Posts for Technoturnovers

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Joined: 9/15/2023
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AmaizumiUni wrote:
NNNesterJ It is implemented in Please consider
If you're looking to do this for TAS purposes, then this is already possible in a custom fork of BizHawk, see #8197: OnehundredthCoin's NES Super Mario Bros. "Stop 'n' Swop arbitrary code execution" in 01:16.97. The problem is, even with a far more accurate emulator than FCEUX such as NESHawk, cartridge swapping is still HIGHLY hardware and setup dependent and can very easily fail to verify if you get anything wrong in your recording. Even with all that said, such a submission is still HIGHLY unlikely to be accepted even today, because the cartridge swapping functionality has not been incorporated into mainline BizHawk as far as I'm aware, and the logistics of cartridge-swapping mid-run during hypothetical console verification has still not at all been worked out.
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adelikat wrote:
If you would be willing to take a look, by all means! Just let me know, and I can hold off on a judgement
Alright, having had a little time to think about this, I'll give it my best shot. However, whether or not this works out will largely be dependent on if the switch from the American BIOS to the Japanese BIOS presents any major timing issues, and most importantly, whether it will present any significant RNG issues. Any minor timing issues such as platform-dependent load times can easy be remedied by adding or removing blank inputs as necessary, but if, say, the boss patterns completely change as a result of the switch, then that's going to be a problem. At that point I would effectively be recording a brand-new TAS using the existing recording as a base, and I feel like the expected quality and technical knowledge for Megaman series submissions is way too high for me to be comfortable with that, even if this particular entry is hot ass. I expect to get to work on this as soon as I'm done with my Mighty Jill Off TAS, which could be as early as this evening depending on if Hourglass decides to cooperate or not. EDIT: Wait, this is a rail shooter? Okay, scratch that, this should be easy
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Spikestuff wrote:
This TAS has a major issue. It's using the wrong bios. SCPH-1001 is an American bios, which is being used in turn with the Japanese title.
Technoturnovers wrote:
it would also kinda suck to force the author to do even more work,
Porting this TAS to BizHawk would be much more preferable, and it doesn't have to be the author who's "required" to do it, in your words. Community work is a thing. People are allowed to port someone else's work and take secondary credit where need be The project should be mostly salvageable to keep Noxxa's name as an author without them needing to update the title themselves.
Yes? I know it doesn't have to be the author who has to do it, hence why I volunteered myself?
Experienced Forum User, Published Author, Player (59)
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Spikestuff wrote:
Personally I'd rather see this TAS updated and moved to BizHawk instead of it being a PSXjin TAS.
While that seems somewhat reasonable seeing as PSXjin is a disallowed emulator now, it would also kinda suck to force the author to do even more work, seeing as this submission, April Fools or not, only languished in Gruefood for so long because of publication class elitism or similar. I'll have to check if BizHawk is capable of parsing and converting PJM files, if not I might be willing to do the grunt work of converting it to a BK2 recording as a side project. It can't be too hard, 99% of the run is cutscenes after all
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DigitalDuck wrote:
It's not tape manipulation features; the game is presented as a pair of .pok files (instructions for an emulator on which memory locations to change). To run this in BizHawk (and real, unmodified hardware) you'd have to create a tape (or .tap file) that loads the patched game, and the text files provide full instructions on how to do that. So you'd just use that .tap file in BizHawk like normal.
Well, that aside, I just downloaded BizHawk and the game for the first time, and good GOD I am in RNG hell. The first stage of each cycle is easy enough of course since the two rocket parts spawn in the same place every time, but where the fuel spawns is HIGHLY pseudorandom based on your movement, and I can't seem to get it to appear where I want. I'm gonna give this a try for a while longer, but if I do end up cancelling this recording, then I'm gonna try Pentagorat next.
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Snoworange wrote:
The run seems to be pretty good, but the speed of the game and music is unsatisfying for me..
