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It sounds like Assist Mode is just a difficulty setting in those games where it's available in the menu. Unless it has unique content (levels, items, enemies), it will compete with the regular mode if aiming for the same Standard goals. The only guideline on selecting difficulty is that it should make sense. Otherwise it's up to the author. And we can't consider something available in the game menu a cheat, because we don't rely on whether something is considered a cheat or not. In-game codes are allowed as a separate Standard goal, if they add gameplay. And they are allowed in Alternative if they result in an entertaining movie. Cheat or not.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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rythin wrote:
Hello, over the last couple months I've been planning out a couple of TASes for some roguelike games like Binding of Isaac or Risk of Rain, however I'm running into something that could be a potential issue. As you probably know, roguelikes have some randomization to each run to make it unique. For the purposes of a TAS, obviously one would manipulate that randomness to get the best RNG and save time. My issue is any run that revolves around acquiring unlocks rather than just reaching the credits once. With libTAS's ability to change the system time mid-TAS, it's possible to restart the game and re-seed RNG to the same value it was at the start, meaning that you don't have to manipulate RNG again for another good start when the TAS has to do multiple playthroughs (runs) of the game. Of course, this might make the TAS quite repetitive to watch, always having the same start of the run and only potentially diverging somewhere in the middle (or potentially not at all, depending on the task at hand). So I guess my question is, what do I do about it? Do you think it's fine to have repetitive segments like that, or should roguelikes TASes forgo re-seeding to the same seed and do even more RNG manipulation?
Since system time can be arbitrarily set by the user directly, you can set it however you like in/during your movie. And what you set it to is up to you, for example if you think your seed is the optimal one for speed, there's nothing wrong in repeating it. Or if you aim for an Alternative class goal, using a seed that's entertaining to watch also makes sense.
rythin wrote:
Another question, also related to roguelikes. As far as I can tell, TASVideos prefers TASes made from what's essentially a "fresh install" of the game with no or minimal previous data. This is usually fine as a "default run" of most games would start from a new game, fresh savefile etc. However in roguelikes, both in normal play and speedrunning, the "default run" tends to be done on an existing savefile, usually fully completed. This is reflected in RTA speedrunning communities who will tend to run on either fully or partially completed savefiles. So with that in mind, would it still be preferred for roguelike submissions to include the "setup" section as part of the TAS (for example, unlocking the true final boss), or should it be in a separate verification movie and have the actual submission be more comparable to a normal run or an RTA speedrun?
Having completed parts of actual gameplay prior to starting the main movie, means it's a save anchored movie, which is now a separate Standard category (and needs a verification movie).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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tom_mai78101 wrote:
Suppose there is a game where it has a lottery system. It's very unlikely in a normal gameplay session to win the 1st prize. Extremely unlikely, and especially rare to get. If you do win 1st prize, you will earn the prize, but it has no effect on the story plot progression, no NPC dialogue changes, and anything else. It may be an insignificant game event, but due to its rarity, it may have some significance in entertainment value. When doing a "maximum event%" TAS, is it acceptable to try to win 1st prize as part of the run?
Not enough info about the suggested branch and what it would consist of.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Αsumeh wrote:
Will we ever have an emulator that can TAS games like Super Mario Bros. Special sometime soon?
If it works in https://github.com/TASEmulators/NP2kai it can be TASed through libTAS https://tasvideos.org/EmulatorResources/NekoProject2
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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LogansGamingRoom wrote:
on second thought, this movie sucks. now don’t get me wrong, the actual gameplay’s fantastic as usual, but if you want to skip to a future world, you should do that after you start the actual game. you’ve been tasing since 2008 so you should know this by now. no vote for breaking an obvious rule. go improve the previous tas properly.
LogansGamingRoom wrote:
lee, for someone who’s known as a legendary taser, you’re behaving ridiculously rn. that’s like if i submitted a 10 minute glitchfest of super mario world and said it was better than the currently published one, which is nearly 3 hours fyi. stop acting so bloody hostile towards everyone just because we pointed out a single rule that you don’t like. i’m afraid this tas is gonna get rejected and you’re just gonna have to deal with that.
LogansGamingRoom wrote:
the final world is not, i repeat, IS NOT, a harder difficulty, bonus content or a cosmetic improvement. [...] so please, will you stop wasting your time here and focus on a different tas project?
