Posts for Samsara


Samsara
She/They
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Link to video Temp encode. For the record, yes, there's no sound for a vast majority of the video. It was disabled in the TAS itself (around 0:27 in the encode... y'know, when the sound stops) to reduce lag.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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User movie #24566371468387760 Shortlist: *adelikat's improvement was used as a base *Mothrayas added kaizoman's negazone room strat and partially resynced *I resynced the rest from there
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Grincevent wrote:
There is also the option to do a TAS with someone you like. Or someone you'll have a great chance to end up liking if you didn't know him/her before. TASing in a team can boost the motivation. You'll have someone to maybe "push" you a little and give you feedback. And you know it will be accurate feedback because that person will know how it is to TAS the game ;) And it works both ways, you'll be a motivating teammate, too. Working in a team is a special experience. Depending on the game, you'll maybe give each one a "role" (route planning, glitch hunting, testing, optimizing...), or TAS the same segments then compare (mini frame war), maybe TAS completely different parts then hex edit the whole thing (if the game permits it), etc...
This, absolutely. Having other people around is a major boon to motivation. Since I joined the IRC channel, I've submitted/been a part of as many runs last month than I have in my entire TASing career before that. All three of the runs I submitted on my own were runs I'd started in previous years: Splatterhouse was started in late 2012, Riddle of the Sphinx was started last year, Run Saber was actually started in mid-2011 and completely redone on BizHawk... I'm planning on at least one more in that vein, too. Talking to other people about your projects and listening to them talk about theirs is a huge game-changer. Also, try to focus on one project at a time. If you feel you have to jump from project to project in order to "stay interested", you're just going to find twenty 1-level WIPs in your movies folders instead of 2-3 solid finished runs. Try not to announce new projects on the forums or anything. Just keep them locked away somewhere as mere ideas, maybe ask around and see if anyone's interested in helping you work on one, otherwise you'll feel obligated to finish each one. That can be its own form of motivation, yes, but it's best to keep it to one at a time.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Link to video Reminds me of my mom hijacking my N64 for days on end just trying to beat V-Hard.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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User movie #24543583458375795 150 149 frame improvement, working off of Moth's file. Shortlist: *Phantom door *Minor strategy changes *Blechy's clown room suggestion 002C = 1 at frame 18488 In-game time: 3:42.36 Didn't want to make a new submission since it's still mostly Moth's input.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: #4783: Mothrayas's NES Streemerz "Streeeeemerz Mode" in 05:08.51
Samsara
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TASVideoAgent wrote:
Frame war-a-go-go
Working on it. Let's go, gentlemen.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Sync confirmed on my end. EDIT: Also voting yes. Good work!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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exdeath wrote:
also another question is to see if there is any game that can be beaten without doing "any action",pressing buttons to start the game or start new stage is ok, pressing keys that will not make the character act is ok.
Yeah, about that...
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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ReyVGM wrote:
Like I've said several times, but everyone seems to be ignoring: the emulator already has an option to clip the very same overscan I'm talking about! The problem is, it doesn't clip 100% of it. If the option is already there, what's the harm in making it clip the entire overscan instead of just a part of it?
zeromus wrote:
Given that theres so many different differing black bars between various consoles and games, I think the only way I would ever implement this would be by an 'auto-crop screen shot' function which would scan for continuous bar areas and remove them. This would be annoying in many cases and would default to off. I've never heard of a feature like that before in any emulator.
I know you've read this quote, because you quoted it yourself and misunderstood it entirely. PSX games vary in resolution, often changing several times in-game, and there's never going to be an option that accounts for the varying black bars that come with these different resolutions. That would require far too much work and effort for something that only you want, and even if someone was willing to work on it, I doubt it'd live up to your expectations. Just manually crop the screenshots if the black bars are consistent. Batch cropping in IrfanView would require a thousand times less effort than making sure every single edge case in the PSX library works with this option.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Justin Z wrote:
Just curious if a Youtube (or downloadable) encode with both lighted dungeons and TheAxeMan's commentary is going to be in the works?
Well, it was pretty hard to find, but fortunately some really generous (and might I add, attractive) person has already done that. In this very thread, no less.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Added a section about joining together multiple parts to the OP.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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I got it. Everyone knows that every movie made by me is automatically entertaining enough for a Yes vote. It's dictated in the site rules. Trust me, it's there. You don't have to go and check. Also I should mention, since I knew I'd forget something: Any attacks that look extraneous or unnecessary are usually to destroy projectiles that would otherwise hit me. So there's that.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Omnigamer wrote:
