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This does not work with BizHawk due to the custom ffmpeg not actually doing stereo mode but regardless here's VBoy done with proper 3D.
Set your mode to Side By Side.
This ffmpeg script is made for BizHawk 2.9 or Newer:-vf colorlevels=romax=0.655:gomax=0.655:bomax=0.655,scale=iw*6:ih*6:sws_flags=neighbor,scale=-1:1080:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkv
For those wanting 720p:
-vf colorlevels=romax=0.655:gomax=0.655:bomax=0.655,scale=iw*4:ih*4:sws_flags=neighbor,scale=-1:720:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkvThis ffmpeg script is made for BizHawk 2.8 or Older:-vf colorlevels=romax=0.615:gomax=0.615:bomax=0.615,scale=iw*6:ih*6:sws_flags=neighbor,scale=-1:1080:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkv
For those wanting 720p:
-vf colorlevels=romax=0.615:gomax=0.615:bomax=0.615,scale=iw*4:ih*4:sws_flags=neighbor,scale=-1:720:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkv
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Does the same thing. pantarheon compensated for YouTube's bullshit with yt3d.
But in a modern day scenario all that can pretty much be removed, bar the levels.
On the topic of levels, if you noticed that I already compensated for it, but for those that don't know.
The next BizHawk release (2.9) you need to change Levels(0, 1, 255, 0, 157) to Levels(0, 1, 255, 0, 167).
As for logos it's just the same thing, just halve the width before doing StackHorizontal.
Alternatively, cause I just remembered subtitles exists, lmao.
Change:
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If the author is having issues on what's being stated, please tell us what your native language is.
The author changed the branch without any consideration to what was stated prior, so to explain this issues of this being now classified as a "playaround".
So to expand on this:
A playaround in this game would work on showcasing more than one character (Maron) being played by "human", either by having mid-break fights with a second TAS controlled character (see Marvel v Capcom) or by having a character that is able to become other ones (See Mortal Kombat and Tekken 3).
The lack of variety in my opinion weakens the overall "playaround" aspect out of it.
The author's submission description is now a contradiction of itself by listing out the time In-Game Time taken; 04'04"52
The TAS was made for speed first, and fanciness second. In which I already pointed out the issues behind that as well.
Every fight, bar the bonus ones is done in average of 10.8 seconds (Round 1's - 10.875 // Round 2's - 10.75), the longest round goes to 8-2 where you should've had your special gauge built in order to deal with the Devil (a clone character).
The Exhibition Round is where everything goes wrong for this TAS in my opinion, if you were going to showcase your skill, the character Testrun should not be given a chance to breathe.
The site states "Did you like watching this movie?"
When it was listed out as a non-playaround branch my opinion would've been "Meh".
But now that it's has the branch my opinion is currently a "No".
There needs to be much more variety in what's being done than what's actually showcased here to be a playaround, and that variety should be done on the hardest difficulty and that goes for either category.
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Gonna immediately step in and tackle Darkman425's points and to start with by saying that default damage is honestly better than increasing/decreasing the output as it's a better showing of skill and damage output... bar the one fighting TAS that does otherwise.
I'll heavily agree that either the maximum difficulty or the lowest difficulty should've been considered to be more in line with other fighting TASes that min/max it. Personally would've liked to see Hardest.
And lastly, as this is a speed fighting TAS I personally think it should've done what other speed fighting TASes that are able to do when given the option which is to change the Stage counts down to 1.
BlueMania X, welcome to TASVideos.
As mentioned by myself and Darkman425 there is a questionable decision by not going into the Option Mode...
I also found out that 2.3.0 has an emulation advantage over 2.8, so on your next attempt please update your emulator.
The concept is good, but it leaves me with questions about this for you to decide, and homebrew solutions from it:
Is Maron the fastest?
It's a roster with those 8 characters, generally yeah favorites can be fastest, but personally I want to know if they are the fastest in terms of best damage outputs.
Tekken 3 for example had a debate on whether Paul or Yoshimitsu was the fastest, to keep long story short. Yoshimitsu per round was faster by 15 frames adding up to 165 total.
What is the best combo?
Using strictly the In-Game timer Stage 1's fights were 12 and 7 seconds respectfully, which can be tossed up to the gauge system being built...
However, in Stage 2's your play up was different 11 and 10 seconds. Argumentatively that arrow shot you did looked unnecessary compared to just hitting Sakamoto in the first Round which may have saved a second, but also your second round was slower in comparison's to Stage 1's...
And that question continues further into it you go, as you mixup your input.