Your tone is extremely disrespectful. Please stop telling people what to do and wording it like you're speaking on behalf of the entire community.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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HappyLee wrote:
Here's a new argument, a relevant example that's maybe worth thinking and discussing about. What if (hypothetically) Super Mario World is made this way, that every road on the map is already unlocked when you first enter the game, and you're allowed to walk everywhere or start at any level on the map? Then it would be an open world game. Hypothetically, let's call it Super Mario Open World. The any% run (no ACE) would be: walking to the last level on the map, beating Bowser, saving the princess, the end. It's maybe a boring run compared to other categories like "all stages" and "all exits". Call it cheap or lame as you want, but that would be the fastest completion of Super Mario Open World, which certainly would be allowed as a speedrun category. What I'm saying is this: if the game Super Mario Open World is made that way, then all of the other stages would be optional, at least for the fastest game completion. This hack is a lot like Super Mario Open World. The hack creator allows player to start from 8-1 instead of 1-1, so why not do it when you want to save the princess as fast as possible? I haven't played many games myself, so I can't think of better examples. If you know a game like this, please help comment.
There is notable difference in your example. SMW has an overworld which is an explicit part of its gameplay, and you choose how you route your session. We've mentioned several times that we only have a problem with non-gameplay level select, be it a menu, a password, or a button combination. If primary gameplay consisted of menus, then menu would maybe have been considered a gameplay level select, and allowed. Also if all you can do is start at a certain level, there's nothing to route, because you can't select level order, and you only see the ending after the one final level. Bottomline: non-gameplay level select is not a sensible way to reach the ending sooner... literally because there's zero gameplay in it, so there's nothing to feature as a separate goal.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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HappyLee wrote:
Maybe so. But a skipped TAS won't be accepted here mostly because it would be too much like the published TAS (with only about 21% difference), not because the level skip itself is banned by the movie rules. If the movie difference is greater than 50%, then I'd support setting a different category here as well, similar to speedrun.com.
50% difference means one is taking a different route, showcasing unique gameplay in both cases. If 50% of gameplay are just missing, that's not 50% difference.
Lobsterzelda wrote:
Movies which use level-select codes or passwords are more the exception than the norm when it comes to TASes on this site. In other words, there needs to be a good reason why the level-select/password should be allowed to be used, as opposed to it being OK by default. This applies to all movies which use passwords (which are few and far between to begin with, since it doesn't make sense to use passwords for TASes of most games).
We do have movies that use a code to access some level, but that's for levels that you have to unlock, and there's unique gameplay in those levels. It's never a code to simply start at a later level.
HappyLee wrote:
I'm not saying that rules can't be changed. Like feos said: "changing a policy only happens when there's a common agreement". That I fully agree. But in this case, movie rules were changed before deeper discussions even took place, and the person who changed it happened to be the judge of this submission, and the new rule change happened to lead to rejection of this submission. In my opinion, a judge should make judgements based on current existing rules, instead of judging while making & changing rules. Or at least, there should be further discussions and community consensus, before change of rules took place.
The consensus is already there. The community did not split in 2 halves, one arguing that single-button level select is okay, and another arguing that it's not okay. The spirit of the rule is clear to the people posting in this thread, which is why nobody else thinks that the rules have changed. The deeper level is that when the policy is worded poorly or even wrongly, community members will be pointing it out, saying that there's a loophole. But if it's worded in a comprehensive way, just not perfectly, the community will agree with it from all angles, like we're seeing in this thread. Additionally, Samsara is an expert judge who has the required skills to determine which policies make sense and why, and skills to assess whether or not it makes sense to fix the big trends. If that was not the case, it would be easy to find loopholes in her reasoning against level select. Please pay attention to my thought here.
  • It doesn't make sense to target someone with truth, right? Especially when that truth is confirmed by the entire community, both users and staff members.
  • If someone is targeting someone else, they don't care about truth and logic, they simply ignore those.
  • And when that happens, there is broken logic in the reasoning, because logic was not the goal.
  • Relying on facts and logic is morally good, because there's no other way to reach a solution when several parties have contradicting stances, and there needs to be some compromise.
  • Accepting someone's stance without sufficient logic and facts is morally bad, because it may hurt other parties in the long run.
    • For example, by making it impossible for them to comprehend what we expect from their work, since that expectation chaotic.