Looks great! Slight note for possible further improvement though: One of the other changes from difficulty is the final boss. His vulnerability cycle length changes depending on difficulty. It looks like you were using the Hard strategy, which can only get one hit per cycle. Normal should be able to get 2 or 3 hits per cycle before the core goes invulnerable again, which should chop out a small amount of time to swipe at the mouth between hits.
I noticed that right at the end of the fight, actually, but since most bosses take 50 frames to become vulnerable again after being hit, using the Hard strategy didn't lose me any time there. Thanks for the positive feedback, everyone!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Pepsiman better watch out, 'cause Coca-Cola Kid is coming for him. We should have a new WIP up within a week...
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Just pretend I finished writing the tricks section while I ascend into the heavens on a cloud made out of my own embarrassment. Nobody saw that.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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Encoding final file... Expect this slaughtering of my published run on the workbench within an hour or two.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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^^ 2 minutes earlier: <arandomgameTASer> ugh reading the memorable IRC quotes topic is always a pain <arandomgameTASer> there they are, all my embarrassing posts, immortalized forever
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Hi there! BizHawk users should use this guide instead! It's much quicker and easier!
Hi there. It's me, your buddy Samsara. Do you need a shiny temp encode for your WIP or submission, but don't have the time, knowledge, or Spikestuff required to do it? Then this guide is probably for you! I've been making temp encodes in my spare time for as long as I can remember, at least after that nasty bout of permanent retrograde plot amnesia I developed during what fans call "easily the worst arc of the series", so this guide is going to teach you my method for knocking these babies out, because I know exactly what all y'all want, and it's to be more like me. I'm not claiming this is the quickest or even easiest way, but it works for me and it's easy enough for most people to understand. It's a pick-up-and-go sorta deal now. Coupla clicks and boingy-banga-kabonga, you got yourself a brand spankin' new encode ready to shove onto someone else's stream in a month or so before you upload it to YouTube and submit! This process will not make publication-quality encodes. If you're a beginner and you want to make publication-quality encodes, I've got a couple choice words for you. But seriously, if you want to learn how to make publication-quality encodes, you'll want to read basically any other thing in this subforum. This guide is for nothing more than temporary encodes! Okay. Right. Got that? I hope so. If not, read it again. To anyone who's actually good at encoding: If you have any way to improve this guide to make it easier or more efficient, by all means post it! EDIT2: Due to some recent things happening with downloads, it is time for some Solid Rewriting. Everything should be easier now. PART ONE: DUMPING, AND NOT THE DIRTY KIND Actually getting the video to encode involves a fun process known as frame dumping, which in layman's terms means "recording the dang video". The emulators we use for the site all have AVI recording options, which can be found in menus. Look around, you'll see it. When you want to record your sweet TAS or your sweet WIP or your sweet ass, you sexy sexy beast, pause the emulator and load up the movie. If you're using FCEUX or other non-BizHawk emulators, make sure the sound is on before starting to record, otherwise your dump will most likely be without audio! Most versions of BizHawk should be able to dump audio while being muted, though BizHawk 1.11.7 specifically adds a Sound Master Enable option that must be on. Now for the actual recording part. When starting a recording, you'll get a choice between video codecs. The best option to use for great looking encodes is a little codec known as Lagarith, which comes with a nice and easy installer so I don't have to tell you to hunt down a specific folder. I don't have all day, here, even in written form! The default option when dumping, Full Frames (Uncompressed), is exactly as it sounds. It dumps every frame perfectly without caring about compression or file size. This will give you picture-perfect, lossless quality, but even a tiny 1-minute Game Boy video may take up hundreds of MB. Lagarith is also a lossless codec, but it's very much easier on the ol' hard drive, giving just as perfect dumps with much lower file sizes. Lagarith is preferred in every case, so get it, use it, and love it. When your TAS or WIP finishes, just stop AVI recording at a suitable time and your video will magically appear where you told it to, just like computers always do! PART TWO: THE NEW AND IMPROVED EASY PART Before, this was a long section of the guide that told you to download a bunch of codecs and set up a specific environment, but I had an epiphany after most of those links went dead and everything is much simpler now. Just download this here folder: https://dl.dropboxusercontent.com/u/10529315/Encoding%20-%20Temp.7z https://mega.nz/#!tz4hjTBR!fVvYv2FjRJO1tY8ru869uC_TTBljLAtOOZXcJvKUqqs HOLY H*CK, 2020 EDIT: THIS IS 4 YEARS OUT OF DATE! I'll update it with a new, modernized version in the near future. Everything still works, just DO NOT UPDATE ANYTHING IN MEGUI, EVEN IF PROMPTED! This is a portable MeGUI setup that contains all the codecs I recommended, as well as AvsPmod for editing AVS files, as well as a couple premade AVS files that can be edited. After you get that, all you have to do is four simple instructions: 1. Unzip the folder to a location of your choice 2. Open up one of the AVS files (aaa-consoletemps or aaa-handheldtemps) and paste in your full video path. The easiest way to get that is to Shift+Right Click your video and choose "Copy as path". Your AVISource line should look roughly like this:
Language: Avisynth

