Posts for brunovalads


1 2
7 8 9
13 14
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
brunovalads wrote:
I'll publish [...] the scripts and the disassembly on GitHub.
Here you go, my repo with the disassembly and the lua script I developed. Feel free to contribute and suggest features.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
feos wrote:
Encode of the map script. Link to video
Wow that's even cooler to watch! I suggest everyone that is doing or will do a TAS this glitchy: reserve an extra week to make a map script like this to make an alternate encode, usually looks amazing and helps a lot with audience understanding.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Congrats Team 4 for this excellent run! I was amazed that you got the Oasis Warp, it's so clever and looks so cool. It seems that I scratched it too soon from the possible warps :p Congrats to all the other teams that submitted as well, it's a complex game with interesting glitches, your runs are great too. Thanks Mothrayas for the horse race encode, sad that my team wasn't featured there. And thanks Memory for hosting this great contest, I really enjoyed this game (c'mon, how can you not love a game that has a typo right in the first screen). About my team, even tho we didn't finish the run (we kinda gave up on level 2), it was great to work with them. Thanks MUGG, TASeditor and Tompa!
Tompa wrote:
Just writing here to express how sorry I am that I completely let my team down for this event... I found myself too busy the first weeks, after that I've practically lost interest and motivation to practically everything. And I never showed up to tell this to my team either, I just didn't know what to say, pretty much, and I still don't. Sorry.
Don't mind Tompa, really. You worked on nice stuff during this period, I could never be upset with you. Thanks for caring about us, and thanks for introducing me to the team. Once again I deviated from the main purpose of the contest: TASing. Got so super focused on research that I barely did any serious input. Cons: ¯\_(ツ)_/¯ (this is not a Team 5 reference) Pros: 33% of the RAM mapped, a few glitches found (tho the main star here is the $0615 Warp Tile Glitch, which, surprisingly, was found by all the teams), a full sprite list (I named each one of them, it was fun), 3 great lua scripts meant for TASing, a bunch of minor research scripts, level maps, images of every single 16x16 tile, documentation about the level data format, and a disassembly (courtesy of Raidenthequick, thank buddy!). Thanks MUGG and TASeditor for your work on this extensive research. I'll publish this all later today, it's all well organized in our spreadsheet but I'll make it look better: I'll publish the documentation on the GameResources page, the images on VGMaps and Spriters Resource, and the scripts and the disassembly on GitHub.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I loved this SO MUCH!! Having all these tricks and exploits applied in one single TAS is amazing! Also it seems a huge pain routing this all to fit all these tricks and still beat it 100%. Parhaps my vote for SNES TAS of 2018, and definitely my vote for Glitchy TAS of 2018. And I already can see all the laughs in a future GDQ if dwango ever present this TAS there. I completely disagree on the opinion that a run is not entertaining due it being heavily glitchy, as Habreno said. For me, a TAS this glitchy is light-years more entertaining than a solid game that you just optmize movement. I appreciate when people share their information as best as they can, and you did it very well with the submission text. However, it would be nice having an alternate encode with more info, as people suggested, but for the sake of information, not entertainment. It could contain parts of the script you used, showing basic values, hitboxes, a minimap, etc, and a kind of an atlas script to "force" the real terrain (basically print the map image over the emu, based on the camera or Link's position, then print all the sprite images again, checking their positions and pose values). BUT since it's a lot of work and is not for the run itself nor the entertainment value, don't make this an urgency for this submission (if you ever bother/care to make this version). Great job you both (and Tompa for always being involved on great stuff)! (And please frame 36433 is perfect)
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
keylie wrote:
Should we call it "libTAS" or "libtas" ?
I like libTAS, it follows the capitalization of the official acronym used by this site, also it emphasizes the division of the name in two words.
keylie wrote:
Also, it would be nice to have an icon for the program
I made a proof of concept icon for my idea: a pack of books (= library), just like the WinRAR icon, but with the colours Linux's penguin mascot (black, white and yellow), and "TAS" written on the books. It's just a draft, but something like this could work. My concern is the readability of the letters, since icons get small, so a more minimalistic approach would work better I guess.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
XTREMAL93 wrote:
Binary Land
Wow this game is interesting, very cute puzzle. Apparently there's a WIP, that seems to be made by Bisqwit, due the TASVideos logo in the beginning and the game being metioned here in his abandoned projects.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Layla, a japanese game released by dB-SOFT in 1986. Apparently there's a japanese TAS of it already, but I'd love to see it obsoleted here on TASVideos: Link to video Also there's a full hack called Layla: The Iris Missions, made by Supper. It has a [very recent] TAS too, not submitted here tho: Link to video
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Post subject: Re: Missing files
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
jmosx36 wrote:
missing files (gd.lua, gd.dll and others)
Not sure what this script is supposed to do but here are the GD files needed, unzip in the same folder where you have the script.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Mitjitsu wrote:
worth the wait.
Indeed, I'm glad this TAS is finally done! I was very curious when Tompa said to me he was doing that. It's a great run! Also it's nice that some stuff I already know from Super Mario World, like Corner Clips and Score Manipulation, are applicable here. Who knows what else can be found related to mechanics and lag in the future.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
https://switchedonsnes.bandcamp.com/album/the-lost-levels-vol-1
Imaginary landscapes and soundtracks to Super Nintendo games that were never made. The Lost Levels is a series of compositions that will be released between our SNES soundtracks.The sounds and aesthetics are heavily inspired by 16bit video games, but the writing and arranging is all original.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
BrunoVisnadi wrote:
Triple-Stun
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Nambona890 wrote:
I'm using 2.3.0.
Does this stuttering happen on other recent versions like 2.2.2 or 2.2.1?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I only face this when I have rewind enabled, otherwise it doesn't happen. Btw which version are you using?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Just to register, there's a GBA run now
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
These zips are amazing. It's a great run, good yes!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Memory wrote:
Can Brunovalads please post confirmation as well?
I confirm! Name and logo available in a near future.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I agree with this workaround. Tho, I'd love to see a full "Quest mode" TAS, on Hardcore difficulty. The only problem is unlocking Moonstone, since:
Towerfall Wiki wrote:
Moonstone can be unlocked in Versus mode. After playing Versus on every starter tower, return to Sacred Ground where on any level where the moon is clearly visible an event will trigger which unlocks Moonstone for play.
I'm not sure if just starting the level is enough to set the flags or you have to finish the battles. Anyways, that's a debate for another time, in a [future] dedicated TowerFall thread.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
This term will be used only for these TASing tools (and others that might be created in the future) or it will be a broader denomination?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I'd like to join, individually. I like to map the RAM, make Lua scripts and hunt for glitches. And playing of course. I can use both BizHawk x64 and x32.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I'm very glad to start seeing "libTASes" here! And it was a real surprise seeing one of my favourite games of all time being TASed. Great usage of the techniques, and it looks amazing played that fast. Of course a yes, and already my vote for Speedy TAS of 2018"
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I have a pc with Ryzen 5 and 8Gb RAM and it does the job for BizHawk really well. The air cooler that comes with Ryzen is super silent, and I can work with TAStudio and heavy lua scripts nicely. Also, it was surprisingly cheap here in Brazil.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Post subject: Re: New glitch discovered
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
ThunderAxe31 wrote:
I've just found a way to pass through closed doors.
Oh nice, so that will make the run "fruit-less"?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
ThunderAxe31 wrote:
Not sure what you mean by documentation
I meant more documentation about the game itself, like physics, enemy behavior, levels, RAM addresses (now I see you have a few on your lua script), etc.
ThunderAxe31 wrote:
Regarding Lua, do you have any ideas in particular?
Not quite, I'm not familiar with all the particularities of this game. When I play a platformer I usually think on player info (position, speed, timers), sprite/enemy info (position, speed, hitboxes, timers) and some general info (RNG, timers, level info), but it seems that your script does the job for this TAS. And yea, a map feature would be nice, after some deep research.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
1 2
7 8 9
13 14