Posts for blahmoomoo


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Joined: 2/1/2008
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Well, the only time that would make the page "heavy" is if one decides to watch all the videos. The embeds themselves are relatively light until you push the play button and begin streaming a video. It's also easy to unload the weight of several videos streaming (or even completely loaded) on a page: refresh. Of course, another way to do this is just have a screenshot and then a link to the YouTube page. The kind of embedding done by published movies could work too, if there is wiki code to make it work that way. Of course, all that does is not load the video players until you push the button. Watching all the videos that way will still give you the end result. I have no problem with how it is set up now anyway. I think most people realize that if you load several videos at once (or watch them one at a time and then just let them sit after watching them), your browser will slow down.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Now the 6 hour TAS of the English version (the one I brought up before) is available in a single video... http://www.youtube.com/watch?v=PZkL3JPgtnY
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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I also found this to be fairly amusing, despite not knowing what the purpose of fighting these guys are. Not to mention being completely untouchable when it looks like you should have been hit many times. Hurray for horrible collision detection! Yes vote.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Yeah, there's no way a TAS of Mother 3 would sync with both the J ROM and the translation patch. The text is revealed, rather than instantly visible. Therefore, English text generally would take longer to appear than the equivalent Japanese text (not that the speed is different *cough*OoT*cough*; it's just that Japanese is usually less verbose in terms of characters). That soccer league run probably synced because all of the translated text was put on the screen instantly.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Well, perhaps you don't use the trick? I recall there being a pipe glitch in Super Mario Land (2?) for the GB that was exploited at first, but was soon discovered to be an emulator glitch (not quite sure what the details were; perhaps the glitch caused a hardware fault, but the emulator didn't freeze like the hardware would have). In any case, the pipe glitch was forbidden from use and that is how we have our current run. I would think that a glitch caused by a translation patch should be handled the same way.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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There are some known issues with the patch, as described here, but all are minor and none of them are game breaking. For example, sometimes a gift box's sprite is replaced by a poison status sprite. But the present still works. However, the one issue that may be a bit of a problem is that occasionally the main text dialog slows down (which may or may not be lag). It probably has something to do with the current CPU load while the patch's sprite welding algorithm is running. (since the GBA can only have 128 sprites on screen, letters have to be welded together in sprites rather than one character per sprite, which was allowable in Japanese for obvious reasons) Mato optimized the sprite welding algorithm as best as he could, but this issue still appears every now and then. Avoiding this lag could be optimized in a TAS, but from the issues in that list, this is really the only one that should be worried about. Besides, if a game breaking glitch is discovered, it shouldn't be too difficult to check the Japanese ROM to see if the glitch exists there too.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Mother 3 English works on the real hardware, btw... There are translation notes too, giving a summary of what changed.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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The way that RealD 3D works is that there are two projectors shining two different images on top of each other onto a highly reflective screen. These two images are polarized differently ("clockwise" and "counterclockwise"). Each of the plastic "lenses" in the glasses are also polarized differently, so one eye sees one image and one eye sees the other, which gives the near flawless 3D effect. Your monitor is incapable of producing two images on top of each other that are polarized differently. Therefore, RealD 3D glasses are almost useless outside of the movie theater. You need to get some red/blue 3D glasses or learn how to do the cross eye trick (which works pretty well, actually, as long as you are a few feet away from the monitor). Of course, you could also watch it in 2D by choosing left or right image only.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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I would like to see a YouTube 3D encode, as I don't have red/blue glasses but I'm able to do the cross-eyed trick. Plus, for those who would rather not do any of that, YouTube 3D also has the left or right image only option. I would probably vote yes on this run, if I were able to watch it.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Hmm... for some reason, this publication does not appear on the DOS page... Might want to fix that. http://tasvideos.org/Movies-DOS.html
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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That would be incredibly boring to watch. I would drop the maxed level idea for sure, that would just require a lot of grinding. Not to mention that old enemies give you less star points as you level up. You can max out a stat fairly easily through a normal playthrough [doing so in a TAS may be unnecessary due to luck manipulation and the ability to defend against attacks; though maxing out FP would be useful], but maxing your level would involve fighting hundreds of random enemies until none of them give any star points. All badges would not really work either... that would involve going to the person that trades star bits for badges and getting everything there. Getting all badges that are hanging around on the worlds [i.e. not those which are being sold], however, would be acceptable to me. Getting all star bits would likely be a good goal for 100%, as it is similar to grabbing every honey comb from the BK 100% TAS. However, as this is an RPG, it's much harder to define what is 100%. I would think that any% should be the only category for RPGs. The main reason is that some goals that might go toward a true 100% would be boring to watch (i.e. get to level 99 for all characters in Chrono Trigger).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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The TAS that I linked to uses the 1.0 patch. You can see the version number by looking at the "This is a translation" splash that pops up at the beginning of the first video. That is why I decided to bring this up.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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By the way, if somebody decides to submit a run here, they probably should use the 1.1 patch. It fixes a few minor typos and some of the bugs in the game (these bugs were probably minor ones, like having an extra "The" in front of the player's name in battle, but probably nothing that would allow you to glitch through the game). However, I don't think we should reject a run that uses 1.0. It would be bad if somebody started using 1.0 and finished it, then had to switch to 1.1. I'm just saying that 1.1 probably should be preferred.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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scrimpeh wrote:
Speaking of, what do we do if there's a glitch that works in the translated version but doesn't in the Japanese?
Well... I would guess that you couldn't use that glitch, since it was not "officially" introduced. I am guessing that is how the judges would rule.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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I see no problem with an English TAS, but I would prefer seeing one that glitches through the game. This game is quite epic... so a full run, though nice to have around, would be hard for me, who has played the entire game, to watch. Unfortunately the game seems fairly resilient to glitches... I haven't tried to glitch it out, but I didn't find any problems with the game when I played through. For one thing, unlike Earthbound, every area is in a different map. However, it sounded like the game is haphazardly programmed (according to the translator, the ROM is a mess), so with enough effort, glitches could be found. I just wonder how much glitches could save timewise.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Apparently somebody started doing a TAS of this game (using the English translation). http://www.youtube.com/watch?v=2u66VD2G4MQ
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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And future runs should use the U ROM. If the time completed is slower due to the text differential, that will be overlooked. Only the gameplay portions will be examined for the difference in speed. The reason why the J ROM was accepted this time is that somebody made a TAS of OoT that shattered the old run's time, but they didn't make it for TASVideos and, therefore, didn't follow the U ROM rule (but followed the other rules). The old run was about 4 years old and there was no foreseeable time when it would be obsoleted by someone using the U ROM. So this was accepted, with the assurance that the drastic difference in time due to text would not be considered when (and if) a new run is submitted using the U ROM. I believe there is also a consensus that the next run must use the U ROM, per the rules. There really should be no further discussion on this issue; it was already resolved earlier in this thread.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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There is no way emulation can be perfect... You simply can't simulate all aspects of hardware in the software. For example, no software can simulate randomness well enough to imitate the imprecisions because, well, you can't write software that is truly random. Why? Because all modern computers are deterministic in nature. Therefore, you can get close to random, but in the end everything is pesudorandom. The only way to get true randomness is to use some kind of hardware sensor to read electrical random charge or something, but you can't use that to simulate the inaccuracies of an NES timing chip either, since it would have a different nature. Oh, and let's not forget that Adelikat is a major contributor to FCEUX (if not the lead of the project). There is no way that he could have written core functions of an emulator without realizing that it could never simulate the NES hardware exactly. Besides, emulators are not written to make games run exactly the same as they do on the hardware (except bsnes, but even then they can't be 100% accurate to the hardware). They are made to run games as best as possible on a different hardware architecture. Remember the Resident Evil hack? It is used to make RE playable with PCSX-rr. However, it could be used to influence other games, which is why any submission that uses it is flagged for using the hack. Also, in one of the old Mario Land (2?) submissions, someone realized that one of the tricks that was used was due to an emulation bug, causing the run to be rejected. We have measures for countering people trying to take advantage of imperfect emulation, but most people don't. In other words, many of us have known that emulation does not accurately duplicate the hardware and, therefore, not all TAS's can be done quite the same way on hardware. Why hasn't this fact stopped us from creating and enjoying Tool Assissted Speedruns before? Because nobody really cares when the emulation is already nearly perfect, ignoring the random hardware fluctuations. There is no need to require perfect emulation (an impossibility) for Tool Assisted Speedruns when nearly perfect is good enough.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Remember that there was a cutsceneless version made for the all temples run. I think an attempt was made to make an indexed MKV where you could skip all cutscenes in one mode and watch it all in another, but I don't think it worked well because of how poorly media players implemented the extra features of the MKV format. I wonder how much of this is still the case... Not to mention that the current video WIP for the upcoming Majora's Mask run is rendered to skip cutscenes. I'm not saying that the official encode should be that way though, that would be stupid. Having one extra version of the video wouldn't hurt, though an indexed MKV may be more desirable if it is possible, since you would still have the complete content. You would just have the option to auto-skip cutscenes.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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I am getting the same problem with the MKV. It appears that the variable frame rate doesn't work in the MKV, but it works in the MP4. In the MP4, MediaInfo tells me that the frame rate is variable from 60 to 3, with 19.050 as the average (or the most often used value?). In the MKV, MediaInfo tells me that the frame rate is a constant 60. Since most of the game runs at about 20fps, I can see why the MKV is getting massively desynced. This sped up phenomenon happened in every media player I tried: Windows Media Player, Media Player Classic, VLC, and DivX Plus Player. I have the Haali Media Splitter too, so that is not the issue (plus VLC uses internal codecs anyway).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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I was responding to Slowking. Maybe I should make that a bit more clear. EDIT: Done. Sorry about that.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Slowking wrote:
Btw. this run has been excepted for days now. When will we finally get a good encode? Nico video is really crappy.
TASVideoAgent wrote:
aktan: Processing... (taking forever to audio sync it)
Also, when have any set of rules been so strict as to not allow exceptions? Even laws can have exceptions, depending on the situation (as determined by judges, who's job is to interpret the law).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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DarkKobold wrote:
Slowking wrote:
I would really like an example where a game was switched from japanese to english without the english version having a hughe glitch the japnase one doesn't. Can you bring me one?
Can you find any examples of English being switched to Japanese?
This But that was because the Japanese version allowed part of the glitched up stuff while the US version did not. Perfectly legitimate.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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You know, how would somebody who never played OoT before feel after watching this movie? Unless they can understand Japanese, they would have almost no clue what the game is about other than a green-garbed guy hopping around everywhere. I believe that is the reason for requiring the (U) ROM unless (J) or (E) is obviously better. Faster text is not a good excuse to choose a J ROM over U. The only legitimate reason to choose a J ROM is glitch exploitation or some other large cut in time, other than those caused by Japanese text being quicker to skip through. At least, that is how I interpreted the rules, and from my knowledge, that follows the precedence set by judging in the past. Now, this does not mean I don't think this run should not be published. I am not sure myself, partly because I have not watched it yet (and therefore have not voted). I will await for an encode.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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The MPK file is the memory pack. Save states might store information that the plugin had at the time. So savestates that were generated with one video plugin may not work with a different video plugin. I suggest trying to load one of the in-game saves (stored on the memory pack), if you have any.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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