesting addresses that will make TASing this game easier. I will soon study the 2nd part of the game (the 2nd maze).
  • Once the message starts after receiving the 10,000 pt and clicking away the "extra man awarded" message, the game decides on the room where you have to enter any hole to receive the key. It isn't a specific hole you have to enter.
  • You can edit your current room id and leave the room to travel directly to the room you want, and to influence the game deciding on the room with the hole, the room with the keyhole, and the corner room.
  • The room with the hole, the room with the keyhole, and the corner room can be any room that isn't adjacent to your current room.
  • You can luck-manipulate those rooms by delaying a few frames before the message pops up that sets up these rooms.
Map for the 2nd maze: Looks close to my map in the opening post and identical to this longplay, so perhaps the rooms are hard-set like this. Note that there are one-way doors. Entering a hole in the 2nd maze will sometimes take you back to the beginning. The save/load feature is disabled completely once you enter the underground passageway in the 1st maze.
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The TAS is dead. :( Video playback in this game is messed up after all. I assumed the game was behaving fine and video playback is functioning, since the intro and the chimney ghost video were playing. But turns out, after talking to the attic ghost and then trying to enter the mirror right before the end of the game, the game softlocks as it doesn't play the mirror spinning video. That's a Sunday wasted. The TAS would have been about 15 seconds long. I could finish by using savegames but it's not something I will want in a submission-worthy TAS. The game should probably be played in Windows 95 instead.
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I've been running into a myriad of problems trying to TAS this game... Turns out the 16 bit version that comes with the CD-ROM actually doesn't run as is on Windows 3.1 and win32s is required to make it run. The vfw (video for windows) install that also comes with the same CD-ROM doesn't like any win32s version I tried so there is a "msvfw32.dll is missing" error when starting the game. I tried a lot of things but couldn't fix it. It could be possible the developer hadn't tested compatibility of their software with windows 3.1. The game requires the sb16 drivers so I can at least get adlib MIDI. Unfortunately it wasn't possible to load the game .cue / .img pair along with the win32s .img disks and the sb16 .ima floppy file so I had to make two back-to-back verification movies. Aside from the dll error, the game runs but it is nearly impossible to keep track of what input is doing what action. I'm basicly adding a click or key press and wait 10 seconds for it to play and see if it does the desired action, rinse and repeat thousand times. Mouse clicks don't line up with key presses. It is very easy to get an item, then add more input and then suddenly "not" get the item. It's frustrating to notice such things later in the game. Then there are inexplicable "InvalidOperationException" errors suddenly happening. First it happened when I was just trying to copy the game files over to the .hdd during the verification movie, even though there was enough space. So I opted for running the game from the CD drive. It doesn't cost any time but I still would have prefered the other way... The error happens sometimes in very high density during the actual gameplay part, but I'm not certain if it is related to TAStudio or the game. I've never had this error happen in other games I ran. I hope to get the game finished within the next few days.
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Bizhawk not recognizing files through .XML I might have come across a problem where Bizhawk is supposed to mount a floppy disk file to A:, but doesn't. I'm trying to load a few .img floppy disk files along with a pair of .cue / .img files as an .xml. Bizhawk does provide "previous/next/swap floppy disk" inputs, but only the .cue/.img is mounted to D: The floppy disk files are recognized and can be changed/swapped, but drive A: is not set up and files are not mounted to it. This happens regardless if I list them before or after the .cue/.img pair in the .xml. This means I will have to work with two verification movie files. Bizhawk creates branches while I'm entering a number In TAStudio when I enter a mouse coordinate/speed, Bizhawk sometimes interprets it as "save branch" even though TAStudio is in focus. Make it possible to load Sync settings Make it possible to load sync settings from a movie file or a savestate, to avoid problems like this.
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🇩🇪 Germany
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Posts: 4106
Location: 🇩🇪 Germany
Congrats on the publication! I noticed the category ended up being called "all sub-games". That's a bit misleading because technically the game contains another subgame, Boss Endurance, which unlocks after 100%. Not a big problem but I needed to point this out. Sorry I'm late about this. That's not to say Boss Endurance is missing from this run, since I think it should be its own category anyway.