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Before I say something else dumb, I've had a little bit to cool off. There was definitely a more tactful way I could have gone about this, and blowing up over it because the colors are 5% different than intended, or because the last 2 seconds of the movie are different, was not the way to go about it. So, my bad.
Whether or not a re-encode is made, I'm not going to whine.
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This is because you didn't edit the movie file. I didn't want to point the finger (but now I have to) at mohoc, who edited my movie to "remove unecessary input" and set it as the submission because... one of the ending button presses was a whopping 2 frames late.
Spikestuff wrote:
I'm more appalled that rather than being nice, and cropping the image to make more of a point, especially on a site intended for all ages, you decided to hyperfixate on the boobs.
This is old news, but there was a submission that featured not only naked breasts, but full nudity. Sure, it was ages ago and got rejected, but that was before there was even a content warning system in place. Now there is, and I assumed someone with power would mark this as an adult-only submission (you know, since it has boobs and all). Plus, like 40% of the character is boobs, and it's by far the easiest to make a comparison on - nearly the whole rack is one color.
Spikestuff wrote:
However, the way you're hyper-fixated on this as "property" honestly makes me want to put it on due to you being creepily perverse about it whilst making your "points".
I'm not gonna defend myself on this one; I am a degenerate.
A part of what annoys me is, this would not be the first time one of my movies actually has a higher quality version on my own channel than on the TASVideos channel.
Look, I'll even say it - I have been quite a bit more direct than I should have, but when I know for a fact that the colors on the encode are wrong and can prove it, only for others to go "nah", it's frustrating.
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Respectfully, I have seen this body literally hundreds of times. I have seen the source material the character is from. I have seen other art of this character from the artist. I am 110% sure the colors are wrong. Considering that the kubuntu screenshot above and whatever linux version the encode used are the minority compared to the 4+ system versions I've used that do have the correct colors, this should easily be enough evidence to show the colors are not showing as intended.
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The game can't be wrong, but Linux or the VM certainly can. I also took a screenshot of the windows version and compared it to xubuntu and debian, which presented the same as each other, with the darker colors. I've also went ahead and asked the actual developer/artist of the game which set of colors are intended, and I'll tell you when he answers.
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The colors are wrong. In fact, I extracted the breasts image from the game's files, and it doesn't match the TASvideos encode.
(I'll admit I don't mind the thing I mentioned with the movie's ending as much).
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When watching the encode, I knew something was off about the colors. And then the Vuu segment played - those massive mammaries have been on my screen so much that I could instantly tell something was definitely wrong.
And the person who edited my movie got rid of the last Z input, so the movie never gets back to the title screen.
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Clearly there is a miscommunication here.
In my Spider-Man 2 TAS from a while ago, I had a situation much like this one - two movie files, one that ends on the final input of the main game for RTA timing, and one that goes on longer to allow the ending cutscene and credits to happen.
The one that ends sooner was used as the submission time, but the movie that plays the credits and ending was used for the publication movie.
I doubt that's the only precedent.
Judging by the new "4:44.47" time, whoever replaced the submission movie used my longer movie that's intended for publication, rather than my shorter one, which is intended to get the shortest submission time.
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mohoc wrote:
I can confirm that this one syncs. However, in the final cutscene one textbox was not cleared as quickly as possible, and there were unnecessary inputs at the end. Here is a version which fixes both issues: User movie #638667544697225272.
I wouldn't say the inputs at the end are unnecessary - the final text ("you can use ctrl + u to skip to the level's end") has to be dismissed and will not progress on its own. If it is progressed, it will fade out and go back to the title screen, which perfectly loops the game IMO.
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Sand wrote:
stuff
I can certainly make a list of every race's start and end coordinates - I'll just do it in the same format you did. Though, I only have about 11 seconds worth of python knowledge, so you might still have to help me after I post the race coordinates.
So, for reset time, I noticed the runner reset on race 2, which literally takes you from one side of the island to the other, took about 6 seconds of loads - and then the player must watch the race's intro again, and then pause and quit the race, and confirm they want to quit before they can do another, which takes another 8 seconds or so. So, no matter what, a reset will take at least 8 seconds, and up to 14 at max distance.
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Welp, the last post in this thread was 8 years ago, but I'm not sure where else I would put this.
One of the categories on speedrun.com is "All Races". This game has 150 races, each numbered and given a difficulty level - the category aims to do all of them as quickly as possible. Here is the current record, by Slyfincleton:
Link to video
Well, with 150 races, that means there are 150 factorial unique paths - you can also restart any given race at the end to return to its start point, but it gives a lengthy load screen, so I'd recommend not doing that. So, just bruteforcing the 150 with no resets would take like 10^246 years or something insane like that. Unfortunately, I suspect neither me nor the universe will be around for that long - so that's where you guys come in.
There are 2 primary problems with the route in the run above:
There are points where the runner must go several blocks to reach the next race.
Toward the end, there are several race resets.
For convenience, I've made a map with every single race and path listed. It's in almost 8K resolution - I figured higher was better to minimize confusion with path overlaps. The race color indicates its difficulty; this doesn't really matter to an expert player, but the differing colors should also help to prevent confusion.
