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Memory
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...Apparently despite triggering "Round 1 Cleared" Faster, having 0 smileys makes it take longer for "Begin Round 2" to go away. Welp. EDIT: Looking at the video of the current publication, it appears to work that way for all stages. Might be best to collect 1 smiley per stage as a result. It saves nearly 200 frames to pick one up so it'd usually be worth it. EDIT2: Also the health it adds does not add any additional time so it means I have 1 extra half health per stage.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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There's nothing wrong with testing to find out if it works. Whether we should allow it is a different question but we're looking into running DOSBox in libTAS too so I don't think running emulators in libTAS is completely out of the question.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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feos wrote:
It's actually about both.
It's fairly misleading to call that emulation speed however if it more relates to the power of the computer running it or in this case the power the software is told is running it (even if it's not actually on a computer of that power). EDIT: Why this is important to note is that this isn't like an emulator played on turbo or emulating a NES that has been overclocked past its normal limits. A PC may theoretically have the power to support any framerate and be INTENDED to be able to run at that framerate. All that is happening in the case feos mentioned is that libTAS tells the game that it is a supercomputer of sorts.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Warp wrote:
Doomsday31415 wrote:
I'd say this is no different than changing the battle speed in a Final Fantasy game or the text speed in a Pokemon game. It's an option the game provides, so it should be usable.
I think the original post is talking about the speed of emulation, not some setting inside the game itself. This is what I was referring to. Should the TAS be allowed to set the emulation speed to 10FPS for the sake of allowing the glitch to happen?
No this is not about emulation speed, this is about a speed setting in the game itself or in the game's configuration files.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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So apparently collecting any smileys at all in a level adds 128 frames of waiting to the end of that level. Given that avoiding the smiley at the end of 1-2 costs 8 frames, I'll avoid it to save a total of 120 frames. EDIT: Speaking of: Link to video 49 frames saved on the published run but it should save an additional 128 frames at the end of Round 1 due to avoiding the smiley.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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feos wrote:
Encoding at this framerate is fine I think (though I admit I haven't even googled 1 billion fps). The problem is that it's impossible to watch.
Then it would be a failure of the video replay technology. Alas I don't think we should tailor our rules to the limitations of current software as these rules may long outlast such limitations.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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On the subject of Half-Life, only the Steam version has uncapped framerate that is controlled by the user. This version lacks several tricks from the WON version however, and is not typically used for speedruns. The WON version has user controlled framerate capped at 100FPS I believe. Anything that uses WON version tricks with higher FPS than 100 is modded to be able to do such. This is forbidden by the RTA community's rules. However, I do not like the idea of limiting the framerates for arbitrary reasons, especially relating to encoding. If an encode fails to be able to capture at a high framerate, that is a failure on the part of encoding technology, not on the author. For all I know a game may be set by the developers to run AT MINIMUM a framerate which our encoders cannot properly handle. Any rule limiting FPS would feel arbitrary to me as such.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Why half? Any particular reasoning behind that cutoff point?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Shima33 wrote:
Memory wrote:
Do you have any plans on tackling the other modes? If so, you could combine them with this movie if you unlock all the gold parts.
You can't unlock all the gold parts without challenging somebody else who has a copy of the game (and the other gold parts you haven't earned on this save) to a "Grudge Match" to win the gold parts off of them. It's impossible to earn all the gold parts otherwise. I've already finished a TAS of the Gauntlet mode, which is somewhat more interesting - definitely has more strategy - that I was planning on uploading after the fate of this was decided.
Is the following incorrect then?
GameFAQs wrote:
Repeated plays through the game have given some insight into obtaining these elusive parts, and I list my findings here. These should be treated as speculation, though they do seem reliable: (1) Win the Gold rank Tournament. (2) Win the Gold rank Tournament versus the House Robots. (3) Win _all_ of the Gold rank Bash 'n' Dash versus the House Robots. (4) Win _all_ of the Gold rank Mayhem versus the House Robots. I still can't figure out where the fifth one comes from, and I have a sneaking suspicion that I once found one after doing a Gauntlet challenge, suggesting replaying a random challenge is needed to get the last Gold Part for the game. Any further information for this would be incredibly valuable, so please do let me know if you can tell me anything!
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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jerfo wrote:
Memory wrote:
Might as well work on this version of Bonk as well! So far I have saved 7 frames over the published TAS through a different opening strategy that builds speed to the right faster.
It's been a long time since I worked on this (I started in 2009), so my memory is probably a little fuzzy...but, I seem to recall that I was once able to clear the flower at the 0:21 mark in this video instead of having to land in front of it and jump over it. I ended up losing that draft of the TAS and could never repeat it. It's worth trying if you haven't already.