I keep digging deep into this talk, and I do not notice any problems in what Samsara has been arguing the whole time. Therefore it can't be considered a personal attack on you.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'll reply to posts as I read them, just to not leave things unanswered.
HappyLee wrote:
Well said, but in this case, the rules are changed by the judge Samsara before community consensus was reached. My TAS was targeted by the new rule change, so I'm not satisfied, and then I got threatened and the topic got locked.
You keep claiming it to be a new rule that never existed before, but you didn't provide a list of examples where submissions doing exactly the same thing have been accepted. If it's a new rule, then it's different from the policies we used to have. If we used to have different policies, then we were judging identical cases differently. Examples please?
HappyLee wrote:
feos wrote:
There's also a point that pressing B is not a password. But is it any different in what it does, compared to level passwords in other games?
What they do are the same: skipping some levels. But so does a Warp Zone. So the discussion needs to go deeper than that.
I already explained the difference between warps and level selects. If you disagree, quote me and disprove.
HappyLee wrote:
As stated before, I'm totally in favour of the rule banning passwords or in-game cheat codes (at least for most of the cases), because they are considered cheating. And the previous MovieRules are very clear about this one.
I also explained that we don't rely on the definition of "cheating". We rely on whether something adds gameplay or removes it, and whether it's entertaining enough for Alternative class (formerly Moons).
HappyLee wrote:
The world selection feature I used is very different from using passwords or in-game cheat codes.
It's not, and I explained why. Did you even read my post?
HappyLee wrote:
What we really should be discussing is: should we ban non-gameplay level selection, just like banning passwords and in-game cheat codes.
It's what we usually do, until personal accusations become the only subject of the thread. The point you refuse to recognize is that the spirit of the rules has never allowed this, and single-button level select was simply never brought up until now.
HappyLee wrote:
It would be great if people can provide convincing examples, like explaining what damage it could cause if we allowed non-gameplay level selection, but so far I haven't seen any example similar as this case.
It feels disappointing and anticlimactic when majority of the game is skipped before the game has even started, just to call it "fastest completion". Doing this via glitches is fine, because it's unintentional, so you have to discover and implement such an exploit. If you select the last level from the get go, there's zero challenge in that, so people simply don't like seeing that, traditionally.
HappyLee wrote:
Samsara posted two examples, but they only completes a task or a branch of a game. My TAS completes the game and got the true ending. Noxxa and LogansGamingRoom posted an example which includes a faulty ROM (or bad version of a game), but I didn't use a faulty ROM.
Those examples were posted to show that we don't have a precedent proving this has always been allowed.
HappyLee wrote:
I'm not familiar with many games, but I posted an example of the "both quests" RTA category. It uses world selection to start the second quest in World 8 in the title screen, just like in this TAS. I don't see anyone complaining about this usage of this non-gameplay level selection. This RTA category is popular among top speedrunners. For example, Niftski (current SMB RTA WR holder) did it in his 4:54.798 World Record run. If people can accept using non-gameplay level selection in that case, so why not in this run? The only difference is, in this hack, world selection is allowed before seeing the Princess.
The difference is that we can't blindly copypaste RTA rules, because they are written by people who happen to be mods for a given game, and their rules only apply per-game. Also people in this thread mentioned that hitting B only takes you to world 8 after you've already completed the game normally. So it's similar to newgame+ content and abilities. Even then, we can't mindread why RTA people allow this, someone would have to ask them. But when I spoke to the Spyro community, they told me they allow certain things just for convenience, regardless of how tasvideos threats them. And indeed we can't dictate how the outside world plays games.
HappyLee wrote:
What if the missing gameplay is optional? Since world selection is allowed by the hack creator, Worlds 1-7 are not required for saving the princess and getting the true ending. My TAS aims for the fastest completion, so natually I don't have to play every level if they are optional.
Of course it's optional if the game has a way to skip it. Passwords in other games also make some levels optional. And passwords in other games are also allowed by game creators, sometimes showing you the true ending after password usage.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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EZGames69 wrote:
What’s actually happening here is this submission is making judges realize the rules had a loophole due to the way it was phrased. Because games typically do not give you the option to skip levels without the use of a password or cheat code, and up until this point nobody really TASed any such game that had a level select at the beginning, or at least ever utilized it thinking it didn’t make sense to use. Just because something isn’t explicitly mentioned in the rules doesn’t mean it’s an automatic endorsement. The movie rules have been adjusted many times over the years as new case situations come up. The rules regarding level select only ever mention passwords for skipping to levels because there hasn’t been many cases where games didn’t require a password or code to access. This game does, so a clarification has to be added to eliminate that loophole.
