Posts for Patashu


Patashu
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jlun2 wrote:
Embed.
Site bug - the embed autoplays when loaded (a good embed should not autoplay)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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ALAKTORN wrote:
When’s the second time?
Here's how a pokemon gold run works: You beat the elite four, hall of fame plays, credits plays, Red is made available. You beat Red, the flag for Red is unset (no longer available), credits plays. Pokemon gold runs are traditionally considered beaten when you beat Red - even though it's not the first time the credits plays - because that's when the game really ends.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Is this new? Magnet beam early with no L+R and no TAS. Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Does this TAS win the award for 'greatest ratio of post game cutscenes to gameplay'?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Is an improvement planned with Leblancanator9000's suggestion/help?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I think for making captions, you want to use .srt, because you can add an .srt directly to a youtube video as subtitles - meaning even if you don't upload the encode you can give the encoder subtitles. https://support.google.com/youtube/answer/2734698
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Ideally, with all the people interested in pokemon gold glitchhunting ATM we'll see some collaboration arise and curbstomp the game into oblivion.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Is an encode in the works? (This seems like the kind of game where the best way to watch it would be with caption commentary, BTW. What do you think of making some, ars4326? A good example is the Actraiser TAS http://www.youtube.com/watch?v=dNUMflvjoyE )
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I'm very interested to see this, although in its current state it cannot be accepted until it beats the real time record for pokemon gold glitched which uses different glitches ( 1h22m by werster ). Breaking pokemon in new ways is always exciting to me :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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the_randomizer wrote:
Why is this emulator pending deprecation? What would be used in its place for N64 TAS videos?
Bizhawk, using the mupenplus core for N64. (In the future, CEN64 as an N64 core would be even better, because it's cycle-accurate, but it's not done yet.)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Synx wrote:
What is the biggest challange/problem with the new any% TAS?
No specific problem, 3D zeldas are just extremely demanding to optimize.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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GhostSonic's previous attempts have shown that the Genesis emulator used for TASing is not very accurate, so genesis verifications will be difficult to do (about equal in difficulty to verifying a SNES TAS not made with Bizhawk/bsnes)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Hey THC98, the nicovideo upload for this TAS is about to break 100k views. Grats :) Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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FractalFusion: So is Wheel of Fortune badly emulated? Or is it just badly coded and has similar errors on real NESes?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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There's an easy way to make an infinite number of savestates available - type them. Each savestate could have an associated screenshot depicting what the screen looked like at the time. (If it can't find the screenshot, because the savestate was made before that version for example, it shows nothing or loads it and creates the screenshot). When you hover over a savestate, it could show the screenshot. When you save a state, you could do it like /nameofstate, and when you load you could do it like \nameofstate, (obviously you'd want to use as small names as possible to be fast to type while meaningful to you) and as you type the names of states it could autocomplete to are shown as well as their associated screenshots. You could have memory watches saved and displayed when you hover over a savestate, as well (e.g. if you're comparing the x position and frame count of many different attempts, you'd like to save each one and hover over them all and see which one got further into the stage in the same amount of time!) Is there a particular reason why no TASing emulator has implemented this yet? Wouldn't it be more user friendly than having to associate 10 numbers with what you're currently doing, and having to reuse them again and again and again for different mappings as you test different things? And if you go test something else at the same time you have to cram it into those 10 and so on... etc I think this is what TheAngryPanda was hinting at.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Isn't there a precedent on tasvideos where two different games with identical gameplay but differing graphics/console/whatever, only one can have a published TAS?
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Patashu
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N. Harmonik wrote:
I wonder what a glitchless run would be like...
