Posts for Slowking


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I made a thread in the general section. Doesn't really belong here... http://tasvideos.org/forum/viewtopic.php?p=291501#291501
Post subject: Should load times of disc based system b correctly emulated?
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I'm asking because some guys in the GC forums are trying again to prolong load times of Matroid Prime to make it more like it is on console. Imo that is insane. My argument from that thread: We are TASvideos. We play on emulators. Everyone knows it and if not, they should. Why would we prolong loadtimes? They don't show gameplay. TASes can't be compared to console runs anyway. What happened to aiming for fastest time? Is it now "prolonging the game artificially, to more closely mirror restrictions of optical media, that any game designer would kill to get rid off"?
Derakon wrote:
You extend load times to make things more directly comparable to realtime speedruns. Because like it or not, people compare TASes to them all the time. And you want the time difference to be down to the difference between skillful human play and inhuman play, not down to inaccuracies in emulation.
Then these people have to compensate for the load times while timing. We also have to do that with version differences. See the OoT TAS. You will never be able to emulate the load times correctly. So you'll alsay have to adjust timing by hand anyway.
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Synx wrote:
Slowking wrote:
@Drakodan RBA can't reach the values to directly write the light arrows into your menu. Otherwise we would do it. ;) You can BA light arrows to B, but then you need hover boots to get into ganons castle, unlock going back in time by beating the forest temple, etc.. We thought about a route that would do that. It might be faster on the U version. It certainly isn't on J.
Just out of curiosity, how would that route look?
I don't totally remember it anymore. It involved getting hover boots, doing RBA till a certain point, doing forest temple, using the mushroom to skip the forest medallion cutscene. And for master quest a slight alteration where you get megaton hammer instead of hover boots. It basically relied on the light arrow cutscene being slow as hell in the U version.
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I think trying to match GC load times is stupid anyay. We are TASvideos. We play on emulators. Everyone knows it and if not they should. Why would we prolong loadtimes? They don't show gameplay. TASes can't be compared to console runs anyway.
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For most games soft or hard reset won't make any difference, but TP needs soft for BiT, correct? Well let's hope this is soft. But ofcourse it would have to be recorded in the input file. And the emulator would have to continue playing the file after the reset. There is probably still quite a lot of work to be done till this actually works for tas. I guess Grunz would need a new computer for Dolphin anyway.
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CoolKirby wrote:
MUGG wrote:
I didn't compare with earlier revisions, but it seems that a few bugs were introduced since r7719. SSBM's How To Play video audio-desyncs, SSBM's intro movie caused annoying audio crackling, Mario sunshine's intro movie froze the game halfway through it, and the water in the file selection isn't accurate at all; the M-graffiti (to enter the levels) is bordered inside a black box.
That is quite a few bugs. I guess they were trying to fix some games, but ended up making other ones worse?
That always happens. New features / fixes break stuff. If the stuff it breaks isn't too hard to swallow it will only be fixed shortly before a major release. Let's hope 4.0 doesn't take as long as 3.0 did.
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Then maybe wait a little till this fix is incorporated in the main line?
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@Drakodan RBA can't reach the values to directly write the light arrows into your menu. Otherwise we would do it. ;) You can BA light arrows to B, but then you need hover boots to get into ganons castle, unlock going back in time by beating the forest temple, etc.. We thought about a route that would do that. It might be faster on the U version. It certainly isn't on J.
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A TAS of this would certainly be fun. But ~2:30 is still a loooooong run. Especially since that is basically all play time, no cutscenes, other than in OoT or MM. Considering the state Dolphin is in at the moment I don't see that happening for a while. Btw. could lja-ing all over the place be faster than rolling for a tas? Another thought I had watching Parax's run: Could you kill the monsters you use to EMS while you are doing EMS somehow? That might shave off a few seconds, since then you could warp back there...
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- why? - why?
PikachuMan wrote:
All heart pieces, all stray fairies taken to the fairy fountains, all items, all trades, etc.
What is this sentence supposed to say?
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Nobody wants to sit through the light arrow cutscene at english speeds ever again. That's why. :D
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Atma wrote:
I'll make a note of purposely encoding a video over 2GB in size for any future movies I submit, just to waste your bandwidth when the alternative is perfect quality for a whole 4MB.
Limited bandwidth. You americans are so cute! :)
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Basically if it could be skipped it would cut out like two thirds of the game, which would bring it down to a tasable length.
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Angerfist, I wouldn't even do a 100% TAS for money. Even if you pay me a 1000€ for a finished TAS. I could make way more in the time it takes to complete the TAS, working at McDonalds. I was just making a point. Nobody is that insane, to make a 100% TAS. Btw. I didn't bring money into this issue. Swordless did. Look a few posts above yours. ;)
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You can get around the pause bug with Jabus "copy framebuffer to rdram" option. So that is not that big of a problem. Swordless' MST WIP uses this. It's just, nobody will do 100% unless you pay them. Nobody is that stupid.
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Warp wrote:
Slowking wrote:
Study after study has shown that punishment as a deterrent doesn't work.
