Posts for RachelB


RachelB
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Slowking wrote:
Great WIP. :) Looking foreward to the rest of the run, a lot. Just one question. Couldn't you have also bonked through the gate in front of Kakariko?
Great question, i'll try it. edit: seems impossible, possibly because of the lock on the gate. You can kind of start to clip through, but then you just get pushed out.
RachelB
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We need to go to the bridge, to get that cs, to allow us to warp using the map, instead of talking to minda (this is needed to a glitch later). Unfortunately that cs forces us to warp back to faron woods, which is a pretty long run. It's faster to first activate the warp in kakariko, so we can immediately warp back there after warping to faron, instead of running back.
RachelB
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Yeah, it was very often faster to run in wonky paths that look ridiculous. Look right before digging up the rupee at the end for an example. That is a few frames faster than running straight.
RachelB
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Rupee dive. Link to video
RachelB
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feos wrote:
RachelB wrote:
Honestly, do we even need the poll anymore? What is it even used for that the discussion doesn't do better?
It shows when there's huge dislike of something. http://tasvideos.org/forum/viewtopic.php?t=14634
Does it really change anything even then though? The comments make it pretty clear that people don't like it for a variety of reasons.
RachelB
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Honestly, do we even need the poll anymore? What is it even used for that the discussion doesn't do better?
RachelB
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Pheenoh wrote:
Pretty good tutorial. Rachel mentions here that setting an audio backend might cause desycns as well. I've also experienced some desync issues when changing Video Backend and EFB settings in the middle of a recording, so might have been worth mentioning that as well.
I don't think this has ever happened to anyone but us. It's possible, but seems to be rare.
The memory card issue can also be remedied by telling the dtm that the current card should be blank (it will create a movie.raw file in the root folder).
It's in the memory card folder where it should have been to begin with in latest revisions. If you don't have any memory card file at all, this will happen automatically, otherwise you'll need to edit the dtm so it knows to start from a blank memory card.
RachelB
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New trick: Link to video
RachelB
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Slowking wrote:
Nice. Finally through the twilight. I imagine those have to be the most boring parts. I wish you strength for the final one.
Actually, no. I had a ton of fun collecting the bugs. Some highlights: https://www.youtube.com/watch?v=OfVKnPeOyI4 https://www.youtube.com/watch?v=fmPiHdDO0HU There was a bunch of opportunities to take advantage of tas tools to do things that would never be done on console, or to be creative with things like LJAing on random enemies for a speed boost.
RachelB
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numerics wrote:
Unrelated: I noticed the time was changed to 10:23.48. I really don't think the post-Giga Bowser content should count towards the official time. None of it is necessary to beat the game (the game finishes by itself after you press Start after beating him), and since I didn't skip anything there would be a solid 2 minutes of wasted time at the end. If you need a trimmed version of the input file for official timing purposes I can get you one.
Timing always goes from first input to last input. No exceptions. A note can easily be made of the time taken to actually finish. If it bothers you that much, replace the movie with one that ends before the credits.
RachelB
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Found the publication screenshot?
RachelB
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jlun2 wrote:
I never knew HLE with dolphin v3 would actually sync :o
It's not well tested with tasing, but it should sync for about 99.9% of games. The other .1% (primarily twilight princess, wind waker, mario galaxy, luigi's mansion, and some other nintendo games) will absolutely not sync, and probably have serious issues with hle. For the most part HLE should be okay, but do be careful, because it's not quite perfect, and I'm not sure we currently have any way to dump it properly.
Edit: Also, the RE4 submission text states that it uses LLE and that dual core + idle skipping are off, contrary to what the dtm reader says.
RE4 is was not done on any official version. It uses a custom build from before settings were saved to the header, but with disk change support back ported.
RachelB
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got4n wrote:
I used RAM Watch, IIRC doing what you say gives me about seped value = 3.5 The speed value is 3 when running on a ground normal right? and 4 with a star
Yes, that's right.
