Posts for Samsara


Samsara
She/They
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Joined: 11/13/2006
Posts: 2792
Location: Northern California
nymx wrote:
Also, as I was typing this...Samsara just called out a desync issue.
I wouldn't mind someone else looking into this just to verify it's actually there, as I don't like ruling out user error for myself. The userfile is here: User movie #638053569325114514
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
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Location: Northern California
I'll give it one final pass tonight or tomorrow, barring further improvements from MAW or Axe. EDIT: User movie #638053661055993684 Mainly improved the penultimate room with more zipping and less waiting, though there's at least one more small improvement with a double jump earlier on. Also, just barely below 9900 frames now.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
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I've got confirmed sub-10k in progress, tightening everything up and adding in more double jumps to save time. Will upload and edit in a userfile when I'm done. EDIT: User movie #638053447918419088 This should have everything from MAW's latest file, though I was working off of the previous one. I went through and checked to make sure, but it's possible I could have missed something.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Awesome, much appreciated!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Alyosha wrote:
Only about 100 frames to sub 3
How about a shade under 200 frames? 638052882934840949 Went back to ThunderAxe's original deathwarp improvement due to the ruby 1 route change. Also, double jumping is kinda sorta a thing! EDIT: 638052959474238860 EDIT2: User movie #638052978679163627 126 132 more, using a double jump in the Spinny room and a couple other minor movement optimizations. I couldn't get a faster double jump that would make it all the way up, it seems to be another weird corner positioning thing and doesn't always work. Really glad I found that grounded value now, this would've been a nightmare to check manually.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
I think that TRIAD splash screen was added by a crack group, as another ROM I found lacked that screen entirely. Would it be too much trouble to ask for the run to be redone? Checksums for the no splash screen version: SHA1: 8F0965EED67738260683A5F19A3CE84B9C55BB94 MD5: C1CCA9694951DE223455732021DE77AA
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
User movie #638052733235219393 EDIT2: User movie #638052771012729097 - Fast dropping after collecting ruby 6 is ever so slightly faster. Um, we're below 11k frames now. I kinda maybe may have sorta accidentally found a way to zip part of the way to ruby 6. I'm going to investigate this further. EDIT: Sadly this isn't as broken as I thought. It might only be applicable in that corridor. From what I can tell, I just managed to find a way of catching that corner with some careful positioning. Slightly different positioning there will actually reverse the direction of the zip using the corner. It could possibly be used elsewhere, but I do feel it's a lot more limited than any of us would like. $038B looks to be the value that governs when you're grounded. 0 when you are, 1 when you aren't. Since this allows for jumping and sticky usage (i.e, zipping when you're in midair), it should be helpful for figuring out better zips and maybe more of that positional wizardry to save more time elsewhere.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
User movie #638052602369230343 149 more frames from further movement optimization and a route improvement: Take Squishy before Spinny, then deathwarp back to the big drop room.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Link to the game: https://forums.nesdev.org/viewtopic.php?t=22108 Most recent WIP at time of posting: Post #517822 - User movie #638052456916377304 BlobQuest got me feelin' like CJ. Here we go again.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
User movie #638051997912476031 -52. No wait on the spike balls and some other various movement optimizations. I'm gonna stay away from messing with the route further or else I will literally be TASing this game for the rest of my life.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
User movie #638051853156183167 -331 from my last userfile. I'm sure it can go lower, but the rest of the workbench is calling for me. EDIT: https://www.youtube.com/watch?v=NCfPSrK1cYI EDIT2: DISREGARD THAT HERE'S 77 LESS FRAMES User movie #638051899695237035
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
337 further frames of improvement, but not final: User movie #638051783024215006 Better checkpoint for the first deathwarp. Also found you can fast drop (or downward zip???) by disabling and re-enabling sticky. More testing needs to be done but I wanted to get an example file out there. EDIT: Haha oops whoops immediately improved the very end by 5 frames. Sure is me instantly proving myself correct when I said more testing needs to be done! EDIT2: Down another 113 246 frames with more fast drops, which is NOT in the above file. Still working, will upload a new userfile when I'm satisfied.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Memory wrote:
Is a TAS that presses play on a flash animation really fair use? Or are we just uploading somebody else's flash animation to youtube? EDIT: My proposal is to sorta remain within the limits of what can be considered transformative.