So, every race has a start point and an end point - the path the race actually takes doesn't matter. Ideally, you do not perform any race resets, and the path between the end of a race and the start of its subsequent one should be as short as possible.
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Natetheman223 wrote:
Okay, I was being kind of stubborn before, that's on me. Here is a movie which ends input the moment player control effectively ends - when the screen snaps to black in the room with all the food jumping around. This is probably when RTA timing would end, and it's when the in-game timer actually ends.
User movie #638639393242789052
Wait, one sec. This movie is the same length as the previous one - I think I did something wrong; the movie length should be like 4:06 or something. I'm chalking this up to not knowing how to use libTAS. Can someone who actually knows how to use libTAS help me out and truncate the movie?
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Incredible run. My jaw hit the floor when you used the super sprint in otherwise inappropriate places (like boss and arena rooms).
Well done, yes vote.
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nymx wrote:
Nate...since we have "sync" verification now...I'm judging this, based off of your video. There is only one thing that I would ask of you. Can you confirm that last scene really requires those inputs? If not, can you cut them back as far as you can a provide me with a replacement?
Okay, I was being kind of stubborn before, that's on me. Here is a movie which ends input the moment player control effectively ends - when the screen snaps to black in the room with all the food jumping around. This is probably when RTA timing would end, and it's when the in-game timer actually ends.
It will not progress the ending, nor reach the credits, so it might be a good idea to hold onto the currently posted movie since it does progress the ending, and possibly use it for publication (assuming it gets accepted, that is).
User movie #638639393242789052
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Dimon12321 wrote:
Please, provide an update input file which reaches the actual ending!
Submission Notes wrote:
There's one major problem you probably didn't notice. The game crashed. In chapter 15, the game crashes on the final hit of Doc Ock. The end cutscene just... doesn't play. Ever. I have absolutely no idea why this happened, and I couldn't reverse it without redoing a giant chunk of the TAS. So instead, I just spliced the end cutscene in. This means it probably won't be eligible to be posted to the TASVideos channel, but I decided to submit it anyway, just to see what'll happen.
There is some kind of precedent for this, as [3822] DS Super Mario 64 DS "jumpless" by Adeal in 55:05.13 does not complete the credits.
I remember rolling the game back several chapters and playing it normally, only for it to still crash at the end - so there's no chance of me redoing a bunch of this to try and figure out why the end cutscene doesn't play. If it gets rejected, so be it; it's already been 4 months and I'm mostly over this by now.
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Mikewillplays wrote:
I got the movie to sync, but I have a question: Were all of those inputs in the end necessary?
Probably not, but I say in the submission notes that I wasn't really sure where to end the TAS. Also, some of the ending sequence requires Z presses to advance.
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CoolHandMike wrote:
I wonder if an ingame reset would fix whatever is going on. Have you tried to run the tas on different emulator versions to see if it is emulator related?
I just gave the TAS a shot on the version prior to 17995 (so, 17994) and it still desynced (edit: I meant crashed) - which makes sense, it's literally one little commit difference. While it was playing though, I thought, "if a version change is big enough to fix a bug, it's probably going to cause a desync"... so I'm a little hesitant about spending 30 minutes to sit through the TAS on turbo in various dolphin versions.
On top of that, I've completed the game normally, multiple times, on this version of dolphin, with no errors in the final cutscene. So it smells like this is just really, really bad luck.
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CoolHandMike wrote:
You mentioned that you would have to redo a lot of the tas to not have the game crash after defeating Doc Oct. What exactly would have to be done to fix the tas so the end credits play?
That's the bad part - I have no idea just how far back I'd need to go, because I still have no idea what exactly caused the game to crash. I rolled back like 2 chapters and just played the game normally to the end, and it still crashed - so I'd need to go back at least that far, likely farther.
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jlun2 wrote:
Is that a real bug, or an emulator bug? Is there any way to find out? Does this game normally crash? I can't recall that ever happening except going through the game long enough after using that Peter Parker at street bug.
The truth is, I don't know. I have literally never heard of this happening, regardless of console or emulator. I've also completed the game numerous times on this version of dolphin before, with no problems with the ending.
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FatRatKnight wrote:
stuff
The fireball ships are pretty threatening, but the brown two-sail ships are the real threat and MUST be eliminated before they get too close to your shores. They will deploy little grunt things that move around on your battlefield during the build phase, and guarantee death, period, even for TAS. They can destroy castles, too.
You can indeed shoot your own walls, if you must. It might even be a decent idea to shoot a wall you want to rebuild in the next phase, since it won't be able to get fireball'd if it's already destroyed. This would be a better idea to do with the trackball version of the game, since you can move your cursor extremely fast.
Yeah, you can't fully brute force the game; you need some strategy. Like I said (or I think I did), placing your cannons too close to the edge runs the risk of the fireballs landing right along the edge, rendering cannons/castles unable to be saved.
Unless you know a video of it, I don't think there's any completion of this mode, ever, regardless of coin count.