AVISource("C:/Users/You/Pornography/video1.avi")
If you have a much longer encode that's split up into multiple parts, you'll want to do something like this:
Language: Avisynth

AVISource("part1.avi") + AVISource("part2.avi") + AVISource("part3.avi")
or
Language: Avisynth

AVISource("part1.avi", "part2.avi", "part3.avi")
And so on and so forth for each individual part. If you made a temp that includes different parts of different resolutions, then you may have noticed that an error gets thrown up if you try to do this. You have to manually resize each clip to be the same resolution before it'll let you encode. A messy, but simple-to-remember, way to do this is as follows, but you can check the other posts in this thread when someone inevitably tells me how to do it better:
Language: Avisynth

AVISource("part1.avi").PointResize(1024,896) + AVISource("part2.avi").PointResize(1024,896) + AVISource("part3.avi").PointResize(1024,896)
If you do this, you don't need the standalone PointResize at the end, since you're already manually resizing everything to an HD resolution. 3. Open up MeGUI and drop in the AVS file, and after that all you gotta do is click Autoencode. It should already be set to No Target Size (Use Profile Settings), if it isn't then just choose that option and go forward. Now you have a shiny new HD encode ready for YouTube! Continue reading the thread for other pieces of advice, such as how to properly format DS game encodes.
Edit by feos: If the above is for whatever reason not easy enough for you, we also have a solution that's simplified to the point of stupidity (sometimes it's exactly what's needed): http://tasvideos.org/EncodingGuide/CasualEncoding.html
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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World's most exciting bossfight, it's like actually watching a battle in a Fire Emblem game
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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I gave it a quick test and using a bomb ends up slower in the TAS by about 90 frames. The jumping is short enough in the TAS for normal attacks to be faster.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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I hate to be "that person", but how's progress going? Everything still being a royal bitch? :c
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Checking in! So I'm at the Stage 3 boss, or as I like to call it, the most boring section of the run. I'm beginning to think a few things at this point: * Not changing the difficulty was a bad decision, but not for the reason I was expecting * I kinda hate TASing this game now The difficulty change had the unexpected side effect of screwing up enemy positions when compared to the published run or my old improvement. In most cases, I'm losing time due to extra enemy spawns or enemies being in my way for longer, but in other cases I'm actually gaining a lot of that time back because of enemies not spawning in some cases, or enemies not getting in my way at all. It's like a see-saw where I get dunked in lava on the way down, but hugged by angels on the way back up. Jodvalley has been a hassle from the very beginning, but at the same time it's probably the biggest hassle I'll face in the run. It's probably the worst stage when it comes to unavoidable time losses: 76 frames in my case, mainly due to the slower dinosaurs constantly getting in the way. However, some of those frames are made up because of slower dinosaurs allowing for better ways to deal with them. This is only over the improvement run, I'm not losing nearly that much time compared to the published run, if I'm even losing time at all. Even with that loss, I'm still saving time in Jodvalley. Not very much, but I'm still improving my old improvement by a decently significant margin. At the first hit on the boss, I'm 34 frames ahead of the improvement in this stage. I'm not sure if I can save more time, but I know I can't lose any at this point. ...Now that I've said that, I'm gonna lose a few frames. The curse has taken effect. Also, I lost 4 frames, so I absolutely did curse myself. Well. Since I found my super old notes file/submission text in progress for the improvement run, I can give some rough frame savings over the published run. Hooray! The file was last edited in 2013 and I'm not sure where I was comparing framecounts, but this should still give an idea as to how much time is being saved. TITLES + TAJ BASE * Old improvement is 285 frames faster than published run * This run is 101 frames faster than old improvement * Therefore, this section is about 386 frames faster than the published run TONG CITY * Old improvement is 343 frames faster than published run * This run is 108 frames faster than old improvement * Therefore, this stage is about 451 frames faster than the published run JODVALLEY * Old improvement is 234 frames faster than published run * This run is 30 frames faster than old improvement * Therefore, this stage is about 264 frames faster than the published run GREY FAC *Old improvement (up to where it ended) is 110 frames faster than published run * This run is 62 frames faster than old improvement (up to where it ended) * Therefore, this stage is currently 172 frames faster than published run TOTAL: 1272 frames (~21.2 seconds) over the published run. As for Bruford, I'll have to directly compare to the published run. There's a significant improvement to the first miniboss that's going to save a second or two, and the final bosses can be heavily optimized as well. My time estimate is around 13:10 now. Hopefully under, and given the quality of the published run, that's actually pretty likely.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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The front page is static because of the traffic from SGDQ. Same thing that happened earlier in the year during AGDQ (which is why the static page is from around that time).
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Link to video Through Tong City. I think I'm sick of this level after doing it twice in as many days. Some mild changes compared to the last video. Everything is intentional. You may notice a couple weird parts, but I can assure you they're intentionally done. I think that up to this point, the movie's around 200 frames faster than my last improvement? There's a lot of unavoidable time losses, too, so I probably saved around 4-5 seconds total. Sub-13 is a possibility at this point...
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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jlun2 wrote:
pre-determined
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.