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I know this game doesn't look like it can get any higher than Vault, but I'd still like at least some replies here!
It's a game about destroying cities! (I think?)
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Ouijawii, be careful with blank input at the end. It made this run ~30 seconds slower for nothing!
I replaced the movie file with the faster version.
Judging incoming.
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
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Location: Germany
Good thing there were those Emoji's in the image or otherwise I wouldn't have been able to understand that I'm supposed to think.
Tables in Lua are saved by their references.
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Mothrayas wrote:
it's too intrusive into the process to really allow a smooth transition from one method to the other - you're effectively forced to stick with one or the other (I've heard lsnes' movie editor is more of a middle ground, but I rarely use lsnes so that's not seeing use for me either)
I don't like and don't use TAStudio/TASEditor for the same reason.
That's why I, for one, would like to have a Movie Editor (a not-TAStudio).
Quick clarification:
By Movie Editor I mean a feature like the Hex Editor or Ram Watch, which does not interfere with any hotkeys or anything it isn't supposed to, and which you can open at any time and close after you're done editing.
The Movie Editor would only be able to edit inputs which are after the current frame in the movie (so to preserve those, you'd have to be in read-only and load a previous state).
(Basically how it works in lsnes)
No greenzoning, no lag adjustment, no branching, only good old hex editing, except not in a text editor but in the emulator.
Warning: Might glitch to creditsI will finish this ACE soon as possible
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
CobraSmurf wrote:
one could slow down the 60 fps video by half and upload it to YT. then tell everyone to watch at 2x speed which would yield 60fps video, for any resolution.
Experienced Forum User, Published Author, Site Developer, Skilled player
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Rather than looking at frames per second, look at the inputs per frame.
You can see 770 inputs per frame starting at around frame 17500 (Portal audio).
And then 3251 inputs per frame at around frame 20600 (SpongeBob sequence).
With 60fps before the ACE, you run the game at 60 inputs per second.
With 1fps at the Portal audio, you run the game at 770 inputs per second.
The reason you can't run 60fps at the Portal audio sequence is because the emulator would need to process a new subframe 46200 times per second, which means updating various counters and other values in the emulator itself which have nothing to do with the emulated game.
The reason why it runs at 60fps on the console is because the console can't not run at 60fps. If a bot provides the input signals at 770 inputs per frame, then there is no problem.
An emulator only creates a new video frame when the emulated processor ran a specific amount of time, just like a real display would do, so the AVI would indeed represent an actual console run.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)