This is a good summary.
The very top of Movie Rules wrote:
This page describes the requirements that submissions should meet in order to be published. These requirements are always subject to change as the site continues to grow.
It's impossible to have rules set in stone and to expect users to remain happy about them. So because users are higher priority for us, we always try to make our rules make the most sense. And to accomplish this, we rely on the best thing we have available: community consensus. We discuss things together with our users, we brainstorm, we come up with solutions, and we implement those solutions if there's a balanced agreement about it. Which means it meets expectations of different sides. This is basically what I've been doing here for years. Recently the site started trying to be even more user focused, and I contributed to that trend as someone who has previously contributed to brutal legism. Hearing out the community, refusing to talk down to users, is what we officially want to be doing. This means that our policies are meant to keep evolving, because that's the only way to remain relevant as a community based site. As is the wording of those policies. Simply because it's never clear to everyone, and can't cover all the possible scenarios in advance. We've embraced policy tweaking, because if it's done timely, there won't be a crisis from them getting outdated and irrelevant. And yes we don't use logical loopholes when figuring out new policies, or their wording. We only apply a change if it makes sense to the most people involved. Community consensus is quite obvious in this thread. Majority of users consider skipping ahead via non-gameplay features a bad idea. This is objective reality, I'm not judging what it good or bad. It's what people think, even if their opinions are subjective (they are meant to be, we're working with subjectivity as well, we use it to figure out trends). So, again, changing a policy only happens when there's a common agreement. It never happens on a personal whim. Policy wording also gets changed when there's agreement: the point of those changes is to more clearly communicate the spirit of the rule. For example some practice that that has always been in use, and nobody really had a problem with it, but as EZGames69 mentioned, it may not have been codified as clearly as we may have wanted. This is not a minor thing and not an excuse. Our original Movie Rules used to be constantly growing, and they were constantly getting more and more complicated, intimidating both users and judges, not making it easier for anyone. And nobody attempted to fix that issue until Samsara volunteered and, you guessed it, fixed it based on discussion and agreement, as always. Not only that, but we now have a dedicated thread for rule change suggestions!
Now I should review the clause in question. Historically, old Movie Rules used to have 2 clauses that reflect the intentions:
No skipping to the end with a password The point is to demonstrate how quickly a game could be beaten if the player had superhuman abilities; skipping major sections of it with a password defeats the purpose.
Cheats, debugging codes, and Arcade continues are not allowed This includes any in-game codes[1], input sequences such as the Konami Code, as well as immediately accessible hidden menus. Note that if the feature in question is suggested explicitly by the game itself or mentioned in the manual as a normal means of playing, such as level restart shortcuts in the Legend of Zelda or Metroid, it is usually allowed. If the code is not used but the features it provides are accessed directly using a glitch, it is also allowed. [1] When we speak about codes that are part of a game that we allow for use in certain scenarios, we are talking about passwords that can be entered in a menu, pressing some buttons on the title screen, passing execution parameters or setting environment variables for DOS games, or anything of a similar nature. This excludes things like Game Genie codes or emulator cheating tools. Codes are considered secret if the game never tells them to the player: neither through official documentation nor during gameplay.
Since then, we've loosened the rules on in-game codes several times. But the general rule about skipping ahead was not changed:
The movie must be complete You are not allowed to skip levels with passwords.
