Posts for MikeRS


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None of that is remotely how libTAS works nor is meant to.
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This will likely never work. The processes you launch are not part of the Linux VM nor handled by the Linux userspace.
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InfamousKnight wrote:
Arent libtas save states different from emulator save states?
Conceptually? No, not really. Both of them are just running processes in a controlled environment and save states try to capture as much of the memory and registers as they can to force the program to resume at a specific state. Running an emulator under libTAS isn't anything special compared to a native game. There aren't any hooks you can use to cheat it and force libTAS to save only the emulated system rather than the emulator itself. Using emulator save states in libTAS is perfectly possible, but the save/load of emulator states itself would be recorded with libTAS, making a very annoying movie.
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Is there a real question in here? If an emulator has native TASing capability, yeah it'd be preferable to running the emulator under libTAS. Otherwise.. what do you expect? And what about native PC games?
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Managed to get it working (finding an old copy of the game...). Thanks :)
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Does this absolutely require the Steam version? I can't get it to work with the DRM-free one.
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Masterjun wrote:
(careful though, IRC existed since 1988, so it should be very rotten by now).
The problem is not one of age, but a litmus test I use with emulators, basically, "Can I use this to play a game?" and the answer came back with lsnes as "No" -- combined with no apparent public bug tracker, and very sparse commits since 2017, it made me question if it has even been tested given an inability to bind controller buttons.
Post subject: Re: Running Game Boy games in libTAS
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Masterjun wrote:
Also for reference, lsnes is an accepted GB emulator native to Linux.
I looked at it, but it crashes whenever I try to change controller settings... it doesn't look like it's maintained. :( Edit: works fine if I don't try to use a real controller and just bind to the keyboard, but it still smells a bit of rot.
Post subject: Running Game Boy games in libTAS
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Given a lack of accepted GB emulators native to Linux, I gave this a shot. Happy to report that mGBA works with libTAS, at least with the GUI-less SDL version. It is best to create a new directory and make an empty file "portable.ini" in it, and set the executable path to this directory. It prevents any settings you might have from interfering with TAS'ing the emulator. Small problem: mGBA by default wants to target 59.7275 FPS while libTAS only lets you set whole integer values. It makes games come out with screen tearing and not desirable.... maybe this can be fixed by changing either mGBA settings (creating a config.ini) or changing libTAS settings.
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These do look fantastic, though I still feel like a 4-player TAS might be most interesting :)
Post subject: Micro Mages
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https://morphcatgames.itch.io/micromages A new (homebrew) NES game with up to 4 player support. The game is mostly on auto-scroll, but it moves faster when the player(s) are up at the top of the screen, and probably the bosses are faster to take out with multiple players (I don't know myself). It's a fun game and it would be sweet to see a TAS being done.
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One of the most overlooked games of all times, the first blend of FPS and RPG (very weak RPG, though), predating Deus Ex by a few years. :) Based on the Doom engine and including a few known sequence breaks (maybe someone can discover new ones?), it might be beneficial to RNG hackers to know the code is open source, and might make it easier to understand the nitty gritty details about it. As one of my favorites, I think it would be very cool to see this tackled. Through my own goofing about, I did discover that, at least as of this post (2018-11-03), libTAS doesn't capture audio for it. And it probably should be noted that the -nofrontend command-line option is used to skip the intro videos and setup stage. Storefront link: https://www.gog.com/game/strife_veteran_edition
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This would be a fun game to have a TAS for, but I think it needs to wait until the game is final. As of now, it's a very early alpha (think where Minecraft was 2 years ago; in both cases, they have a lot of appeal, but it'll only get better).
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Wow, I actually came back to this thread to mention that now that things are settling down, I was planning to work on this again. But WOW, I'm curious too how that glitch is performed. Excellent job :) edit: I've uploaded the video to YouTube for those that don't want to set up Hourglass Link to video
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There are plenty of Doom TASes, just not on this site...
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Titus Kwok wrote:
I'm thinking Robot Unicorn Attack.
Though the game is great, it wouldn't be good to TAS for a couple reasons: 1. There's literally no end to the game. You can make a TAS of the first wish for a couple hours and sure, it'd be an insane score and run, but there's no reason to ever die. Unless the game ever gets too fast and it becomes literally impossible to continue without dying at some point (and there's some quite long runs if you just search YouTube....), there's no reason to TAS it. 2. The game is too simple and the only thing a TAS could possibly do is remove the reflex requirements. It'd be too boring.
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Redid the first two stages, I posted a youtube video last night but this wtf file has Junk Man completed a bit faster than what I posted: http://dl.dropbox.com/u/13513277/rm7fc_tas/rockman7-4.wtf
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I didn't think you could, what buttons are used for that? (Nevermind, figured it out..) edit again: doesn't work to switch to rush, but from rush is fine. :|
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Thanks, I was disabling multithreading but it's apparently only needed while recording, not playback. I've made a new run, Cloud Man's stage is four seconds faster, and I've done Junk Man's stage too now. At this rate, and it's fun enough, maybe I will try the whole game :p Link to video WTF: http://dl.dropbox.com/u/13513277/rm7fc_tas/rockman7-3.wtf
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I tried to do an audio-only dump at high speed, but only the sound effects came out; no music. Not sure why :| Anyhow I did make a new run that completes the level faster, by about four seconds :p This time it should work without any config.ini http://dl.dropbox.com/u/13513277/rockman7-2.wtf Also 4matsy: That's pretty awesome. I'm surprised such an option exists but it's truly hardcore :)
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Hey, thanks for the advice about the audio, I'll have to try that out and hope it works well :) Also no, there wasn't really a big purpose to the config besides that it was the one I played with (keys are swapped around). It seems the movie plays back fine no matter what Window.Size is set which is good... if I had to play at Size=1 I don't think I could do it (it's a bit hard playing games at a postage stamp size :P). I think I may redo this video and try to get further in the game, and I'll be sure the default configuration is used instead then.
Post subject: Rockman 7 "Famicom"
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Not sure if anyone is interested but I made a little test run through Cloud Man's stage using this remake. It basically upgrades the Rockman 7 graphics/audio into classic style, it's pretty neat actually. Rockman 7-FC: http://www7.atwiki.jp/wakuwakusuru/pub/final2.zip I did this for fun and don't really intend on doing a full run. Not to mention the level itself can probably be improved. in the video, the music clicks and I'm not sure why... perhaps 60fps wasn't the right rate to use, I'm not positive. YouTube: http://www.youtube.com/watch?v=7PV7RJjTe7M WTF file: http://dl.dropbox.com/u/13513277/rockman7.wtf config.ini for the game (will probably desync otherwise...):
[Key]
Attack=90
Jump=88
[Window]
Size=3
[Sound]
BGM=1
SE=1
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If you're looking for a fairly easy-to-use emulator in general, you could try Mednafen (the NES portion is a continuation of FCEU, same author) or Nestopia (imo the UI is a bit lacking (and you need to configure gamepads manually, though not too difficult)) Otherwise, you're pretty much stuck for TAS unless you want to make it easier to use yourself.
Post subject: The Legend of Spyro: The Eternal Night
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Anyone played this yet? It's actually a fairly fun platformer; which is surprising this late in the GBA's life. Plenty of tricks in the game to make an interesting TAS; especially if bugs in the engine are discovered to make it even better :P
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Personally I'd like a rewind to function similar to Nestopia's feature; I don't know how they did it, but it pretty much reverses the whole emulation, fairly fun to hear the music play backwards and everything go back into place :P