Posts for arflech


Post subject: Did anybody download the livestream with commentary?
arflech
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It's a dead link now, and it's the closest thing to the long-promised encodes with commentary.
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arflech
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If you're going to link to a video, ensure that it's publicly available.
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arflech
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Posts: 1120
Please make the video viewable.
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arflech
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In this timeline, the 🐝s (or some other "poisonous insects') have taken over.
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arflech
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Posts: 1120
Next time, please just upload any preview video you make, rather than using the Premiere functionality.
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arflech
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phoenix1291 wrote:
EZGames69 wrote:
Sorry I meant the TASVideos fork
This fork?
feos wrote:
we decided to host a fork
The link for plugins on that page is "If you want everything to run the emulator, see this http://repack.skazzy3.com/" and don't work. It works with the cxd4 link posted by CasualPokePlayer earlyier. ---- Although it seems to work, I can't modify the hotkeys, as soon as I click on one to modify it puts me (195) (because of the mouse click?) and it is no longer possible to change it. Sorry, it's been years since I've used Mupen outside of Bizhawk, it will take me a while to get back to it properly I think. I recorded a few seconds of gameplay, movie sync fine, but when I want to export video, Mupen crashes.
It would be nice if the readme.md file didn't link to the upstream releases page, but FWIW, the index page of repack.skazzy3.com just redirected to a Discord-hosted 7z file that is still available, according to the Internet Archive.
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arflech
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Posts: 1120
I don't know why you showed a video using the version fo Super Mario All-Stars that does not include Super Mario World, even while the submitted movie was made with the version that does include SMW. I also thought I heard a skidding sound in 1-1 or 4-1; did you slow down to avoid the fireworks?
MrTASer wrote:
Sorry for inconvenience, I've pasted a public video link.
What you probably want is to make the video Unlisted: That way, people searching from YouTube or your channel page will not see it, but you can still embed it and anyone who sees the embedded video can watch it.
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arflech
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I voted Yes, but it would be nice to see a future submission with v1.2 in a stable version of an emulator.
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arflech
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Posts: 1120
GaRan wrote:
EZGames69 wrote:
Is there a reason why this TAS begins from a savestate?
I don't know why the page said that! I did choose "Start from power on" :(
The site almost surely inspected your upload and gave that warning based on the contents of the movie file itself; also, this line from the end of your submission says as much:
GaRan wrote:
How to play the movie file: First you must load the game until the menu to creat a .dsv file, then play the movie!
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arflech
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caitsith2 wrote:
Hiccup - from GBATemp wrote:
Super Mario Advance 4 - Super Mario Bros. 3 (USA) (Virtual Console Edition) from USA VC. Patches to Super Mario Advance 4 - Super Mario Bros. 3 (USA, Australia) (Rev 1). ROM was found in memory byteswapped - the byte order has been put back to normal, like how most GBA dumps are.
The Final SHA1 of the patched rom should be DD2879329EC52BD5372F26B75297A67F1A81215A The SHA1 of the input rom used for the patch, ("Super Mario Advance 4 - Super Mario Bros. 3 (U) (V1.1).gba") is 532F3307021637474B6DD37DA059CA360F612337 My initial poking around on no$gba, indicates that all the e-reader functions are still present and this game could potentially accept homebrew levels through the e-reader function, although, based on how they are stored in the rom, it might just make sense to instead figure out how to index additional levels. (They expanded the rom to 8MiB in order to store the 38 official e-levels.) Guess I will be remaking all of my e-level card dumps from this rom in the near future. :)
Does anybody have a re-upload for the patch?
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arflech
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MESHUGGAH wrote:
5 hours of sokoban. Voted no.
but it's an improvement to a published TAS (albeit longer because of emulation differences)
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Post subject: another entry in the backlog
arflech
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The author's recent submission for Cooly Skunk led me to wonder whether the encode for this TAS would be uploaded to the official YouTube channel; I realize that WebNations and TAS Legends have already done that, and that it's up (but in three parts) on the official DailyMotion channel.
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arflech
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This looks like a predecessor to Junction.
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arflech
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Samsara wrote:
As a quick example, our currently published Puyo Puyo 2 run is 36 minutes shorter than this (with overshot input/blank frames removed), but it uses about 6x the number of rerecords. It also has one less variable to account for compared to this game: The CPU's blocks don't disappear individually after a battle so it doesn't matter how many they have on screen.
On a related note, I wonder why Super Puyo Puyo 2 was allowed to obsolete Kirby's Avalanche, even though KA was not a re-skin of SPP2: KA was a re-skin of the first Super Puyo Puyo.
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arflech
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I'm not skilled enough to figure out how to best defeat Sa-Lews after waiting a bit when opening the chests in the Strength Tower, and I'm not sure the RNG would allow me to just input delay frames and then use the rest of your input.
