Posts for Pasky13


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Experienced Forum User, Published Author, Former player
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ZanasoBayncuh wrote:
FerretFaucet wrote:
Welp. Starting SD & HD encode.
7+ hour long TAS? Sounds like damn near an all day encode to me. I can't help but think that turn based RPGs are a poor medium for TAS... and I can't help but find a TAS over 7hrs (check that, nearly 8hrs) long as being just a little absurd. Having said that, because I'm unaware of the content, and am entirely unwilling to watch something that would literally take half of a normal human day to watch, I'm giving this an auto-Meh based on that.
If you haven't watched it, don't bother voting. Stupidest thing I've seen posted on this site to date. I can't seem to watch it, I tried playing it, the SLUS on the cd matched, I used pcsx-rr 1.3, but right at the beginning it desyncs after frying the two guys after ryu breaks out of the crystal =/.
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It's infamous for its difficulty? I used to beat this game almost daily with my brother back when I was 10. I don't remember it being difficult at all v_v. I think games like Werewolf are infamous for their difficulties and wrath of the black mantra. I owned all 3 and this was definitely not in the league of Mantra and Werewolf =P. As far as the TAS, didn't really like it, I'm in agreement with a previous poster. A pacifist run just isn't for this game, it just makes it pretty boring and I just ended up turboing through the movie. It doesn't help that the game just isn't very entertaining period being an auto scroller. Not impressed.
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I really enjoyed that WIP. I love that switch to the cop car after the mission completed!
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What version are you using? Everytime I try to play it in pcsx-rr and hit play movie with the correct cd I get a stupid popup that says "switch disc 1" and everytime I click it I get another poup and it just increments the number.
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I always prefer these runs over glitched runs. Voting yes.
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Interest lost in this project? I love this game and would love to see another TAS of it, was there a psx version started? Whats the difference between the two anyways?
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Any updates?
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Ummm, ya, I'm not using a typical controller though. As I posted earlier, I'm using a universal PCB that works with most consoles.
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Well, I hooked up my chronodot to my Arduino and I get the same results. I'm guessing the games are actually throwing off the timing and not the Arduino. Perhaps those hiccups in frames per second (like going from 59.9 to 59.7) are causing this. Unless someone knows a way to have the Arduino recognize when exactly the console(s) is(are) accepting input, I don't think this will be possible. I was thinking of doing a Pseudo-TAS of mushroom wars or even Little Big Planet using it though.
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errror1 wrote:
It works for me every time. Your script should just be
R2.14.
You are talking about MacroLua and not Automacro right? Automacro has some trouble with emulated games because they don't run at exactly 60fps. If you hit backspace is fba and you will see that the fps constantly varies, non emulated games should give you better results with automacro MacroLua however should work flawlessly with emulators.
Ya that's exactly what I had input. I used Automacro so ya, I guess that's why it wasn't working.
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errror1 wrote:
Dammit has made what your looking for, made for combo video makers like myself http://code.google.com/p/macrolua/ MacroLua can record inputs or an emulator move file into an .mis file and also play back .mis files, basically it works with any emulator with lua suport here is a simple Tutorial http://www.youtube.com/watch?v=b6d4LX-3Tz8
Pretty neat, however I've seemed to have run into a couple flaws with it, perhaps you know a way around it. I tried to input Akuma's kara throw for 3rd strike (Forward + MP + throw) with the macro and it doesn't consistently do it. Sometimes it kara the MP and throw with the extra range and sometimes it just does the MP (meaning it didn't press throw fast enough). I thought perhaps I scripted it incorrectly, so I did using fba-rr and hit record with me doing it manually. Did it twice and had the macro recorded. When I play it back, I get the same result, no consistency with the macro. I'm guessing anything that requires 1 frame or less accuracy is not possible. I know autoit's sleep function isn't exactly accurate to begin with, so that may be the issue.
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Well, I just ordered a Chronodot Real-Time clock module. So as soon as I receive it I'll wire this up and see how if it can produce the accurate timing needed for things like TASing.