It's almost like you're going for a Playaround, but only showcasing a single character is harder to go for in fighting games where you can be challenged mid fight. Which this game does flash "Press Start" over Player 2's character.
This is a good start for a newcomer, but for a fighting game, you need to have data and information to show what you're doing, and have a good enough argument for a character (at least in speed).
This TAS needs a decision from the author whether it's being done for entertainment, or speed, and going by how quickly these fights are handed out, you're targeting speed.
I'm interested where you can take this game in the future.
But I'm more interested to know if Maron is actually the best suited character for speed/damage output.
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At face value, bowling with a lot of screwing around. So playaround sort of deal going on here, and not true speed.
But at curiosity value in terms of what your fastest frame was, it was frame 4 (ignoring 13, frame 8 is your slowest).
This makes me ask three questions.
1. Where would this one end up, if a "vanilla" style bowling was submitted which would use theoretically the same "bowling" movement?
2. Would a "vanilla" styled bowling actually be acceptable on the site? It's not like the other rejected titles related to bowling as this is its own thing in a sense.
3. How consistent is the web-slinging that you could copy + paste input forward into other frames (terms of speed)?
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Only one more title to go, and Sprash will finally be together on TASVideos.
This was well done, and actually implements some of the important movements, and tricks (yes I watched the reveal to this).
I'm voting Yes, and I want to take this one.
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I dislike being the one to point this out, but you need to understand that your submissions have all been easily improvable.
Link to video
Now I don't know what a Judge's position, or a Judge's perspective is going to be but I'll point out mine.
The branch itself, which is basically "Mega Buster Only" is a novel concept, as well as glitchless to where it's not end level early (or whatever it's defined by MM communities).
However, what's been presented is very early in development, and was very rushed and can be assumed you took at most 4 days to improve over your other one.
What I made of just completing Gutsman was made in an hour which improve over your work, and I know that what I made is also very much improvable too.
In your gameplay, you are shooting enemies you don't have to wasting time clearing them out or you are wasting shots where they either don't hit or don't register.
In enemies you don't have to shoot, those flying enemies that divebomb down on you can be manipulated where they end up by just you jumping whilst moving, they won't hit you.
Those construction worker enemy, whatever they're called. They are to my understanding take 10 shots each, and you face 4 of them bringing it to 40 total shots to clear them.
The first two you shoot 11 times, the third 10 times however your movement on this one showcases 11 shots, a miss occurs and the last you faced took 10 shots. That's 43 total.
I should point out that also on the first two of that type of enemy, you attacked it when it was shielding, negating any damage you attempted to give it.
During Gutsman, now my input isn't good there either, but you're spamming your shots, intentionally missing, and not timing out your shots.
Please have a look at this page, and its resources and to place your work in the userfiles for the time being.
When you have something that you believe is worth submitting over, that you believe is at the point where you've completed more than enough, that is where you try again, and improve on that file.
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The difference between a cuesheet and a bin file is that the cuesheet is just text to instruct the operations, the bin file is piracy, and the site does not condone piracy.
As I wrote:
The issue is in the cuesheet, as the data of that is wrong for a merged one.
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Light Spike of 8539 as well as the Cycle Count provided.
For everyone else, here's a thread on srcom about basically breaking every single major boss in Gaiden and the benefits/consequences.
Hello IzumiChenmeiru and welcome to TASVideos.
This was something that I was looking at a year and a bit ago now, and then practically lost motivation not even 2 minutes in.
You are correct about the potential for movement in regards to lines. The first set of Zombies you have to deal with in their positions you over-extenuate your movement costing some frames.
Besides that, I recon this is a good baseline of a TAS.
If you're curious what I had, this is the input file which was made with BizHawk 2.6 (and a bios).
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The file provided is a merged bin, and it should be doing two track indexes, however it's only doing one (and a pregap).
Merging the bin together, and copying the author's cuesheet allows sync.
However, that's not what the cuesheet should look like, even when compared to a merged bin's cuesheet.
Curious how a bad rip due to the cuesheet alone would go for this TAS now.
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(Cause I couldn't be bothered figure out how to get flatpack running after installing everything on that one)
Anyways, as it shows in the lines.
Game executable:/snap/bin/ppsspp-emu.ppsspp-sdlCommand-line options:/home/<user>/Downloads/cube.elf (path to your game)
(personally I would add --graphics=software before going to game's path)
Issues:
Can't Dump
Can't Frame Advance
Can't Pause
And most importantly.
Can't TAS with
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Hello SalamenceShiro and welcome to TASVideos.