Ok, punishment might not remove crime completely. However, it certainly does reduce crime by a very significant amount. There are actual cases that demonstrate this very clearly. (For example, there was a police strike in a Canadian city. This caused the city to basically fall into chaos, with people looting everything in sight, forcing the government to deploy the Canadian equivalent of the national guard and declare martial law for the duration of the strike.)
Yeah sure. Your uncited anecdotal reference invalidates studies. You might want to take a look at this: http://www.kcl.ac.uk/depsta/law/research/icps/downloads/wppl-8th_41.pdf Then think about in which of these countrys punishment is hard and in which it is relatively soft. For example: USA: 756 of 100.000 people are in jail Germany: 89 of 100.000 people are in jail That can't all be explained by longer sentences. There is a much higher crime rate in the USA than in germany. So these hard sentences do nothing. Ofcourse one could debate if no punishments at all would work. But it seems mild punishments work just as good as the hard ones, maybe even better. So if there is no free will there is no debt to society that has to be settled, thus punishments could get much lighter, still have the same effect and don't cost nearly as much money. Like I said that will probably never happen, but it's the logical conclusion. ;)
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nfq wrote:
' Even if people have no free will, punishment would still work the same way it does. It would still teach people to not do things that are "wrong". There are of course better ways to teach people than punishing them.
Yeah... except that doesn't work. Study after study has shown that punishment as a deterrent doesn't work. If you don't believe in sutdys, just compare the prison population of the USA to the ones in Europe, then compare how hard the punishments are. It's mindboggling how many people are behind bars in the USA. Does free will exist? Porbably not. Will that insight make us stop punishing people? Probably not. Our lust for revenge is just to big. And really we don't have any better ideas of how to deal with criminals.
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DrJones wrote:
Playing with Jill is like playing the easy difficulty setting. I'll wait for the Chris version.
Yeah that's what we all want to see. Two less inventory slots and managing small keys. That is going to make for a lot of fun and interesting item managing! Anywho. This TAS is a lot better optimized than the last one and you guys showed me things about the game I did not know before. Which is pretty hard. However for a TAS I still think this is not a good game choice. So it's a meh from me. Btw. had "Kansas - Carry on Wayward son" in the background for parts of this TAS and it fits awesoe with Jill playing the piano. I'm kinda temped doing an AMV now. Damn you! :D
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SoulCal wrote:
See if you can record in 1080p. This video is in 1080p, but the only way I could get Dolphin to do this was to force widescreen mode, which just stretches the image. I'm not sure if RE4 even supports widescreen (since it puts the black bars at top and bottom anyway). How was the MegaMan 10 TAS recorded? RE4 for some reason dumps frames at about double the framerate, and I just use a video editor to correct it.
List: http://en.wikipedia.org/wiki/List_of_Nintendo_GameCube_games_with_480p_and_16:9_support As you can see RE4 doesn't support 16:9 you have to be contend with 480p. Forcing it through Dolphin is kinda iffy, imo, but oh well... Don't even know if it can be done differently on Dolphin. Let the encoders worry about getting it into 1080p in the end. Aktan even got the Majoras Mask TAS to that resolution and that is an N64 game.
SoulCal wrote:
This concept about polled inputs has me a little flustered. For every VI advanced, the poll advances 2. That means that I should be allowed 2 inputs per frame, correct? If (ideally) I would be able to have 2 inputs per frame instead of 1, this would make TASing this game much tighter, or does this even matter?
The gamecube polls the controller multiple times a frame. But if the game actually uses that input is an entirely different thing. You certainly can't move the character if the game doesn't progress. It might help with things like death hovering in TWW, however.
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damn dirty double posts...
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MrGrunz wrote:
should save roughly 1 minute and 45 seconds of bloob's TAS.
I do think you mean swordless, good sir.
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Now I see where the problem with the N64 list is. It sorts by name. Both OoTs are called "The Legend of Zelda" where the MM TAS is called "Legend of Zelda, The". So one is sorted under L and the other two under T. I think that should be fixed so that it is the same for Zeldas...
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Well I think it should be mesured in how well the game is destroyed in the limitations it's game engine gives you and that is at least very close to a 10 here. I still have a few question: - Are the additional encodes going to be in the Publication? Why aren't they there yet? - Is this going to be grouped with the OoT runs again? I think it shold. - When is this finally going to be stared. It more than deserves it and it would be a great game for newcomers to watch.
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So second screenshot it is. Somebody make a bitmap and publish this sucker. That is once Grunz has changed the submission text. That lazy bum. :p
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SoulCal wrote:
Slowking wrote:
SoulCal if you really want to do this get the newest rev from here: http://dolphin-emulator.com/download.html A few revs ago were horrible for TAsing. So you should use the newest.
The newer versions, I think, are worse for TASing. The newer version don't have a good frame advance and when I try it, it goes 2-3 frames at a time instead of only 1. I can't even TAS the menus correctly because of this.
You can not make a TAS with such old revisions. If you have problems with frame advance. That's what we have a Dolphin subforum for. THere are actually a few Dolphin devs in there from time to time. ;)