So, what you're saying is that my next TAS should be a walkathon of this game? /jk
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DigitalDuck wrote:
Other classic Spectrum games I'd like to see/do: [...] Jetpac [...]
I've also considered Jetpac, since it's definitely one of the all-time greats on the ZX Spectrum, and probably ranks even higher if you consider its status as an exclusive to that platform; plus, the fact that it was one of the few games to release on cartridge as well as cassette tape gives a rare opportunity for a ZX Spectrum TAS that can skip the shitty tape loading time (although that particular dump has been really hard to find in my experience). There's even a [romhack|https://highriser.itch.io/jetpacrx] for the tape version called Jetpac RX that enhances the gameplay and graphics, although it might be challenging to TAS since running it relies on tape manipulation features that BizHawk might not have.
Experienced Forum User, Published Author, Player (59)
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Temporary encode is finally finished uploading and processing, it would be greatly appreciated if I could get feedback
Experienced Forum User, Published Author, Player (59)
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ikuyo wrote:
Hi! I'm having issues finding the game. I got to the official website, http://nigoro.jp/en/games/rose/, but it appears the domain that was hosting the swf is not up anymore and it redirects to a domain name provider.
You can just get it from Flashpoint Archive- install the program, launch the game, then right click it in the game listing and select "Open File Location". Flashpoint is a big program to install just to get one game of course, but this archive allows you access to basically every Flash game (and other types of browser games) in existence, so it's a pretty good investment of fairly minimal hard drive space all things considered.
Experienced Forum User, Published Author, Player (59)
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Next time, click the 'Annotations' option in libTAS and type in "Platform: PICO-8", that way the platform parses properly
Experienced Forum User, Published Author, Player (59)
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him go zoom
Experienced Forum User, Published Author, Player (59)
Joined: 9/15/2023
Posts: 71
he made a chapter for each of the pizzas on youtube, absolute madlad
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Got another updated movie: https://tasvideos.org/UserFiles/Info/638307541274450887 This is what I get for foolishly thinking I can neglect to examine runs from different categories. But I seem to have hit some sort of minor snag- I'm still .12s IGT behind the glitchless TAS finishing Level 3, but I can't really figure out where the disparity is coming from without either a TON of testing, or looking at the recording file (which isn't possible since the recording in question isn't on TASVideos). And it could be entirely possible that this is just the IGT being slightly inaccurate, although that seems unlikely. I suspect that the disparity comes from how the pipes are being entered, which may be vertically dependent- I noticed that the TAS hesitates ever-so-slightly before entering the pipe. I'll have to investigate further, if .12 IGT is still too much of a disparity from the external movie. EDIT: I just noticed that A: the external video appears to be running different quality settings, judging by the lack of motion blur, and B: it does some prep stuff in the menu, such as deleting the save and visiting the credits, which both could explain the IGT disparity and also loses time over my any% run regardless.
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Tompa wrote:
The run you linked doesn't bonk into the wall after touching the button. You lost .22 for the first level, and is .78 behind after finishing the 4th level, not counting the improvement you mentioned for lvl 3.
Okay, lemme fix that too
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DrD2k9 wrote:
Technoturnovers wrote:
So, something I want to point out before this run inevitably gets canceled/rejected for, well, using a Game Genie code: strictly speaking, a Game Genie code can act as a form of romhack, and just like Wii homebrews will often implement themselves via Gecko codes, it's entirely possible to convert a Game Genie code into an ordinary romhack with an IPS patch. While this run doesn't do anything particularly interesting to merit an exception, I do think that categorically banning Game Genie codes is a bit unwise given that it does allow for interesting possibilities beyond just basic cheating.
Game Genie isn’t categorically banned from the site, it’s banned from Standard Class publications. If a run using a game genie code garners enough entertainment value, it may be publishable in Alternative Class. Edit: Also we have this in the rules:
External codes are treated as ROM hacks if modifications are severe enough.
This modification via game genie likely wouldn’t qualify as severe enough to be considered a ROM hack.
