Posts for Randomno


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Editor, Experienced Forum User, Published Author, Active player (397)
Joined: 2/11/2018
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I didn't fully understand your list of addresses so thought it would be easiest to make a watch list. Otherwise it would be great if you could explain ones like this a bit more:
$57C/$57B - Big/Small x-position of Bart (level coordinates, =$54+$56) $575 - {=$575+$573 if the speed is non-0; 0 if the speed is 0}, so sort of Bart's x sub-pixel
Editor, Experienced Forum User, Published Author, Active player (397)
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Link to video Can be truncated to 28783.
Editor, Experienced Forum User, Published Author, Active player (397)
Joined: 2/11/2018
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Started doing some queries in Google Sheets: https://docs.google.com/spreadsheets/d/1fWIQfDEMPGJTd49sBtoJzQ1jdF60rgri-4tQyBHYee8/edit#gid=0 Some wrong judges (haven't checked all): Edit: Basically any submission in the 1800-2100 range that's listed as judged by Bisqwit Empty author field: list. Some of these are intentional, a lot are username changes that haven't been updated. [4445] N64 Tony Hawk's Pro Skater by Nami in 04:43.28 description still references the author's real name. Submissions have a movie extension field. #4451: Ti_ & Ferret Warlord's NES Kyatto Ninden Teyandee in 08:56.65 is empty, should be fm2. #6551: Bluely's SNES Tetris Attack "Puzzle mode" in 16:24.36 is empty, should be bk2. There are 3 other empty submissions (398, 601, 3001) which had their movie files deleted.
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I cataloged this as DOS, but there is no Platform annotation in the movie file. Just to note if replacing the file.
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Could you make a .wch of the addresses? I'm trying to freeze/poke Bart's position to test collision inside the walls, but changing just one value seems to break collision in the level (for example, changing 2 bytes at 0x0056).
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My first thoughts would be the cave, if it's possible to jump higher inside the wall, and the snake in Egypt.
Editor, Experienced Forum User, Published Author, Active player (397)
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I tried clipping into the left side while hugging the wall but couldn't get it. After a few real-time attempts it worked. I came at it with a lot more speed than from hugging the wall. User movie #638259408670148665 Link to video When you mention 0xF0 is this the 1-byte value of 057D?
ktwo wrote:
Given how similar the three Bart games control, might be worth checking forums and wips to see if anyone has reported/used wall clips in any of the other games? Or just any kind of abuse of the game mechanics in the other games would be worth checking out.
I've looked at the other games. There's a pause glitch in Bartman that doesn't seem to work here unfortunately (mentioned in the latest post of its thread). I saw this on the tcrf page:
tcrf wrote:
The second stage levels ("Cave" and "Ice") have a small leftover from the development stage Level Editor. Using the D-Pad on controller 2, you can change the position of one of the level's static sprite objects; specifically, the object with index 1 in the static objects array. In the "Cave" level, this would be the stalactite on the ceiling near the exit of the level. In the "Ice" level, this would be one of the floating ice platforms.
The cave one doesn't seem helpful. The ice one could be, but I'm not sure how. Once Bart touches it it snaps back to its original position.
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Didn't take long to get the clip, but I'm not sure how much help it is. It seems your x speed goes up and down as you grind against a wall, so you just need to have enough x speed when you reach that point in the wall. I let go of right as early as possible. You can be holding right and it will still work as long as x speed is enough. It would probably be most helpful to be able to see the exact hitboxes of everything in the game. Also, there still isn't any known use once you get inside the wall. User movie #638258960697981823 Link to video
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ktwo wrote:
Is there any claim of someone skipping the snake or a theory of how one might do it?
Nope, other than wall clipping.
As for the wall clip, a good start would be to try and reproduce it in a movie. Then I would check the positions and speed values and see if there is any pattern that works when trying to do it again from a different starting position. Is there literally a hole somewhere in the wall? Or is Bart clipping through a solid barrier?
I should probably do this sooner rather than later in case there does turn out to be a method for wall clips that I can use earlier in the run.
But if there is any jump in the game where an additional pixel would make a difference, then the sub-pixels could be worth looking at. It would also be interesting to see how the sub-pixels line up when Bart enters the wall.
Right as I need this in the Cave. Thanks for the addresses, I'll have to take a look.
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Finished China 301 frames ahead of Choas and 608 ahead of Sami. A lot of the timesave is just from the boss fight. I only saved about 25 frames in skateboarding, probably mostly from lag. Link to video
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Finally made a start on this. Choas and Sami's TASes have several differences so there's quite a lot of time to be saved. I've only done the very first section but already found that it's faster to grab the cape from the bottom of the ship rather than climbing up. Link to video I would like to find a way to skip the snake bit in Egypt, and figure out how wall clips work. Not sure how to approach either.
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darkshoxx wrote:
running ScummVM without LibTAS completely glitches out
I wasn't able to run it on its own either. Seems to be related to audio issues with WSL.
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I tried again with switching the screen size at an earlier point. It really likes to desync. I changed it right before the end of chapter 1 (I think) and it synced all the way to the last 6 seconds again. Probably best to just redo that last section.