There exists a TAS created by Meerkov that I'll be using as a comparison to your TAS.
The difference is they completed their TAS before World Championship, as it would just be the same copy pasting the same results.
Marked in bold is the better result in the comparison.
Event
Meerkov
SalamenceShiro
100 Meters
8.91 seconds
8.91 seconds
Long Jump
9.21 meters
9.20 meters
Shot Put
33.32 meters
32.40 meters
High Jump
238 meters
238 meters
High Jump Extended*
247 meters
250 meters
400 Meters
41.25 seconds
41.25 seconds
110 Meters Hurdles
11.36 seconds
11.36 seconds
Discus Throw
106.44 meters
110.77 meters
Pole Vault
530 meters
530 meters
Pole Vault Extended*
540 meters
540 meters
Javelin Throw
88.69 meters
82.86 meters
1500 Meters
3:29.50
3:29.50
But, as you did World Championship as well, that gets compared to your previously compared input, as it would've have been as simple as copy pasting, in theory, in practice with your results compared:
Event
World Championship
SalamenceShiro
100 Meters
8.91 seconds
8.91 seconds
Long Jump
9.29 meters
9.20 meters
Shot Put
33.09 meters
32.40 meters
High Jump
238 meters
238 meters
High Jump Extended*
250 meters
250 meters
400 Meters
41.25 seconds
41.25 seconds
110 Meters Hurdles ^
11.36 seconds
11.36 seconds
Discus Throw
110.26 meters
110.77 meters
Pole Vault
530 meters
530 meters
Pole Vault Extended*
540 meters
540 meters
Javelin Throw
82.86 meters
82.86 meters
1500 Meters
3:29.50
3:29.50
* Extended is continued after the best height cleared, it allows for more points.
^ A false start is called at the World Championship which makes me wonder if it's possible to manipulate and avoid that situation, as that would not cost time.
I also have to ask, what about using wind?
Wind does have a significant advantage if it was used, I was actually able (shockingly) to unearth this old input and can provide it for you to look over and compare, it uses BizHawk 2.6.
The table provided here, is showcasing what's used with wind in comparison to your best results without wind.
Event
Spikestuff (wind)
SalamenceShiro (best, no wind)
100 Meters
8.91 seconds
8.91 seconds
Long Jump
9.33 meters
9.29 meters
Shot Put
39.17 meters
33.09 meters
And showcasing my input, I reminded myself about something in Shot Put.
Don't throw far after setting your best attempt. You want to immediately throw the ball as soon as possible to get by the event quicker instead of throwing far or throwing far and fowling.
This is nice work overall, but there are little errors that can be spotted by comparing to the other existing run, and I'm interested on your further development on this game, as well as some optimization cleanup that could be made such as what I wrote about Shot Put and within Long Jump where you prepare your run at frame 2895 but you can start as soon as 2891.
What I wrote could be within error after all, when you compare my shot puts for instance where an exact same throw results in a difference of 5cm.
A Light Spike of 6351 frames to fix the overextended input.
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Let's boot this thread up once more for a simple sanity check.
WDN2010 can you please tell us your system specs, after your CPU and GPU information.
As well as what distro were you using to create this TAS.
Edit:
CPU: AMD Ryzen 5 3600
GPU: NVIDIA RTX 2060 SUPER
Motherboard: ASRock Z370M Pro4
RAM: Kingston HyperX Fury Black 16Gb (didn't specify MHz)
SSD: XPG SX6000 Lite
Distro: Ubuntu 20.04.3 LTS
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libTAS+ruffle doessupportVulkan (Spike is referring to their TASes that were done without GL as they didn't have it installed in their distro).
After failing installing 3 versions of GL and then realizing I'm an idiot who just needed to remove the spaces from the swf file.
Then finding out later I didn't actually have to install GL cause Vulkan actually does work on this title, I have a complete dump.
On the bright side I have GL finally installed on my distro... JUST THREE INSTANCES OF IT.
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Is it "wrong" when the one hosted on the site is probably the true final revision version?
As the one hosted on the site, is the same one hosted on Romhacking.net for instance, but not the one found on the nesdev subforums.
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Great...
Slent I have a request when you're sharing the MD5's for your bins, to show the text in your cuesheet as well as it would be a nice one to publish out if it was syncable.
Edit: For the sake of noting. I did forward this to the author on their YouTube by going to check back here, but either they removed it or YouTube flagged it.
A link wasn't provided as it was just text going "hey, we're having issues syncing this" (paraphrased).
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