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Sounds like someone wants to use macros on ggpo....hahaha.
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Any progress? Been literally waiting years for the completion of this :).
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Post subject: Finding hit boxes
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Are there any general tips to finding hit boxes in games? I mean what are some of the methods to locate them? Do you search for the X/Y intercepts on the corners of the hit box? Height? Length? I can always find the player's position in a game but I've never been able to find hit box coordinates. Anyone who has experience doing this wanna give some tips? Thanks.
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Way to add absolutely nothing to the conversation. *thumbs up*
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If TASing was pure speed you'd see a lot less runs on here, it has to be entertaining as well. Seeing a bunch of RPG text in Japanese that I don't understand just isn't entertaining.
mz wrote:
I think translation patches aren't allowed because most of them don't work when emulation becomes more accurate... And we shouldn't keep supporting buggy emulators just because of this.
Huh? The translation patches work on real hardware. I've beaten mother 3 english on my GBA SP. Also, when has there ever been a game where a translation patch made it buggy or unplayable on an emulator? I'm not saying it's never happened, I really wanna know because I've never heard of anything like that.
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EDIT: This has been discussed before btw, http://tasvideos.org/forum/viewtopic.php?t=4288&highlight= I have an Arduino (http://www.arduino.cc) I'm using with a Multi-Console Cthulu PCB (http://shoryuken.com/showthread.php?t=162026). I've tried doing TAS like inputs with the Arduino but unfortunately the Arduino wasn't made for precise frame by frame timing and can be off by 1 frame sometimes. I've tried with a few xbox, snes, nes, and tg-16 games. I'm sure you could wire a Arduino up to the DS control buttons easily. But I keep getting desyncs because of the Arduino, I've tested the arduino timing on my PC using delay();, delayMicroseconds();, millis();, and even hardware interrupts and it can be still be off by as much as .5-1ms. It's never consistent either. Anything that requires only 2 or more frames of precise timing is certainly possible. Does anyone know of any other microchips as universal as the arduino with better timing? Or perhaps a module that could give the arduino better timing? I was thinking of using a ChronoDot (http://macetech.com/store/index.php?main_page=product_info&cPath=5&products_id=8) and have the arduino read the time from it, but I'm guessing the arduino may still get thrown off on the timing simply because it would read at wrong times. Anyone else have any idea's?
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I sure as hell will vote yes. I think it's so stupid considering how many exceptions have already been made for other runs, such as runs using SRAM's to play as bonus characters, hacked roms, etc... What's the big deal on a translation patch? It pains me to see FFV TAS'd in Japanese because I can't really follow along with anything, simply because a translation patch is not allowed. It's just such a stupid rule. If the patch is high quality and can be verified nothing has changed except text, I don't see the problem. I encourage him to submit it.
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Link is broken for the .pxm file :(.
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mz wrote:
Axel Ryman wrote:
Megaman Legends 1
There's this recent "ロックマンDASH 鋼の冒険心 / Mega Man Legends TAS" by hogehoge6161: http://www.youtube.com/view_play_list?p=A9D600C2C987889C
Axel Ryman wrote:
Megaman X4
FractalFusion has an unsubmitted Megaman X4 TAS on his YouTube channel made with an early version of PCSX-RR: http://www.youtube.com/user/FractalFusion :D
Is there a link to an encoded video of that Legends run? Hate watching it on youtube in parts =/.
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These desync for me now using 1.43 v17 =/.
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You don't really need a powerful PC to run a game frame by frame anyways :P.
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Wow, I'd love to see this thing implemented into snes9x. It certainly would help a ton if it had 2p 3p and 4p support as well. I'd like it in all emulators actually.
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Gonna vote no, seems like it could have been done much faster. On the first stage in the bottom right, you could have manipulated both enemies to be hit by one bomb rather than using two. Things like this should be considered.
I think.....therefore I am not Barry Burton
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