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People should look into TASing more of the remaining games!
Any suggestions?
Editor, Experienced Forum User, Published Author, Active player (397)
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EmuGen wiki didn't recommend it so I didn't try it, but it might be better.
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User movie #638255899432179081 I added it in shortly before the the video plays at the end, but it then desyncs a bit. Won't be able to fix it myself.
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https://en.wikipedia.org/wiki/FM_Towns https://en.wikipedia.org/wiki/FM_Towns_Marty Tsugaru runs on Linux. Use Tsugaru_CUI as the executable in libTAS. Command line options are <bios path> -CD <game file>. You probably also want -GAMEPORT0 KEY to bind the controls to the keyboard. You may need to rename the BIOS files to capital letters (or maybe this was just an issue in the GUI). time() needs to enabled in libTAS, and probably clock_gettime() realtime. Tsugaru has several time options itself. I avoided crashes with -NOWAIT. However, it may not be the best option to avoid desyncs. The opposite -YESWAIT might be better. You should experiment with the options if you want to make a complete TAS. I made a quick test encode with Splatterhouse. The screen resolution changes when the game loads which splits the encode. The command line options for this were '/home/randomno/Downloads/FMT ROMs/[BIOS] FM Towns Marty (Fujitsu)' -CD '/home/randomno/Downloads/Splatterhouse/Splatterhouse [CD]/Splatterhouse.cue' -NOWAIT -GAMEPORT0 KEY Link to video
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I turned off Prevent writing to disk in libTAS, changed to half screen, saved the game, and changed the input back on the menu screen. It still used full screen when playing the movie.
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Due to my interest in different platforms, I had a go at porting games from macOS to Linux, following ikuyo's guide for the most part. As described in that guide, the main reason for porting Mac games rather than Windows is that Mac versions tend to support OpenGL while Windows versions do not. I don't have a native Mac or Linux setup, which makes this process extra-fun. Most of my time has been spent with Deepest Sword. It was released in 2021 and is quite popular in RTA, and a segmented TAS video exists. More recent Unity games do not have quite the same file structure as the guide. They use MonoBleedingEdge (whatever that is). Similarly the file needed is instead libmonobdwgc-2.0.so. However the process should be about the same. ScreenSelector.so doesn't seem to be included. Eventually I ran into this error message from the Unity log:
[Subsystems] Discovering subsystems at path /mnt/c/Users/User/Downloads/unityporting/DeepestSword-v-0-1-5c-Mac - Copy/DeepestSword_Data/UnitySubsystems
Forcing GfxDevice: OpenGL Core
Forced GfxDevice 'OpenGL Core' was not built from editor, shaders will not be available

PlayerInitEngineGraphics: InitializeEngineGraphics failed
Failed to initialize player
Caught fatal signal - signo:11 code:1 errno:0 addr:(nil)
Obtained 11 stack frames.
#0  0x007fc3150d3520 in __sigaction
#1  0x007fc316336d06 in PhysicsModule::GetDefaultPhysicsSceneHandle() const
#2  0x007fc316263c1b in UnityScene::~UnityScene()
#3  0x007fc316260c7a in RuntimeSceneManager::~RuntimeSceneManager()
#4  0x007fc3162604d5 in StaticDestroyRuntimeSceneManager(void*)
#5  0x007fc315fa2aff in RegisterRuntimeInitializeAndCleanup::ExecuteCleanup()
#6  0x007fc316246d8a in RuntimeCleanup()
#7  0x007fc316424218 in PlayerMain(int, char**)
#8  0x007fc3150bad90 in __libc_init_first
#9  0x007fc3150bae40 in __libc_start_main
#10 0x00000000201029 in _start
I'm not sure what that would suggest except that OpenGL isn't supported. From testing by others this game does work with OpenGL in macOS from what I understand. I've tried several other games. I'm searching on itch.io with these filters. Not sure how to find games from a certain date. The best way I found was to search for old Ludum Dare competitions like this. Some games have a launcher, which will probably interfere with TASing even if they can successfully be ported: Eventually I found Shrinking Planet. It matches the guide much more closely and I was able to port it. It runs in libTAS at about 0.5 FPS. At this point I'm sceptical if macOS should even be its own platform. The integral game files seem independent of any OS. I'm not familiar with the graphics engine differences though. I think these more recent games using MonoBleedingEdge should be portable, but I don't know what else is required.
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I'm not opposed to the changing #6 and #17, as long as they're logically consistent with #1. I think the toes on #1 are one pixel closer to each other than the segments on #6 and #17, so it should be fine.
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EZGames69 wrote:
100% is usually a goal that is trackable by the game itself.
I don't think that makes any difference to it potentially being extremely similar to any%. I'm concerned about category/branch bloat myself, but I don't think it's a new issue.
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Is this not already a concern with existing standard branches, like a 100% or max score run that's extremely similar to branchless?
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Which value should be used then? Should BizHawk be updated?
Editor, Experienced Forum User, Published Author, Active player (397)
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Where is the setting? I had a quick look last time but couldn't see it
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There's a skip that saves a few seconds over the published TAS on the statue. Don't know how it works exactly.
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