Posts for adelikat


adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This isn't technically a staff change but: I added a Senior Ambassador role and assigned it to dwangoAC. He's been doing this role for awhile now, but we are finally able to officially support it on the site.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I'm pleased to announce 2 new judges (well, one is a returning judge but still) arkiandruski, and Samsara. Congrats!
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I very much enjoyed this run, and voted a big yes. This must have been grueling because it's not stop lag hell. Excellent job!
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Post subject: Re: Ultracore
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
ScHlAuChi wrote:
Having seen CasualPokePlayer´s superior version
links?
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Confirmed Chat et Souris! Awesome! Updated the original post accordingly.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I did some testing, of the non-US games I reported above, one was fixed, the others are still active. I updated the post accordingly.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
yay! Welcome back GoddessMaria!
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Kirkq wrote:
I was poking around at some stuff for RTA runs. It looks like going to the inn in Burland on the way out of the castle in chapter 1 would save about 3 seconds. It sets the day/night step counter (62ED) to 40 instead of 0. (Saving 640 frames of walking)
Wow! And dang, that’s a lot of TAS to redo :( I’m hopelessly stuck in chapter 3 anyway at the armor selling. I’ve bottled millions of attempts with recreating the luck in the old TAS. However all my testing suggests it’s possible.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Any progress on this? It looks like non-US is still pretty broken, and this core is pretty close to releasable. And I'm particularly excited about this one, it's the best pre-nes era console, with some good TAS material.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Wow, that was incredible to watch, thank you for this TAS! Big yes vote.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
on Soda Popinski, there is a way to max out the score counter using the clock stopping glitch. It takes a LONG time but it can be done. Most of the others fights have ways of increasing the max score using cs, but not max it out. Anyway, I think cs glitch being a "full completion" is an interesting idea but it simply doesn't work.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
phoenix1291 wrote:
jlun2 wrote:
2. Allow vertical and horizontal bars to visualize where the stylus is like DesMuMe. The numbers by themselves are helpful for those who can't picture what position corresponds to which number.
Exactly, that would be really nice! I guess it's already possible to do it in lua
Already done, and packaged with bizhawk. it's in the lua/ds folder
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
When rambo was put into the vault, I don't think we necessarily knew that it sacrificed time to avoid damage. However, issues like that were known. The precedent, if any, is that while a run that avoids damage can be published to the vault. It can and will be obsoleted by one that does not. Also by extension, if we have a vault run that avoids damage and a better movie comes along that will avoids damage, it makes sense for the new movie to obsolete the old.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I think it is a real bug that if value != previous value the change counter increases, even if the value itself hasn't changed.
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Post subject: BizHawk 2.4.2 Released
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Windows Binary Release notes A small bug fix release that fixes some regressions in 2.4.1 as well as some other fixes.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Config -> Rewind & Stages turn on "Medium" savestate size. It will be at a perforamnce cost, that's why it is not on by default.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Tested and confirmed Catch the Ball is working as intended now. For game 3, didn't think to check real behavior on that, I think you are right. Edited my post and crossed those off the list.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I think non-clock-stop vs real-time is the easy answer. If x is the difference between non-clock-stop and realtime, then clock stop, which extends real time, in every fights would be x+y. As for real-time, I don't know off hand all the differences offhand. The striking differences would be: 1) Piston Honda II where you trade a very non-trivial strategy for a cheap 1 hit KO at 1 minute that anyone can do. 2) Mr. Sandman, no longer being knockdown on purpose to save clock time. I think there would also several other fights where strategies would change slightly, all of which would increase the clock time to save some frames.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yeah, I think McHazard brings up points I want to make here to try to defend this branch. Both runs aim for in-game and realtime as a secondary. In both games you can extend the clock indefintely. Also both exploit stopping the clock. You can get a second slower in super macho man while still being the exact number of frames due to how the clock stopping for the spin punch works. Also stun punches stop the clock for a few frames, and for star punches as well. This fact comes into play when deciding move order. For instance, my first MTPO publication improved Piston Honda I by switching the punch order on 2 of the phases to maximize the amount of time the clock spent stopped. My point is that the "default" branch we've picked is a messy one. It aims for in-game time, but extends real time to achieve this. AND it exploits the nuances and quirks of the clock. But it avoids a particular exploitation of the clock. This is an uncharacteristically nuanced goal choice for TASVideos, where we have struggled to agree on such "arbitrary" goal types. I think it has gone largely unquestioned due to ignorance of the game and these details. In contrast the cs glitch branch is completely non-subjective. It gets the lowest possible in-game time by any means necessary, the typical any% goals we like having represented. I undoubtedly think the current published branch is the best choice of the two if we are limited to 1. But I think cs glitch has merit since it is a more traditional TAS goal with less decisions of what is or isn't allowed. It also shows more aspects to the game and more "real time" strategies, even if it is for only a few fighters, such as exploiting simultaneous hits to save time.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
There's a checkbox on the dialog that says "autotab", uncheck that
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
WOW! The Super Macho Man improvement of 1 second doesn't necessarily surprise me, but the Bald Bull 2 fight sure did. It's amazing there's still improvements to be found after all the these years
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Voting yes, obviously. I've always thought this was a worthy branch for this game.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
For the record, I like the the clock stopping glitch branch(no surprise since I've made 2 submissions for it). DJ Incendration, I don't understand why it would be "bad" for future submissions. It is just a different branch. It will probably be rejected, but I say leave it uncancelled and make someone reject it :)
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
By lag he may also be meaning that his computer can't run bsnes at full fps
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
For controls there is an intended option. check out defctrl.json. In your old version, in the controller config you should see a save defaults option in the Misc button dropdown. Do that which will overwrite this file. Then copy this file to the new version and do load defaults. In general this will work. Though in this past release there was a Nintento typo that was fixed that may or may not mess this up, but it should be easy enough to fix that manually after saving, if it causes an error.
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