RachelB
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Was this done without ram watch? What you do about 5 seconds in looks very wrong to me. You run faster moving down slopes, and you can maintain some of that speed by jumping. The obvious thing to do then is to run down as much as possible, and jump, holding A as long as possible, at the last possible frame. You did the opposite, by jumping nowhere near the end, and then not holding A. You probably need to jump over the goomba to do that. The video i posted a couple pages back should demonstrate what i mean.
RachelB
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Truncated wrote:
I don't know how the game randomizes characters on startup on a real Genesis. Uninitialized RAM is a possibility, but we'd have to reverse engineer the game to know for sure. If it is only uninitialized RAM then it is strange that changing the controller type affects it...
It could be both? Maybe the rng is initialized with uninitialized memory, and then changes based on the controller state.
RachelB
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Slowking wrote:
Well since it's so desyncy a bot would have to play it back, once it has found a fast way, since most of the time that fast way will actually desync. So not that simple...
I don't see why that is a problem. This just seems like another argument for using a bot instead of doing it manually.
RachelB wrote:
There is a version of mupen that includes lua support.
Which probably doesnt support reset recording.
Why does it need to? Just start from a save state?
RachelB
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DRybes wrote:
DRybes wrote:
I thought we had many games where we cuold not emulate elements of randomness intentionally chosen by use of data of a unknown initial state. I thought the status quo was to just go with the emulator defaults, accepting it as not the best possible hardware luck. Example being the pokemon games that use screen blank timing or hardware LCD values to initialize random seeds. Is this really all that new? What's been the running policy? [does this change if the use of unknown data by the game is unintentional, and we can prove it so?]
DRybes wrote:
-Do we have other games that instantly load at the non-beginning level from launch?
My posts are often long winded but I would like if someone could address ^ these two simple questions. Thank you.
1. the only other cases where values are set outside of the game, that i know of, are things like real time clocks, and profile settings (such as on DS). These can be set to any value the taser wants. 2. I highly doubt it.
RachelB
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DrJones wrote:
Not exactly the same situation. The currently published run does actually beat the game
It beats a different game. It may look like the same game, but once you start hacking up the rom, it becomes a different game.
RachelB
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Inzult wrote:
In that case, why die at all? If 0 hp is the goal and not the death, why not, say, pause the game once that threshold is reached? Or, perhaps, pause then hit select to go back to the title screen in stead?
Probably because adelikat thought it provided a better ending than just ending the video abruptly.
The only relevant precedent was the swordless run of Zelda in which the player chose to freeze the game as he couldn't beat the boss, but even that one TAS got its goal terms changed so that Link can get the sword after the challenge is over and kill Gannon, if memory serves me well.
There is precedent for this. See [2030] N64 Wildwaters: Extreme Kayak by SwordlessLink in 01:30.93. It goes as far as it can, then just stops. It's literally the exact same situation.
RachelB
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Inzult wrote:
In that case, couldn't the character just die anywhere? Like, why bother start on level 5 at all, just start at whatever level lets you die the quickest.
Because then you're not reaching the end of game. The end of the game doesn't have to be the credits. In this case, there are no credits. In this case, the final point where no further progress is possible is lowering the final boss's hp to 0 (or whatever it is).
RachelB
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There is a version of mupen that includes lua support.
RachelB
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Well, Grunz said he hasn't really been working on it for 1.5 months now, so i guess that's not a serious issue.
RachelB
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Shouldn't this be very easy to do with a bot?
RachelB
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creaothceann wrote:
Lagarith or CamStudio codec would be better...
That seems like rather insane overkill just to be able to watch in full speed.
RachelB
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Potato Stomper wrote:
I think it should be the "intended state", if there is such a thing. If there isn't, it should be the most likely one, if that can be determined.
It is intended to be in a random state. That's why you don't (shouldn't) read uninitialized memory.