Ah, fair, I completely forgot about alternative. And my misconception was based on a couple of posts I read from staff in response to Game Genie submissions saying, broadly, "no game genie." Good to know though, thanks for clarifying
Experienced Forum User, Published Author, Player (59)
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Randomno wrote:
What does this Game Genie code do? What did you save time over exactly? Is this yours, is it faster? Please include in the submission comments
In order:
  1. It lets you walk through walls, although that's not super blatant in any encode since the SMB any% route doesn't have many walls to walk through that would save any time.
  • If the author did their due diligence, then this should save time over any other version of this run
  • At a guess, that youtube video you linked only looks faster because the automatic frame count via the site's parser doesn't stop at the last necessary input- this sort of thing is why I've been including "timing stops at x frame" in my last few TAS submissions, it stops this kind of confusion from happening.
So, something I want to point out before this run inevitably gets canceled/rejected for, well, using a Game Genie code: strictly speaking, a Game Genie code can act as a form of romhack, and just like Wii homebrews will often implement themselves via Gecko codes, it's entirely possible to convert a Game Genie code into an ordinary romhack with an IPS patch. While this run doesn't do anything particularly interesting to merit an exception, I do think that categorically banning Game Genie codes is a bit unwise given that it does allow for interesting possibilities beyond just basic cheating.
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Memory wrote:
Given the recent announcement of Deltarune chapter 2, I think this game is in fact releasing in an episodic format and the label of "Demo" doesn't really apply here. However, the lack of any verification movie file and I believe the unofficial nature of the Linux release (somebody can correct me there) still prevent it from being acceptable.
Reading the Platforms page, unofficial Linux ports of Windows games running under libTAS is now a supported platform configuration as of at least June 2023 (page revision 132)- this might merit revisiting, at least if a verification movie gets made.
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Spikestuff wrote:
I believe you should watch yourself before you gate off several communities at once because of your thoughts. As I said in my previous post on the topic. Baten Kaitos 100% is an infamous one week speedrun. Tears of the Kingdom 100% is above 24 hours at the current time of writing. TASVideos will not gatekeep a full completion, not now, not ever.
Yeah- at the very least, we can't let mere mortal humans beat us at Speedrunning, because that would be EMBARRASSING. If an actual living human person can decide to nolife a game for over two weeks and not physically perish, then we should certainly be able to make a TAS of it.
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Gotta love those stanky prerendered DS graphics. Also, just scrubbing through the video, there are SO many instances where the music is way too cheery, lmao- like "it might be a murder case" and there's some casual lofi beats to study and relax to playing in the background, bruh.
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Belatedly adding the link to my encode, since voters would probably want a way to watch the TAS
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Patashu wrote:
Flash games I've seen people ask for in the youtube comments: Super Mario Crossover, Ultimate Flash Sonic, Super Mario 63, Run, Fireboy and Watergirl, Robot Dinosaurs That Shoot Beams When They Roar, Swords And Sandals 2, Exit Path 1 & 2, Diamond Hollow 2, Bowja the Ninja 3, Red Ball 4, Doom 2D, Give Up, Suicide Salaryman. (I didn't check which of these do or don't work in Ruffle, just documenting it.)
Belatedly, I want to mention that Exit Path 1 already has a custom, game-specific demo/TASing system via a modified version of the game's community-created HTML5 port (said port being accepted by the game's Speedrun.com leaderboards, so I have to assume that it's fully accurate for validity purposes.) All of the relevant links I've found are listed below: - Exit Path custom levels, multiplayer level rankings, etc: https://exitpath-maker.net/ - Exit Path TAS recorder and player (but no built-in encode, cuz it's web-based): http://tas.exitpath-maker.net/ - Exit Path with built in autosplitter: http://autosplit.exitpath-maker.net/ - Base, unmodified HTML5 Exit Path: https://exit-path.github.io/ As for what is as far as I can tell the TAS world record, here's the YouTube video (no download for the demofile, unfortunately) Link to video