Apparently there are some settings you can change in 2.0 to make oot play more like it did in 1.7/1.6 in terms of loading times. Scour through the comments on cosmo's youtube video for people's suggestions
What would the ruling be if someone wanted to TAS a super mario world romhack that crashed in bizhawk/lsnes due to a physically impossible echo buffer size that snes9x allows?
Bad ending would not be very interesting. Same route except you wouldn't need to use the eversion glitch to reach -8 (the purple realm) which allows you to do the true final stage. I would consider this to obsolete any 'bad ending' run and 'all gems' to be the 100% of the game. Not sure if all gems glitched or glitchless would be better though, I guess the runner decides that one :)
The way it is currently written I suspect it would suspect it wouldn't do better than any good play of SMB1, because what it does with the input file is observe what memory addresses tend to go up over time (and in what ways) and what the input tends to be like for playing the game (identifying motifs).
I'm reading the research paper now, it's a cool read. (One thing the bot does is, instead of trying inputs randomly, it prefers input chunks that featured commonly in the input file used to train the bot, which both means it can look ahead in larger chunks than single frames and tries to play the same way you did)
One thing that strikes me is that the author often laments that things like frame counters and music cursors (that go up regardless of how good your play is) ensure that the bot will include them in their objective function for scoring (since they go up as progress is made) even though they are not discriminating. Maybe the bot, either while computing the objective function or as it plays and observes the objective function set, could notice when variables go up no matter what, and steadily weigh them less and less.
(On the other hand, such functions that always go up might NOT go up when the player character is currently dying - and such a variable suddenly IS discriminatory, and the input sequence the bot uses to learn the game might not include any or many deaths. So this isn't a perfect solution either.)
EDIT 1: At the end he admits that he hasn't gone as far as he'd like to due to the conference coming up. So, I'm interested to see if this will go further. Since he lists potential improvements and makes the source code available, maybe some collaboration/feedback could even happen?
EDIT 2: adelikat and TASVideos in the references at the end :')
http://www.cs.cmu.edu/~tom7/mario/Link to video
Ok, this isn't my work but it's really, really cool. Basically, this guy wrote a bot that plays NES games by attempting to increase addresses in memory that have a lexicographical ordering (for instance, score goes up but it has more than one byte - but lexicographically it still increases when you observe someone play) and trying multiple future sequences and greedily picking the best one. Without knowing anything about a NES game except what it sees happen in memory from the game being played once by a human (which it uses to decide what memory addresses are important, e.g. increase lexicographically), it displays emergent skill in games like Super Mario Bros due to being driven to increase score and scroll the camera right (two lexicographical orderings) and therefore to progress and not to die to hazards (preferring to get their score). It even finds glitches in the game and does insanely risky dodges purely because it keeps the bot alive.
In the video the gameplay starts at about 6 minutes in. He's published a paper and source code for it.
While the bot only gets so far before dying in each game, I think that if it was made more 'death-averse' somehow and looked a bit further ahead it would be able to beat simple NES platformers. It's really exciting that it can get so far with so little knowledge of the game![/i]
If you care about it being as accurate as possible to the console, etc then you'd be watching it in emulator anyway, IMO. Remove the black screens so I can see what's going on! (Maybe with some kind of on screen indicator that a blackout has happened. Dim the screen maybe?)
Voted no because:
-You didn't beat andrewg's unassisted time of 4:58.
-You didn't jam to the amazing original background music featured with this original game.
-You clearly used a game genie code to let cheep cheeps hold L to levitate.
-You didn't jump through any hammer streams.
-This game teaches poor lessons to children about the physics and procreation of spinys. I cannot in good faith vote Yes to a TAS that spreads false information about the finest creature of the Mushroom Kingdom.
There is an any% TAS being worked on of this game at Nicovideo:
Link to videoLink to video
It has a LUA hud and is aware of the major sequence breaks thus far (black toad skip via OoB, the 'pie double jump' in chapter 1). Hopefully he will do lava pirahna skip, etc :D
If you haven't been keeping up with any% of this game, the lava pirahna skip means you do almost nothing in chapter 5 - you get sushi, glitch into the volcano, glitch out of the volcano without fighting the boss and peace out to chapter 6.
Link to video
Someone on nicovideo started doing TASes of this game. From what I can tell, it's a testrun aiming for maximum beat in each level (not speed).
Link to video
It's a shame about all the walking back and forth long distances this game requires to beat it, because the glitches and skips make me giddy and the playarounds to pass time amused me. Yes vote :)