I've actually managed it myself. Problem is that it requires a damage boost off the turtle crocodile thing and in order to manage that I need to slow down to speed 5 in order to avoid hitting the ledge, making it actually slower. I might be able to manage it at just speed 6 if I slow down sooner? EDIT: I tried at 6 and it was still slower. Unless you can maintain 7 speed it doesn't seem worth it. EDIT2: Link to video I'm sad
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Do you have any plans on tackling the other modes? If so, you could combine them with this movie if you unlock all the gold parts.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Nice work!
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Might as well work on this version of Bonk as well! So far I have saved 7 frames over the published TAS through a different opening strategy that builds speed to the right faster. Link to video http://tasvideos.org/userfiles/info/50512526865202605
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Challenger wrote:
I'm not much familiar with Bonk games, but some flower boost would be still possible in this sequel? Also, good luck improving the published run!
They're unfortunately not possible past Bonk's Adventure. Bonking flowers containing power ups simply gives you the power up and bonking the spring flowers just moves them.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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If one uploads a bizhawk .wch file to an address list any addresses with a signed data type will not be added. I have to change them to an unsigned data type first before it will let me add. Could this be fixed?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I'm confused about the "House Robot Tournament". Is it accessed by simply choosing gold again?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Archanfel wrote:
Looks fast and interesting. Good work Bonk! I voted Yes, however would like to see all mentioned improvements to be implemented before accepting this run.
Those are not for the NES version of the game, but the PCE version which is a completely different game.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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jerfo wrote:
There's also this comment on the YouTube video of my TAS: "You can shave off a few more seconds if you do the same thing when you enter the dinos mouth on level 1-3. Only spin to the left this time and you will be able to skip going through his stomach." I'm not 100% sure that I get what this person means, but I'm assuming that there's a legit timesaver to be found there somewhere.
You can spin to the left and end up on top of the level at the start of the inside of the dinosaur's stomach but there's no way to get back inbounds the level. I assume what they actually meant however was avoiding falling in the water at the start of the area. This isn't relevant to this particular submission however so we should take this conversation elsewhere.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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vince1919 wrote:
The problem is that the internal sample doesn't work for fire attacks in giant battles. It was the only option and I didn't see anything in the rules regarding microphone.
I tested it myself. Given that the game is unable to be completed without the usage of some other noise sample, we will need to find some way to allow this in our rules.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Post subject: Re: #6124: vince1919's DS Mario & Luigi Bowser's Inside Story in 4:49:49.35
Memory
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TASVideoAgent wrote:
Use this mic sample: <a>https://www.dropbox.com/s/b6o6b371ayjriaz/Zeldanoise095.wav?dl=0</a>
Uh it seems that using custom mic samples isn't currently covered in the rules. Given that the built in noise sample does not work for this game, we will need to address this.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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jerfo wrote:
This was fantastic! Everything felt optimized to me, and I really enjoyed watching the similarities and differences between this and the PCE version. Speaking of which, I'd love to see what you can do to improve upon my old, outdated PCE TAS.
Thanks! I'm thinking about looking into that version! EDIT: Anything particularly known to be outdated about it?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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The tools used to produce a TAS are not what matters when it comes to the submission process but the resulting gameplay. The fact that a bot can brute force mario warpless may be indeed be interesting but it is not at all relevant to what we look for in submissions to the site. For TASVideos submissions we are interested in superhuman gameplay to publish on the site, not science projects. For the purposes of the submission process, this bot is simply an inferior tool. That's not to say it doesn't have its place but its simply not relevant to us. You are allowed to host such things in userfiles, the forum threads, youtube, etc.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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For SDA:
Ending point: at the end when control is lost, even if that's long after the final battle, the timing stops. This is generally defined as the frame the character freezes on. If loss of control is hard to define for a game, a reference point, such as fade-out to credits can also be used. For RPGs, we use the frame the hit points of the final hit on the final boss shows up (unless there are gameplay elements coming after that point). Possible movement that can occur during or after the ending credits does not count (unless it involves actual gameplay elements that affect the outcome).
Honestly from this thread I'm starting to feel this is a relatively bad idea. If it's post-credits input that can be ok but I don't want to see people stopping input early when they're just an A-press or two away from credits. Seems a lot more work on the Judges and Publishers end.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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boct1584 wrote:
Anyway, the TAS. I watched the world-by-world progress on your Youtube channel and was very entertained. This is definitely not something the site can publish, but it would be cool if there was some way to acknowledge it.
I'd really rather not encourage people to break our rules.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero