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
JoyToKey, google it. You will never have to worry about gamepad support in any emulator again.
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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
pcsx was fast because it had the luxury of making hacky bug prone implementations and inaccurate emulation via speed shortcuts. In general, accurate emulators are slow. Look at BSNES & Nintendulator for instance.
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Post subject: PCEjin SVN 194 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
PCEjin SVN 194 released. Details here.
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Post subject: PCEjin SVN 194 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
A new maintenance released of PCEjin (movie sync & game compatibility unchanged). Changlelog since last official release (SVN128): Add Memory Viewer dialog (ported from DeSmuME Improved Recent Roms menus including Recent Movies & Recent Lua scripts. Each recent menu also comes with an auto-load option which will load the most recently used file on emulator start up. Fix so loading a recent rom properly initalizes the sound driver. Prevents the game from going to auto-turbo. Fix so Lag counter resets when loading a new Rom Bind movies to Savestates option Loading a ROM stops movie playback/record Comments feature of movie files works If Drag & Drop .mcm or .m2 with no ROM loaded, user is prompted to for one ROM name is now displayed on window if loaded via Drag & Drop Replay Dialog: fix bug where fractions of the movie time where being truncated Fix time to report based on the correct fps (~57 fps) instead of 60fps Ram Watch: "Add Separator" button Improved multiple selection support change text "GENS watchlist" to "Watchlist" Use game name as default in the SaveFile dialog Ram Search: Fix bug where the reset button was not updating the previous values Fix change counts Redraw the list when search size/format is changed Address offset of 0x1F0000 Improved multiple selection support Lua - emu.frameadvance() implemented Lua - joypad.set now reads all pads Lua - Multitrack lua script added -lua commandline argument added fix memory.readdword - was returning signed values before
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Post subject: New rerecording emulator approved for TASVideos: PSXjin
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
PSXjin is a new emulator based off of PCSX. It is approved and the preferred emulator for PSX TASes. Details and discussion here
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Post subject: PSXjin Released (New version 2.0.2)!
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
PSXjin is a new emulator based off of the PCSX-rr emulator. It features a new SPU, integrated features (no plugins), and a GUI overhaul. .pjm (PSXjin movie files) are submittable and approved for site publication. This is the result of the hard work of zeromus, adelikat, and DarkKobold, with arukAdo on testing. Changes in (v2.0.2): Integrated Pad Plugin! (from SSSPSXPad) Cue support SPU sound effect fixes AVI and WAV now split at 2GB Codecs greater than 4K properly load Display no longer dark during load screen Controls can be configured during gameplay Emulator window can be resized during play CD Swapping fixed for text based movies Accurate Dual Shock Emulation - Only use this if digital input stutters during gameplay when using analog controllers. (Note: Movies with 'none' selected as a controller type will not sync between 2.0.1 and 2.0.2) Changes in (v.2.0.1): Fast-forward is robust and fast now. Initialize GPU and SPU better when restarting/loading a game. (Less desyncs) Remove GPU hotkeys AVI functionality now works. No more configuration through GPU. Various bug fixes. New Features (v2.0) include: Built in GUI (no more pop-out window). New more sync-proof SPU. Recent CD, Recent Lua, and Recent Movie files. Analog Widget for precise control Analog Display Drag-n-Drop functionality Multi-tap (up to 8 player games!) Multi-track recording - record 1 player at a time. Win32 Binary
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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 pretty sure I deleted a number of accounts during his trolling period as well. So I think that list doesn't even cover the full extent of this.
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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
You upload your movie here and post the link! However, creating (or posting in an existing, please search first) a thread for the game in the SNES forum is the best place to post your WIP.
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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
moozooh wrote:
until I came to appreciate the lives/hitpoints being a finite allotted resource, putting the player at risk and/or another disadvantage (like losing a current weapon) for a potential benefit of saving time. This requires research to see where and how it can help, and I came to see it as a valid technique for the reasons stated.
I think this points to a striking difference between using conintues in an arcade game versus the console TASes that have employed this technique. In the arcade, death & continues are not a finite resource (in the context of a TAS).
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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
Bisqwit wrote:
And I think the reset button is one of the input keys, with games supposed to be designed to handle it in certain way. The key just is not located physically in the same place as the other inputs, but it is still an input button.
I agree completely with Bisqwit on this issue.
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Post subject: Console Verified TAS movies on TASVideos
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Recreating TAS movies on a real console has been successful on several games now. As such we have created Movies-Verified which lists movies that have been successfully played back with video proof. In addition, these movies are marked with a special icon that they have been console verified. I hope to see this list grow! To get in on the discussion and learn how these things work see The console verification thread
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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
DarkKobold had this idea. What about an icon next to movies that show they are "machine verified"?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Why is this thread being used to complain about movie tags (not) applied to a specific movie?! Go post this stuff in the movie threads themselves. This is a discussion about movie tags (and their applications) in general.
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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
The only plugins it has is input, the rest is integrated.
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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
Here is a WIP of level one that I did. It uses 2 players, and hard mode. The final tas time should be somehwere in the 10-15 minute range. I'm hoping for some feedback. Is this TAS worth finishing? Would you vote yes on a submission of this?
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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
Well, I tried Start Trek: Invasion on PCSX-rr some time ago and it wouldn't work but it works fine on PSXjin. I think it is reasonable to say that the game support has increased with this emulator, as well as accuracy, as well as much less random crashing, as well as much more sync stability. In addition, you guys are going to love the GUI interface & features compared to PCSX-rr. Oh, and AVI capturing works. But be patient, we've overhauled so much code takes a lot of time and testing, but it is starting to look pretty polished!
It's hard to look this good. My TAS projects
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I think the general summary here is this: Please do more of these vids!!!
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Post subject: DarkKobold as Senior Judge
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I've been looking for someone to fill the Senior Judge role, and have been serving as that role in the meantime. I have no entrusted DarkKobold with this. He will be in charge of all that is judging, including handling any potential judge vs judge or judge vs user conflicts. He will also have "senior" permission as done Grunt as Senior Publisher. For more details see the Staff page for more details on this role. And thanks DarkKobold!
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Post subject: TAS on Real Hardware!
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
One of the key aspects to Tool-assisted Movies is the fact that they could "theoretically" be done on console if given superhuman abilities. Well, TASing just got a little less theoretical
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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
micro500 wrote:
I finally got my project online! I present to you, NESBot. It is hosted on Instructables as a part of a microcontroller contest. The contest ends on Sunday, and I'm hoping I could get some votes for me to win from the people who made it possible. Maybe? :) (Note, I have no idea how voting works yet, I just submitted my entry, but if you guys figure it out it would be greatly appreciated. Maybe by rating the guide it counts as a vote?) The guide describes how to build it, but not so much how it works. If you guys would like I could get a more detailed description on that up.
Holy crap awesome and thanks for making this! I've always wanted to see a TAS on the console. Mind if I link that video in one of our pages that explain TASing? (Also, what is the implications here for unassisted records? Someone could do a less obviously TASed movie that beats andrewg's time and submit 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
moozooh wrote:
I didn't actually know about that. Pretty bummed if that's how it is. :\
Tis true. We've had game overs in published movies since 2004!
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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
All the warp glitch Rygar runs employ death to skip massive parts of the game. Rygar only has 1 life, thus there is a big fat game over screen in all those movies.
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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
a TAS represent some super human with perfect reflexes and perfect clairvoyance. As the perfect gamer he would logically also have unlimited monetary funds that would aid in his quest for fast completions. Abusing these systems is just another form of abuse a player could employ.
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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
Ryuto wrote:
but I really hope the run will be published and obsolete the old one. I have tried to make a lot of TASes that abuse word recognition program, besides Brain Age run. I wasn't able to find any game that recognize a detailed drawing as a correct answer. If many people want a quick paced run, then you can make a TAS of any game that you can abuse word recognition program. But other than Brain Age, there is nothing that can recognize a detailed drawing as a word. (At least it is almost impossible to make a run like Brain Age TAS with other famous game.) IMO, quick paced run should be done in another game.
Thank you for responding! Also, this opinion resonates with me the most (regardless of the fact that he is the author). It is worth considering strongly this version of Brain Age because it has the unique ability to go this overboard with the drawing. And I think that's what I enjoyed most about the crazy drawing this time around. Knowing that it is abusing the number recognition to over the top absurd limits.
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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
pirate_sephiroth wrote:
The rules are clear: Write in english or GTFO. A lot of people here aren't native english speakers, but here we are anyway. They don't come because they don't want to.
Simply put: I don't agree with these sentiments
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