The simple solution here is to define a game as "something that requires active input to reach an ending", for lack of better wording. In other words, and in other lack of better terms, interaction needs to be required during the "main loop" in order to be classified as a game. Pressing play on a flash animation wouldn't count, as the "main loop" of that is the animation itself, and no interaction is required. However, something like Dragon's Lair (Arcade) would count, as despite being primarily animation it actively requires the player to make choices to proceed to the end. Might not be an absolutely perfect solution but I feel it accounts for a majority of the potential issues here.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
I think it's safe to say that I am completely in favor of removing "triviality" as a way of defining games on this site. It's one of the only things remaining from the old elitist mindset of TASvideos, and removing it outright would be a huge boon to everyone. My logic here is simple: A game being trivial doesn't make a TAS of it any less of a TAS. If you prefer to read logic in Discord search bar form, here you go: We shouldn't be trying to define or classify games one way or another, we should simply be trying to account for them all in some way. TASing doesn't have to always be this overcomplicated process, it doesn't have to set itself apart from RTA speedrunning anymore, it doesn't have to carve its own path in the niche because that path has already been carved. We just need to re-carve it into something smoother and wider, a path that more things can travel down. Like a bowling lane. There's inherently a lot of value in widening the number of games we accept! It lessens the gap between the RTA and TAS communities because we're not telling people their games "aren't complicated enough" anymore, drawing in a wider audience and introducing more people to the idea of TASing. Like I said in my second of (INSERT FINAL NUMBER OF SELF-SERVING DISCORD SCREENSHOTS HERE) self-serving Discord screenshots, it's neat to see definitive proof that a human has actually reached the limit of the game! The mental image I get is the RTA WR holder of a game finally getting their perfect run, then going to TASvideos and finding out that it is quite literally THE perfect run, and getting a huge boost in confidence from it. People can be passionate about any game, people can find ways of speedrunning anything. I don't really see the point in continuing to tell those people their passions are invalid. Yes, we do need to figure out how to handle certain genres: Rhythm games, notably, come to mind for me as a huge fan of them, but there are still discussions to be had about genres such as sports games and sandbox games as well. The last thing I want is for us to remove triviality only to continue treating certain genres of games in overly complicated ways just to make them acceptable. We need to tread carefully here and ensure that there can be no misunderstandings. I feel like the best way of handling this is to find a universal definition for a game's ending. How do we want to define endpoints for certain games, particularly sandbox games that might not otherwise have a strict ending? Likewise, for rhythm games, do we want to define the ending as "finish a song" or "finish every song"? For sports games, "single match" or "career mode"? There's still further discussion to be had from there of course, but I feel like simply figuring out endpoints will take care of the majority of outliers, and the rest can be easily handled case-by-case from there. tl;dr hell yeah lets get trivial c:
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
dr1ox1 wrote:
I have no experience with TASing and I do not know the etiquette here, but is it ok to come with suggestions? In my RTA practice I've played around with doing a squeeze-dash (Down + B) at frame 9846 (right before entering the room with the narrow gaps before ruby 4). It feels faster than what the current TAS does. I haven't used it in RTA runs yet because it's a bit difficult to time the jump after the narrow gap.
User movie #638050075925427342 Implemented, thanks for the tip! Also found another movement improvement on the way to ruby 6 (~frame 11350). Suggestions are definitely welcome. It's a very good thing when people collaborate!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Revolutionizing the song thread game by posting a full album: Link to video
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Quick note: This will be uncancelled and judged when BizHawk 2.9 is released.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Thank you kindly!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Further 71 frames of improvement, total of 81 over the original submission: User movie #638046876974174451 Feel free to have a second look.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
-9 frames from the first jump: User movie #638046808349433387 Mind taking another look at this?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
LogansGamingRoom wrote:
- recording
Yeah, there's your problem. Turn off Recording, it's meant for live keyboard/controller input.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Weirdly, when I responded to this thread a week ago, it didn't quite sink in that game show games were still barred from standard publication. It has definitely sunk in now, and in fact it sunk in so far that I've updated the rules to allow them.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
RaXx wrote:
I have a problem with the svc chaos rom, every time I want to enter an input in the buttons all the lines are completely filled,(the old release (2.8) works fine), maybe NEO-GEO is not 100% compatible
This is specifically a TAStudio bug, it's not inherent to this dev build and it's been in at least a couple release versions. I'd have reported it by now if I could figure out how to reproduce it reliably but it seems to just happen at random when creating new tasproj files. Closing and re-opening TAStudio fixes it for me, but it might be worth trying to figure out what exactly causes it so the bug can be squashed forever.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
The files listed in the post should already be in the ROM. You'll likely have to find one formatted specifically for MAME. Get that Google goin'. The CHD thing is a separate issue, though it is still an issue: Seems like bundling the ROM with the CHD file won't quite work by itself. It loads up the CPS3 menu which expects the game to be written to memory, a process it says will take 70 minutes: There are no-CD versions of Third Strike that work fine without the CHD. Assuming that using the CHD always leads to the above outcome (I am absolutely not ruling out user error, because I am an idiot and no one should ever rule out that I personally am doing something wrong), a no-CD ROM might be the only actual option.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.