Sonic is far too busy going fast to care about 'rules' and 'developer intentions' and 'staying in bounds'.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Beautiful, I am definitely going to have to watch this again to pick out more of the detail of the speedrun. I've been hoping for a 3D sonic TAS like this for a while and this delivers everything I wanted. Yes vote. Good luck with future SA:DX and SA2B TASes, to everyone who is planning them :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Every time you hit an encounter, there are three possible ways you can deal with it - reset glitch, run from the battle and stutter just enough to skirt over it. So, you can branch execution and examine what results of each of those three branches: 1) Reset glitching it, adding the associated frame cost and continuing at the same danger level; 2) Accepting it, adding the associated frame cost and continuing at danger level 0; 3) Calculating how long ago you would have needed to start stuttering to baaarely miss it (only allowing you to stutter immediately after the last reset glitch/accepetd battle, or beginning of the graph, whichever comes first), adding the associated frame cost and continuing at the danger level that just mised the battle. However, if you can't go far back enough to stutter over it (for example, for your example graph, if reset glitch was chosen for the encounter at step 30, it can stutter as far back as immediately after the reset glitch, since stuttering further back than that is a different universe - and if stutter was chosen for the encounter at step 30, we could go all the way back to the last danger level 0 and attempt to stutter and still not make it) then this option is skipped. In each of the possibilities we've picked, we wait until the next battle, and again try reset glitch/accept battle/stutter starting after last event, again adding the associated frame costs to the total frame cost spent manipulating so far. Finally, in each string of possibilities (how we dealt with each encounter), when it reachess the end of the graph, we note what we did and how low the frame cost. Once we're tried all strings of possibilities, we sort by frame cost and recall the cheapest. This is a very dumb backtracking algorithm but it works in the case of few enouncters to deal with (For example, in your graph there are 19 encounters - at worst you'd try 3^19 universes, but most of the encounters won't be reache by most universes, and a lot of the time stuttering won't help, so in reality it's a lot lower). If you need it to be smarter and more efficient, maybe something like alpha-beta pruning could apply here? (Google it, but basically alpha-beta pruning is used for exploring trees of possible future moves and picking the best outcome - it's a rule that lets you ignore all branches if they can't possibly beat a prevously evaluated branch using perfect play.)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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max12187566 wrote:
Errrr.......I don't think he did well I TASd this game before and almost 1 minute faster than this ,but I do not use this version so I think it can improve a lot
If you still have the input file, could you upload it?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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arukAdo wrote:
Patashu wrote:
It would be interesting to see an improvement of this run someday. For example, the Faerie Card alone can now be used to do the shopkeeper glitch, so you can get your mana prisms, duplicator, etc. earlier in the run. Plus, with a game as insanely complicated as SoTN there's undoubtedly a better way to collect all the rooms that just needs to be thought of.
As a matter of fact, a "better" or smarter way to collect rooms would be to clear the ennemy list, and while at it why not collect all items... its very ambitious but im having this in mind since quite some time now, it could be technically very interresting, probly less glitchy, less underfloor crazyness, less repeativness and more to explore, hopefully it would make a more balanced movie than current one.
A 'completionist' run would be absolutely insane. Good luck if you ever work on one!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I can't wait to have good enough internet to watch this :D You will be submitting it right?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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mklip2001 wrote:
If this run is published as a separate category, then why does it get the "Notable Improvement" lightning bolt?
The situation is as follows: -The old definition of the previous TAS was 'beat julius mode as fast as possible'. By that definition it is a notable improvement. -Because the previous TAS is worth watching and essentially fulfills a different category (I think you'd call it Julius Mode no OoB?) it has been rebranded so it can be published alongside.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Imo necroposting is only bad (should be discouraged) in situations like: -The topic was about something very temporal (like a version of a piece of software that no one has any right to be on anymore) that is no longer relevant. -There is a more up to date or relevant topic on the same subject that would be better to necrobump instead. -The topic is strictly about discussing the OP, or another person, and the OP/person is no longer in need of discussion. -The topic is chatroom style (like how the mspaintadventures forum has a stickied topic about discussing what's going on in the comic in chat room style, and every time it gets too long it's closed and a new one made, because they are intended to have merely temporal nature) Otherwise, necrobumping keeps forums clean of duplicate, redundant and unncessary threads, and helps consolidate all information about a single thing into one thread.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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THC98 wrote:
Yeah, I'm currently editing the video. Sorry about this long time, but I had a lot of issues to encode it and I was busy with other things. But I'm uploading it in this week!
Awesome, we can't wait :D
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu