Posts for dwangoAC


Post subject: SGDQ 2016 and other recent coverage post-mortem
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I am slowly recovering from the PR activities before and after SGDQ 2016 and ready to reflect on what went well and what still needs improvement:
  • In my personal opinion, PR around the event for TASVideos.org as the go-to site for TAS movies as well as TASBot as the general mascott for console verification was very good. One of the problems I've been struggling with is trying to figure out how to deal with the fact that TASBot is not the end-all-be-all of console verification and in reality is not even really featured very often on TASVideos itself. Heck, I wasn't even on board with using the name TASBot at the beginning, but it's undeniable how things have taken off on their own in the last 2 1/2 years over 5 events. I'm rambling a bit, but see below for some of the ways both were in the news in a positive light.
  • The unexpected This Week in Tech's The New Screensavers appearance in episode 60 was very fortunate timing, and a lot of fun. I was able to promote TASVideos.org as well as Games Done Quick, and the episode (purportedly) had a higher than normal viewer count, although there were probably other factors. There was a modest boost in traffic following the segment, but again, this could have also been SGDQ 2016 traffic starting up.
  • There was an unscheduled interview segment at SGDQ 2016 where link_7777 and I were able to explain a bit about what a TAS is, which was really useful for setting up the audience prior to the actual run (which happened less than an hour later). I don't have numbers for how this affected the site but I namedropped TASVideos.org and explained a bit about how TASVideos and TASBot are different but related things, so all good there. I'm happy with the segment.
  • The TAS block at SGDQ 2016 started out slow through no fault of our own due to some bizzare problem with the stream room PC's resolution that required changing resolutions a few times and took CoolMatty and the rest of the tech crew quite a while to resolve. Once that was done, everything generally went smoothly with SML2. VVVVVV was OK, although Mundungu seriously needed a glass of water. I'm glad we got VVVVVV out of the way, because I plan to reference it a lot when it comes time for pitching future GDQ events; it went on too long and even with commentary it led to folks in IRC saying things like "I'm underwhelmed by the TAS block this year". It was obviously a huge surprise to many that we were able to console verify Lost Levels and in general the SMB quad play went reasonably well, but MeGotsThis was a bit too obviously reading from a script that he didn't have memorized very well and I didn't have an opportunity to mention the controller visualization drift until near the end. The SMB3 any% run was, if anything, more entertaining because it didn't work the first time (I don't know *why* it didn't work, FWIW). The HotPocket% was more amusing than anything to be taken seriously, but the room was really into it even if a few viewers were very confused and didn't understand the meme stemming from MitchFlowerpower's Late Show with Stephen Colbert appearance. Overall, I'm happy with how the block turned out in part because we were able to avoid any major technical hurdles and my presentation was better than the last event, but I still need to do a better job introducing TAS'ing *during* the block rather than just in an interview section and I need to do a better job of thanking people, which is always way harder than one would think it should be.
  • The Ars Techncia coverage at http://arstechnica.com/gaming/2016/07/how-to-beat-super-mario-bros-3-in-less-than-a-second/ was a very welcome surprise. I didn't think there was going to be enough from SGDQ 2016 to be worth Kyle Orland doing another piece, but it turns out I was wrong. I feel like we have way more press coverage from them than we deserve but I'm quite thankful this happened.
  • Possibly fueled by the Ars coverage, the official GamesDoneQuick channel encode of the SGDQ 2016 TASBot block has reached nearly 200,000 views as of now, with some lively discussion.
  • In an effort to not double-count how much was raised during our block I'm now only looking at the difference between $867,967 at the beginning of the TASBot block and $910,267 at the end, which comes out to $42,300. The other way to look at it would be to total up the donation incentives we met which adds up to $40,522, but again, I don't want to double-count, so don't try adding those two numbers together. For AGDQ 2016 I went with the "raised during the block" math, and I'll be sticking with that for now unless there's a compelling reason not to.
  • The Yetee TASBot T-Shirt designed by @AngeAlbertini was a huge success. I'm not sure if I'm allowed to share exact figures, but I have it on good authority that it helped raise an additional $5k.
  • The upcoming DEF CON talk I'll be giving has also raised interest, even though I haven't even presented it yet. On a smaller scale, I'll be giving the same talk at SVLUG on the 3rd and again at NBLUG on the 9th of August, which will also be a nice bit of exposure.
  • Other press coverage included TechnoBuffalo and Geek, the latter of which had quite a heated discussion.
It's late and I need to stop looking up links, so this is a good place to stop and solicit feedback from others. What did you like? What should be changed? Speak up! Thanks for the support and feedback.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: TWiT, SGDQ 2016, DEF CON and TASBot T-Shirt!
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TASVideos in the news includes dwangoAC and TASBot appearing on TWiT's The New Screen Savers, SGDQ 2016 on July 9th, and DEF CON 24 on August 5th. Also, TASBot now has his own T-Shirt designed by @AngeAlbertini, available only during SGDQ with $3 from every shirt going directly to Doctors Without Borders!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Gyre wrote:
dwango, as a heads up I wanted to let you know that we'll be using NES consoles at the event with the NESRGB mod to capture over s-video. I'm not aware of any timing differences since it uses the original CPU and leaves the PPU in place while bypassed. If you know of any problems getting sync with this mod installed, yell at us now.
I'm unaware of any problems. Perhaps in between a run I can do a quick 30 second test ahead of time to check for certain, however; I won't be arriving at SGDQ until the 6th so I can't do it ahead of time. My guess is it'll be just fine, however. Thanks for the heads up!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: GDQ and site updates, some of them seriously important
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There is a literal backlog of updates, many of which are seriously important:
  • ais523 and I participated in an episode of Roguelike Radio discussing the NetHack TAS. During the podcast we talked about Games Done Quick involvement and promoted SGDQ 2016, so I figured I'd mention it here.
  • I picked up a better webcam and a condenser mic on some good sales and I'll likely be streaming on Twitch most nights this week to practice for SGDQ 2016.
  • I am self-funding my trip to SGDQ 2016. I was able to incorporate airfare with a business trip with permission and I anticipate my personal costs will be about $1k (I wouldn't turn down donations here but my goal is to ask for help as little as possible.)
  • Terry Cavenagh, the creator of VVVVVV, spent a considerable amount of his own personal time to find a DRM free version of VVVVVV 2.0. I'm happy to report he directly sent me a working build that I verified with Masterjun's 20 trinkets no death TAS and I have Terry's support for the project, although he declined to provide remote comentary and I'm still on the hunt for help with that.
  • I have secured couch commentary for SMB 1+2+3, thanks to a9azn2 and MeGotsThis. We did a practice round remotely and a9azn2 has written copious second-by-second notes so we're in great shape there.
  • link_777 has stepped up to the plate to help out with creating a run for SML2 and has offered to help with commentary. We need to practice said commentary and work a few other things out but it's looking very promissing.
  • micro500 has announced his TASLink project! TASLink is very rugged but is also very expensive owing to the materials costs of the cables and things like the Papilio Pro FPGA it requires, so we're still recommending true's boards for anyone who wants to replay TAS's outside of GDQ events.
  • I've console verified SMB 1+2+3 using TASLink with the visualization boards attached (as part of the aforementioned commentary practice). I'm still researching methods of mounting the visualization boards so they are more visible and I'm considering attaching them to a PowerGlove.
  • @theyetee asked "#SGDQ2016 viewers! Do you desire to have a @MrTASBot tee for the event?" with 69% of respondants agreeing. It's still not guaranteed but it's looking promising and a familiar face has already created some great art - stay tuned!
  • Unless things go awry I'll be presenting a segment promoting TASVideos and SGDQ 2016 on the Saturday, July 2nd episode of TWiT.TV's The New Screen Savers in studio with Leo Laporte.
  • Even though I missed the deadline for a talk at DEF CON, my talk pitch made it to the selection committee anyway and was accepted! I'll be presenting about how learning TAS tools can be a fun way to improve security research skills along with a live demo on August 5th at 4:00 (except all presentation materials are due July 8th, so I've been scrambling on that one.)
To say I've been busy organizing all manner of things behind the scenes is an understatement but I'm very happy with how things are coming together. This is a dense post, so I encourage everyone to ask me questions if you want more information. It's going to be a busy pre-GDQ week but I'm definitely happy with where we're at!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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I admit that I'm biased seeing as I've made movies of games with similar style but I honestly enjoyed this, yes vote. I could do with a bit more explanation of how the "equal to or one away from" mechanic works but the fact that the gameplay was so fast that I had difficulty figuring out what was happening is in this run's favor. Good work!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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jlun2 wrote:
I'm not sure how possible it is for this game, but is there some other method of Arbitrary Code Execution that's simpler to verify such that you can probe around the game's memory and see what's different from emulator?
Well, we need to *find* an Arbitrary Code Execution, there currently isn't one for the game at all. My goal is to do it in the out-of-bounds area so it's more visually obvious how things are happening. I'll take what I can get, though!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Status updates on SGDQ 2016 progress
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It's been a while since my last post and it's time for an update or two. In no particular order: - I've spent some time cooking up donation incentives. The easy ones were what was already accepted on the schedule, namely the SML2 glitch run and the VVVVVV glitch run. I pitched an idea to allow Twitch Chat to pick the game whose audio is being heard for SMB 1 + 2 + 3 with the idea being that it could be changed on the fly as donation totals change. Raelcun is (rightfully) concerned that it might not sound as good as I am mentally imagining it will and the game might not be long enough for it to make sense, but that didn't stop Spikestuff from suggesting a fourth option - anarchy, in the form of all three game's audio being heard simultaneously. If the donation incentive doesn't get met, I'll instead spend extra time with the sound team to let them know where in the commentary to switch audio or a way for me to do it myself. - Speaking of SMB 1 + 2 + 3, I successfully console-verified all three games at the same general time by using a surge protector and a very specific combination of consoles and power supplies (I have one barely working console and one aftermarket power supply and figuring out which combination of games with consoles with power supplies with nuisance voltage took a rather decent bit of testing). These power issues initially led me to try a test by releasing the reset switches on three consoles at the same time, but that turned out to be.. quite the challenge, as captured in this epic tweet. I eventually managed to make it work using the surge protector but the consoles weren't lined up as well as I would have liked so I'm researching methods of switching the consoles on using a single DC power connection. More testing is needed here, but I feel confident in the general concept. - SML2 - I've been doing a bit of streaming at https://www.twitch.tv/dwangoac on this and it *is* coming along, but things aren't exactly going well. It's unclear at this time if console verification is even possible without a lot of twiddling. The current plan is to use Endrift's GBPP but so far we haven't had much success and it's not yet clear if it can be made to work. The current expected fallback is to do everything for this game in an emulator, which isn't all bad as my intent is to show how things work using lsnes anyway. I need to reach out to MUGG and continue to do some additional research on the best route that would work on all cartridge versions (desirable for others to reproduce by hand) as well as the best path down to memory that would work while still retaining fireballs. I'm not yet certain that's even a hard requirement, we just know that fireballs can have a different effect on memory but it's not yet clear if any of those effects are desirable. The end goal remains to gain some manner of total control but we may have to settle with subtly altering some other aspect of the game instead. - VVVVVV - I (well, @MrTASBot with the help of several #tasbot 140 character wordsmiths) reached out to Terry Cavenagh, the developer of VVVVVV to see if he would be interested in providing commentary. Unfortunately, right after that a big news story hit that was likely quite a distraction which you can read in some great coverage by Ars Technica's Kyle Orland - namely, Nintendo pulled VVVVVV off of the 3DS to stop hackers from loading unsigned homebrew software. I'll check in with Terry after the dust has settled a bit more and see if he's willing to lend a hand. In addition to commentary I'm hoping to get a blessed copy of VVVVVV 2.0 from him. There's still time to put everything in place but I am starting to panic a bit as I've been so busy with work and end-of-school-year activities with the kids that it's been hard to find as much time as I would like to practice. I've made some good strides in setting up a good place to stream and practice commentary, though, and I feel good about being ready from a presentation perspective even if the technical aspects are at some amount of risk. As is usually the case I won't turn down help so if you have an interest in searching around in SML2 or watching SMB 1 + 2 + 3 and providing time offsets of where interesting things happen that are worth mentioning during live commentary just let me know. One other note - I was considering pitching a talk for DEF CON but I couldn't decide exactly what to pitch. After considering what I could best do as an Ambassador for TASVideos I decided it makes the most sense to narrow in on just one idea, namely that finding exploits and glitches in video games using the powerful tools we have at our disposal can be a very entertaining introduction into the world of security vulnerabilities. I'd want the primary focus to be on educating people on TAS tools and turning on the lightbulb of how to take the skills used in creating TAS's and applying them to other things. Unfortunately, I was under the impression that the call for papers ran through May 15th, and instead it closed on May 2nd and I've missed the opportunity for this year. I'm sad I missed it but this is probably for the best, as planning for AGDQ 2017 is already in draft form and I can almost guarantee I'm going to be way too busy as it is. :) As always, there's much more to come - feel free to keep the conversation going here and I'll answer any questions that come up. Thanks all!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: FlapPing has been console verified (ENAM delay)
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Alyosha wrote:
DwangoAC has kindly agreed to do console testing of FlapPing for me to check the ENAM delay case sometime soon. This is the last thing I need checked before getting the code committed to BizHawk. ~snip~ So this simple test produces some pretty easy to verify results. Current BizHawk loses, and the version with ENAM delay wins. As an aside this is the fastest win case I have found so far in Stella. Now all that is needed is to see what happens on console.
And, indeed it does! I set up a Twitch stream tonight and did some tests with real hardware and some quick fingers. The results - Stella with ENAM delay wins! That's right, on a console I was able to hit the game select and game reset buttons fast enough after console power-on to recreate the exact result in the second of the two videos (https://youtu.be/mf9RSyNCvUY). Alyosha, thanks for all of your hard work on this!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Regarding commentary, we've talked about doing a full audio commentary on the final run. Stay tuned - we'll have *something* one way or another.
ais523 wrote:
Emptying the potion shop probably won't be in the final run, because it turns out we don't need all that many potions after all. (We were going to use them for the ascension run, but we've since found multiple ways to skip that part of the ascension run.)
For the record, that potion shop is nearly the entire reason this run exists; we put a ton of time into little things like that and wishing for a shop with two wands of wishing which either won't be in the final run or don't need to be and might get cut. Above all else (and despite the obvious trolling against ais523), my primary purpose was to preserve these aspects in some way, and a submission on April 1st seemed like the most linkable way to do it.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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jlun2 wrote:
I'm not sure if it's alright, but apparently, Link to the Past has total control that can be reached within 3 minutes, and Acmlm had ideas on what to do. Maybe this game would be a good highlight, given it's not a platformer like the ones previously shown. Unless of course this was done before and I never knew.
Well, SGDQ 2016 is set in stone, but I'm definitely considering some of the recent arbitrary code exploit discoveries for AGDQ 2017, specifically LoZ:LttP - I think that game has a huge list of things going for it including a healthy heaping of nostalgia. Consider me on board for a future event.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Updated jpc-rr .jrsr file
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Personman wrote:
ais523, I think you win the "most vehement argumentation against the publication of a run by one of its authors" award :D While I appreciate the nethack TAS project more than it is possible to express, and while I also find this submission a very humorous April Fool's joke that easily justified the effort put into it, I think I have to vote no also. Realtime is just not that interesting of a category for nethack, and this isn't even really a realtime run. And, most importantly, ais523 isn't proud of it, and I think we should respect that. I am glad it's got the project some more visibility, and I enjoyed reading ais523's point by point takedown quite a lot, so I must stress to dwangoAC and ChrisS67: this was a worthwhile and appreciated thing you did! I just don't think publication is the right outcome.
This entire comment sums up my own feelings better than anything else that's been said here. Thank you for understanding the humor behind this run and for letting us know you appreciated the effort. As noted, we speed-TAS'ed the remainder of the game past about turn 900 in only 6 hours. Ilari and I have spent easily double that re-syncing the entire run in jpc-rr, with Ilari putting in so much work that I would add him as the author if it weren't for the fact that the run is slated to be summarily rejected, but I digress. I've uploaded a new movie file to http://acbit.net/static/tas/NetHackTAS20160401.jrsr - judges, please update this submission with the new file which now has the author names and accurately reflects the total rerecord count to date of 566,425 rerecords (of which 28,665 are guaranteed to be manual with the rest a mix of manual and scripted rerecords). How often do you get an April Fools submission with half a million rerecords, anyway? :) Thanks to everyone who participated in this thread. The next submission for a true low turncount run will take into consideration the feedback from this thread, and this submission as it stands will remain as a reference point to the original 2,015 turn plan.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Radiant wrote:
I'd say publish this minus the cheat code, and have it be obsoleted by an improved version later. The amount of planning that has gone into this is crazily impressive!
Regarding the "cheat code" (pressing B in this build enables a temporary lookahead feature that has no impact on the run), I still have no idea how it slipped in there in our haste but it's harmless and easy to remove; I'll be replacing the .jrsr submission file and the .ttyrec files as soon as I can. There are other minor places I'll fix such as removing an errant backspace, but I won't be changing routing (the run was done in 6 hours to troll ais523 which we've definitely done in spades but it'd be best to focus on the low turncount run instead of trying to improve this one).
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Thanks to the capabilities of Jettyplay, there is now a (mostly watchable, but slow at 4 fps) encode up: Link to video If speed is your thing, enjoy the full 60 fps compressed (i.e. inaccurately timed) version: Link to video
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: SML2, SMB 1+2+3, and VVVVVV accepted for SGDQ!
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Announcement: https://gamesdonequick.com/submission/all (optionally filter on dwangoAC) shows that SML2 memory tour plus pause glitch, TASBot multiplay of SMB 1 + 2 + 3, and VVVVVV all trinkets plus glitch run made it in. Super Scribblenauts and NES-Pack regrettably did not make it in, but I will be re-submitting both runs at future GDQ events because I think both of them have merits. Now on to the next part - making the runs we have that made it shine! Expect more from me late this week, as I plan out how best to use my time between now and the marathon.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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ais523 wrote:
OK, so a list of mistakes I've seen in the speed-TASed portion of the run
For the record, I agree with, understand, and appreciate every single one of ais523's observations and I am thankful for ais523 taking the time to write everything down. For any real unconstrained TAS, absolutely nothing mentioned in this list should be present, nor will it be. However, this was a 6 hour result compared to nearly 6 years of effort between the end and beginning halves of the run, and the results of such haste, while clearly ugly, should at least be understandable. Note that we were well aware that the second half of the run would be different but one of the primary goals was ensuring that there was a record of the original 2,015 turn route and the methods we used to do things such as collect the large number of potions needed, which is why we ultimately chose to use cursed potions of gain level method even though newer methods have been discovered.
ais523 wrote:
* What is the goal of this run? It started as gametime, became allegedly realtime, but the wish for the pony seems more like a playaround action than anything else (because you never use it).
This is the only individual item I'll comment on - this was put in as an Easter egg / joke and is an example of many of the things we did as speed and entertainment tradeoffs (more on that in a second). By that point, ChrisS67 and I had literally run out of good ways to use all of the wishes we had (partially made even worse by our needless throne wishes earlier in the run) and we realized we had an ample supply of portable wishes for later. ChrisS67 asked me what else we might want to wish for and I considered for a moment - what would a child ask for? A pony was definitely the right answer. We made a conscious decision to not worry too much about excessive text, within reason - even if we were to be extremely verbose and even if we had gone out of our way to be even more obnoxious, the resulting time would still be far faster time than any existing human record, meaning we meet the criteria that a TAS should be clearly distinguishable from human play (both from a route perspective such as the sheer improbability of chain-wishing at a throne so many times and from the perspective of mashing buttons that fast). There are a lot more places than I wanted where we wasted time letting messages appear on the screen rather than escaping them, though, and I completely share ais523's annoyance. Just to restate my comment above, everyone can be rest assured that such issues will not be present in the low in-game turncount run. Again, thanks go to ais523 for taking this trolling / April 1st submission with such grace and for his willingness to create new tools to allow the run to be watched.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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ais523 wrote:
This TAS contains several points at which the runner makes a typo, and instead of correcting it via loadstating and continuing without the typo, presses backspace (so the typo and correction are in the input file).
There were 3 points where we (ChrisS67 and I) were killing time waiting to get to T:2000 to start the quest and we had no idea what else to waste the time on, so we were spamming S to search and burn turns. Spontaneous polymorphitis hit in a couple of cases and extra S's were typed into the polymorph prompt, and it was so late at night that neither ChrisS67 or I caught that it had happened. It was very easy to fix and I've already passed the file over to ais523 and updated the download file I posted in the submission (it has absolutely no material effect on the run).
ais523 wrote:
dwangoAC is apparently currently working on a fix, and may well update the link in the submission to hide the evidence, but he can't hide it from me. Mwahahaha.
Heh, yeah, yeah, whatever. :) This is to be expected in a speed TAS'ing situation as we spent all of 6 hours on this in order to complete the run in time. In classic engineering estimation failures, stenno originally estimated it would take him 2 hours at which point he got familiar with the tools and promptly became busy. With ChrisS67 subbed in we completely underestimated the time it would take to get the level of quality we both wanted but we held to the deadline of getting it done for April 1st, even if it took us 6 hours and pushed us to the edge of the definition of the phrase "April 1st". :)
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Status update - I am behind on resolving the jrsr issues and due to effectively the same issues ais523 is encountering I have also been unable to create a ttyrec (which is honestly the best way to consume a text-oriented run like this). I stayed up quite late to finish the run in time to meet our speed TAS goals and sleep deprivation isn't helping. I'll get a good night's sleep and tackle this again in the morning.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: My company matched our $325 donation for AGDQ 2016!
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One last entry in this thread - I'm happy to report that the company I work for has a matching gift program and I just received word that they matched the $325 we donated on behalf of TASBot, i.e. they just sent off an additional $325 to PCF today! I'm limited to $500 per calendar year through this program but I plan to do the same thing for SGDQ for Doctors Without Borders and I'll post about it if it comes through again.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: AGDQ 2016 involvement costs transparency report
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Below is the AGDQ 2016 involvement costs transparency report for dwangoAC and asassyknitter, a bit delayed due to waiting for a receipt to roll in among other things. Actual costs (projected costs / difference): Equipment / games purchases : $247.06 ($245 / -$2.06) AGDQ 2016 fee: $40 ($40 / $0) Airfare: $1,471 ($1,471 / $0) Accommodations: $997.92 ($891 / -$98.92) Dining out / groceries (projected): $363.24 ($350 / -$13.24) Subtotal: $3,119.22 ($2,997 / -$122) Donations - Thanks!: $2,320 Our expenses out-of-pocket: $799.22 Our donation to PCF at AGDQ 2016 reading "From TASBot: Here's my money.": $325 Total our expenses: $1,124.22 As you can see, we were heavily reliant on the donations we received to cover the rather high cost of this particular trip, and we really can't say thank you enough for the support. Looking over the numbers, we weren't over by much, all things considered. Equipment includes a possibly dubious expense as I included the cost of the T-Shirt I wore on stream, but that was a tiny drop in the bucket compared to the DS capture card, the Papilio Pro to accompany it, and costs related to Mario Maker (the DS equipment will definitely come in handy for future GDQ events). I forgot to include taxes in the room cost and should have thought that through ahead of time; that's the bulk of the overage. Dining out was pretty much exactly as expensive as I imagined it would be - the food trucks were really convenient but they do add up after a while. I committed to donate around 10% of what we received but we opted to do closer to 14% and we don't regret it in the least. Considering our efforts helped raise $94k for charity this was a huge win on all accounts, even if it was somewhat expensive. I'd do it again in a heartbeat. If you have any questions at all please let me know and thanks again to everyone who helped out!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: All SGDQ 2016 submissions representing TASVideos
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One problem with always pointing people at the submissions page on the GamesDoneQuick.com site is it eventually disappears into history as it is wiped at the start of each event cycle. Here's exactly what I pitched for SGDQ 2016 including the categories for historical reference:
  • NES-Pack by Mothrayas - SDA vs. TASVideos: NES-Pack (http://tasvideos.org/GameResources/NES/NESPack.html) is a 2016 game created by Mothrayas and is inspired by the 1993 DOS game Jetpack. With maze-like levels and a fuel-consuming jetpack, NES-Pack is an accessible choice for some healthy SDA/SRL vs. TASVideos competition. The demo above will be expanded with more levels and released during SGDQ with the winner of a speed TAS competition facing off against a realtime runner who has had plenty of time to routeplan and practice.
  • Super Mario Land 2 memory tour: Few games have glitches as visceral as Mario literally strolling out-of-bounds right through memory locations with individual bytes conveniently represented as various types of blocks. In this run, dwangoAC will briefly wander through this strange place and show how interacting with these blocks has a direct impact on how the game behaves, culminating in a surprise ending. As a donation incentive, a pause glitch can be demonstrated that ends the game in only 41 seconds.
  • TASBot multiplays SMB1, 2, and 3: Super Mario Bros. 1, 2, and 3... simultaneously, using the exact same button presses? That's exactly what this is - as unbelievable as it may sound, TASBot will play two or more games from http://tasvideos.org/2636M.html at the same time using the exact same sequence of button presses. If someone can get an FDS and a copy of Lost Levels to SGDQ we can even make it a quad replay! The SMB1 and SMB3 category video demonstrates a 2:45 setup time and console verification with visualization boards.
