Posts for ShilohPell

ShilohPell
She/Her
Experienced Forum User
Joined: 4/21/2017
Posts: 3
Yeah, I kinda figured that might be the case in the end. I mean having a bot to sift through permutations sounds awesome but the way Basic Bot appears to be doing it looks super inelegant. "Well, I think you'll need to hit the jump button about 15% of the time? I guess?" I think I'll continue learning LUA so I can write my own bot if the best this one can do is the monkey-with-a-stick approach.
Post subject: How can I use Basic Bot effectively?
ShilohPell
She/Her
Experienced Forum User
Joined: 4/21/2017
Posts: 3
So I discovered Basic Bot and played around with it some. I understand you provide it with a memory address and let it run through permutations of inputs to try and optimize a section. But it seems to me whenever I set it up, it ends up running through hundreds of thousands of permutations of what basically amounts to junk data and even after hours and hours of letting it run, it still can't manage to figure out how to jump over a low wall. Am I setting it up incorrectly? How can I make the most of this tool?
Post subject: Workflow questions on 3D games
ShilohPell
She/Her
Experienced Forum User
Joined: 4/21/2017
Posts: 3
Hey there, guys. This is my first post on the forums. I've been messing around with TAS since I discovered it on Youtube and it's been a lot of fun. I'm excited to hone my skills. I do have a bit of an issue though. The tool I'm using right now is BizHawk and I've been studying its documentation and doing various experiments. I've gained a certain level of proficiency in creating input logs for 2D games like Sonic, Megaman, and Mario Bros so I thought I'd give a 3D game a try. So I loaded up Mario 64 and I'm kinda stuck. TASing 2D games is pretty simple. You just have to tell it what buttons you're pressing when. But I'm getting issues when I try to create an inputs log with an analog stick. I'm using the TAStudio of course and analogue inputs aren't as simple as clicking the box. I find I either have to grab my gamepad and hold down the stick while its in record mode, which tends to give me less precise results, or open up the virtual gamepad, record a single frame of input, advance the emulation, then drag the virtual analog stick back into the proper place again. And so on and so on through hundreds of frames. Neither of these methods are providing me satisfactory results so I thought I'd ask here and see if someone could kindly show me a demonstration of their workflow for 3D games so I have somewhere to start building my method. Any tips?