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arflech
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In your WIP, you press C to open the first of the two chests at frame 265547 and the second one at 265623; I tried delaying by a frame just before the second one, then just before the first one (and then casualling it to the second one), but in both cases, 0x00FFF42A did not change after I got both chests. There might be something else to watch that affects whether 0x00FFF42A changes after opening all of the chests; I also heard an RTA runner (Greffery) remark that you might be able to trigger Le Roof, after getting this glitch, if you go back to the room with the chests and walk around a bit, but that's probably not helpful for the TAS.
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arflech
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It appears as if the value at address 0x00FFF42A changes upon triggering the appearance of Le Roof; specifically, it changes from 0x00 to 0x9F at frame 268651 of the 2013 TAS, upon the initial load of the text-box to get the Algo-Ring (but before it has any text), and then it changes back to 0x00 at frame 268697, upon the initial load of the text-box to use the Escapipe. This value does not change in the WIP, despite opening the chest, although you do still get the Algo-Ring; I might bother to figure out how many frames to wait or what buttons on Controller 2 to press (I see that you press Z a great deal), but I'm still not entirely sure about whether this is the right path of inquiry. I got this address by checking for every address that does not change right before opening that final ring-chest, and then checking for every address that changes between that point and the appearance of Le Roof, and only that address was found. All testing was done in Gens-rr 11b, in which both the 2013 TAS and the WIP sync, even though all of the published TASes have used Gens-rr 11a. --- I don't know where you've already asked for help (I'm not regularly in the IRC channel, so I don't have logs of that), but you may consider asking the Phantasy Star RTA Discord (linked from its speedrun.com page) or the TASVideos Discord, if you haven't asked them lately; the RTA Discord may be relevant, because I have seen that same softlock happen in RTA runs.
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arflech
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Although Projector Skeleton is fine, another option for those wanting a reasonably recent browser that still supports plugins is SeaMonkey; for people reading this forum in the future, get the next-to-last version of Shockwave Player, 12.3.4.204, so you can still view DIR files, and then install SeaMonkey 32-bit version 2.49.5, the latest one that still supports most NPAPI plugins. You may also consider Pale Moon 28 (possibly later) or K-Meleon 76G (possibly later), all 32-bit (because Shockwave Player was never available as a 64-bit plugin, on Windows at least).
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arflech
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On a practical note, the amount of downtime you would need to put into Sonic 1 and 2 (if you wanted to go like the Mega Man multi-game runs and finish at the same time) is insane if you did them together with S3K, but going four ways (Sonic 1, Sonic 2, Sonic 3 standalone, S&K) might work out.
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arflech
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SonicFan53 wrote:
Hear me out. BizHawk is MUCH better for Saturn TASing cause of it's simplicity.
You posted that as if we didn't already know that: Notice (in the Emulators section of the forum) that both Yabause-rr and the Yabause-based Saturn core in BizHawk 1 have been disallowed for almost 2 years; also, keep in mind that the very people who develop BizHawk (whether writing new emulation cores or adapting existing ones) are active on these forums, because the BizHawk project originated here, and anyone who has been paying attention on the forums at any time in the past few years already knows that BizHawk is preferred for whatever consoles it can stably emulate.
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arflech
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I'm surprised to see this much color variety from the Speccy.
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arflech
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Four and a half years later, the very user above me has started grinding RTA again, and he has a FAQ about the game, pointing out in particular that the Japanese version is much faster than the US version: https://pastebin.com/KWnCN4a5 His Twitch username is also cleartonic, and this is his most recent completed run: https://www.twitch.tv/videos/484165910 He got the English RTA WR the month after his previous post (four months ago, someone else got WR), and his Japanese PB would put him at a clear 8th place if submitted: https://www.speedrun.com/dq9#any_english For comparison, the English RTA WR takes about an hour and 40 minutes more than the Japanese RTA WR, which itself takes only 31 minutes more than the published English TAS, despite massive RNG dependence.
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arflech
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arflech
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I stumbled on this thread from the page on SDA runs without a TASVideos publication, and although the latest video is now broken, this link still works, and the run has been published by now, so that page should be updated.
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arflech
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Has there been recent work toward a robust method of verifying TASes on Sega 8-bit consoles, the Genesis, and the 32X? I know that the latter two do have console-verified runs, but it looks like all of the verifications were done in 2014 with a setup that doesn't look as well put-together as TASBot for some reason. Also, has any attempt at all been made to verify TASes on other non-disc-based consoles? The only thing I've seen was a first effort for verifying the TAS of Dragster for Atari 2600 in 2017, but it doesn't seem like that board was used to verify any other A2600 TASes. From how I understand runs on the Game Boy line are verified, it doesn't look like this sort of thing would work for Lynx, Game Gear, Neo Geo Pocket, or WonderSwan.
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