  • TASBot plays VVVVVV: There are 20 collectable "Shiny Trinkets" hidden throughout the game. There is also a no death mode which cuts off your gameplay if you die once. There are no known unassisted completions with this combination, but this TAS by Masterjun makes it look easy while simultaneously triggering several graphical glitches. Sure to entertain, this run can be followed up with a donation incentive for the very fast game end glitch run.
  • Twitch plays Super Scribblenauts: Twitch chat interacting in Pokemon Plays Twitch was one of the most memorable moments of AGDQ 2015 and we want to bring back that fun... for a price. This should be a donation incentive or limited to subscribers and will involve Twitch chat directly solving hilarious puzzles in Super Scribblenauts by interacting with a channel bot and creating objects by popular vote.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: SGDQ 2016 submissions are done!
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I've completed submissions. For the 5th game, I opted to pitch [2636] NES Super Mario Bros., 2, The Lost Levels & 3 by agwawaf in 08:49.78. I'd like to thank everyone in IRC for lending a hand with various tasks. Nach helped flesh out the NES-Pack game resources page and xy2_ posted the video in the previous comment which I used for the submission. I created a video showing that it only takes a couple of minutes to set up two consoles with different games, even without pre-connecting visualization boards: Link to video If you want to check in on the progress, head to https://gamesdonequick.com/submission/all and filter on dwangoAC. I'm pretty happy with the submission descriptions and category choices I came up with, although I would have liked more space to thank the individual TAS'ers who made this all possible.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: New version of NES-Pack Demo V1.1
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Minor changes to NES-Pack - B now acts as a jump only button, minor wording changes, A and B now make it possible to select things in menu, and pressing select during reset animation no longer cancels it. I've updated the above post. I'm working on submissions process today and they will be going out one at a time, still quite undecided on what to pitch for the 5th entry, may do some testing on something I have in mind.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Submitting for SGDQ 2016 in less than 24 hours!
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I plan to submit all content for SGDQ 2016 in less than 24 hours, give or take. Here is what I plan to submit at this time:
  • Speed TAS competition and race (15 minutes): This time around, we're doing this up front. The game for the speed TAS competition is... NES-Pack by Mothrayas! Yes, I know, the whole point of a speed TAS competition is to not have access to the full game, but we're switching it up this time to allow more people to participate. Mothrayas has provided the above demo to demonstrate all of the physics and mechanics of the game, but expect the levels, graphics, and even the sounds and music to change and expand from what's here. If physics or other core mechanics change we'll release an updated demo. This should make for a fun competition! I'll be pitching this as race between the winner of the competition and a practiced human.
  • Anatomy of an Arbitrary Code Exploit (15 minutes): At this time we have not yet been able to console verify SML2 but I'm convinced that it's the right choice for this topic. I'll pitch this without a mention of console verification as the fallback is to do the work in an emulator instead (and, honestly, it might make more sense to do so anyway). Donation incentive is to replay the pause glitch 41 second run.
  • Super Scribblenauts (15 minutes): We think we have a volunteer, maybe kinda sorta, to do the rest of the scripting needed and this is in general worth pitching one more time.
  • VVVVVV 20 trinkets, no death (20 minutes): It took bocat1584 a few tries but he finally convinced me that this is definitely the right thing to pitch.
  • ? - The 5th and final game to pitch is a harder choice. There have been some great suggestions in this thread and I'm just not yet certain what to pitch as the last thing. Whatever it is needs to be a real console verification for the sake of balance and needs to be reasonably short to have any chance of getting in. Last minute votes / thoughts?
I'm only expecting 45 minutes of time for SDGQ based on how full the schedule is likely to get (1 hour total with setup time) so it is improbable that more than 3 of these ideas will fit but it's worth seeing what sticks. I will be rehearsing these like crazy this time to hit the time targets I've set so as to not repeat the overrun from last time.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: This comment will be broadcast on IRC, not Discord.
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I think IRC works just fine, thank you. If we ever switch things up I'd throw in a vote for Slack... because it can be used from an IRC client. There's nothing wrong with IRC that needs fixing and it's still serving its intended purpose, hence my stance.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Well done! I will try to console verify this, but I have other priorities this week (namely SGDQ 2016 submissions) so it might not happen before this is judged. I may even give a try at doing it by hand, but it would require frame precision that I don't think I can do.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.