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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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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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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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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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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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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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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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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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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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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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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.
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Actually no, because the battle phase will always be the same length, regardless of how quickly you kill the ships. It will only delay if there are still cannonballs in the air when the ceasefire is called, to let them land.
edit: unless you mean, putting them close to the edge to shoot more cannonballs per phase, in which case, you may get an extra 2-3 shots. But putting cannons close to the edge introduces the giant risk of a fireball landing between the edge of the land and the cannon, which renders the cannon (and any adjacent cannons/castles) unable to be surrounded.
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It's actually slightly disadvantageous to use the joystick version - the trackball allows you to move the cursor much faster, but it's far harder to actually set up the trackball movements in TAStudio.
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If you played with frame advance, you might be able to do Easy deathless, but I'd have big doubts about any difficulty higher than that. The final 2 stages are absolutely brutal.
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For Rampart (both the Joystick and Trackball version), the service button simply acts like a coin button. Both the coin buttons also act like a coin button. Service mode can still be activated via the Arcade settings in bizhawk, but there will be no way to exit it when the game is powered on. No idea if this applies to other games or just Rampart.
This was done on the bizhawk dev build posted like 20 hours ago as of posting this (devbuild_0cbc65ba if it means anything).
EDIT: I hadn't looked until now, but this problem is mentioned earlier in the thread, with a slight solution.
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I need some deets. Does the verification movie play as intended, from start to finish? Does it access in-game races, with the timer at the top of the screen, and win them? At the very end, does it pause the game and save?
If not, you might have the wrong save settings active, causing a desync at the start since the verification movie expects a USA formatted memory card to be inserted (and if it isn't, it will prompt you to, which is different than the TAS expects and will cause a desync).
If so, when you tried to play the submission movie, did it load the save data or did it try to start a new game?
If it tried to start a new game, that means dolphin likely put the save data from the verification movie into dolphin's user folder > GC > USA > Movie. If there's save data in that folder, copy it into USA > Card A which should force it to load that data when starting the submission movie file.
If the game DID load the save data (spider-man appeared in the park outside the parlor), then... well, dang, I don't know. It might be like the goblin TAS, where the audio was set to stereo instead of mono and it caused it to desync.
Graphics backend might influence sync? Graphics card/processor might influence sync (like the mario sunshine movie)?