The spirit of those rules is that in-game codes need to add content to be accepted, not remove it. Then they result in unique gameplay, therefore they are worth having a speed record in Standard. It's true that the way to skip ahead in this hack is explicitly mentioned by the developer as a feature, similar to "level restart shortcuts in the Legend of Zelda or Metroid". But note how we're approaching in-game codes differently now, by allowing them on a different basis than it being explicitly mentioned by the devs. There's also a point that pressing B is not a password. But is it any different in what it does, compared to level passwords in other games? Some games preserve your state to some degree, so you can use them to simulate in-game saves. Other games give you level passwords after you've completed those levels, but without saving what your character has collected in the game. Other games may have a level select menu locked behind an input combination. There are also probably games where you can pass a launch argument to start in a certain level. In all those cases, the game simply does not care if you've actually completed anything ever. You enter an in-game code, boom, you get somewhere. In that sense, there's no functional difference between entering a 6 char password and hitting a single button. Especially when we know that on some markets, pirated games we pre-hacked before they were sold, to add some trivial cheats, for example level select by hitting the Select button, or infinite lives if you hit Up+Start. Those are still in-game codes. Simply because there's no in-game way to do it through gameplay. The point of the rule is not to only ban passwords that skip ahead, but to ban all kinds of in-game codes that skip ahead. And because it was never pointed out, the wording was not clarified. Note that whether a code is told to us by the game itself or by its documentation, is not very important. If a game tells us a password that makes it much easier, it doesn't automatically mean we should use it for speed advantages. On the other hand, we don't need game docs to tell us about warps or secret level codes: we just access them like an omniscient creature, because it makes speedrun sense to do so, directly. There's also a point about similarities between warps and level select right from the title screen. An obvious difference is you don't use warps to start the game at a certain level. The very meaning of the gaming term "warp" is that it takes you from one in-game location to another in-game location. You need to already be playing the game, dealing with its gameplay directly, to be able to access the warp zone and to use it. And since there's substantial difference between using and avoiding warps, we traditionally publish both categories. This is not the case with level select, because gameplay is simply missing when you start from a farther level. So since level select doesn't substantially change your routing and the feel of the challenge, but simply removes it instead, it was not traditionally published as a separate category.
HappyLee, I tried to address your points in this post, but if this thread happens to remain locked, you won't be able to reply here. I won't be deciding whether it should remain locked or not, but if you want to discuss my arguments, just send me a forum PM.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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dekutony wrote:
Are there any updates on this? It's been a good while since Flash and 3DS games were accepted on the site.
https://tasvideos.org/Forum/Subforum/75 https://tasvideos.org/Forum/Subforum/76
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'm still not sure. If the run was optimized for maximum score first (as it is) and then for minimal time second, how much shorter would the movie be, roughly?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Awesome stuff, huge thanks to Gawrit for the commentary too! Voted yes.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I mean isn't this what fastest time as a secondary goal means? You maximize the primary criterion (score), and then whenever it won't sacrifice the score, you also optimize time, no?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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c-square wrote:
That said, fastest completion time is not a secondary goal of this run, so I don't think it matters in this case.
Wait doesn't it aim for speed at all?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Levels 5 and 15 look slower than the human record. Is that correct, and can it be helped without breaking everything else?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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We can make libtas auto-pause for a while using a lua script I think.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Sand wrote:
LTM movies, by default, have the system set to Linux. You can override the default by adding a line to annotations.txt like:
Platform: DOS
However, I did not find the Platform: ... syntax documented anywhere. I discovered it by downloading and inspecting a few LTM publications. The places I checked were: I suggest that Platform: ... be documented in at least one of the above pages. The submission where I noticed this is Thread #23925: #7943: Sand's DOS Mixed-Up Mother Goose in 25:51.83.
Done. I have no idea how we missed this initially.
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PearlASE wrote:
Time to enter. The 999 timer only applies to the first boot
Okay you won't have to provide nvram, you'll only need to provide a movie that generates it, as a verification movie. We already do this for DOS games you have to install for several minutes. And we'll attach the verification movie to the main publication. Just don't skip any actual game.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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PearlASE wrote:
Raiden Fighters, on it's Japanese romset (and many romsets) require you to wait through a 999 tick timer on the first boot, a pre-packaged nvram file would skip this timer.
Is any kind of pre-gameplay required? Or is it just the time it takes to enter gameplay?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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PearlASE wrote:
Raiden Fighters, on it's Japanese romset (and many romsets) require you to wait through a 999 tick timer on the first boot, a pre-packaged nvram file would skip this timer.
How long does it take in real time?
PearlASE wrote:
feos wrote:
You can reassign libTAS keys however you want.
Not the libTAS binds, but the keys used in MAME. Using control for fire and alt for bomb is very awkward, especially alt for bomb causes issues with window priority.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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PearlASE wrote:
1 on 1 off ideally, Is it possible to make it user configurable?
Should be.
PearlASE wrote:
Also- on the topic of controls and NVRAM; is packing an NVRAM file with a movie file allowed as Raiden Fighters may require it.
We just need a way to recreate it on our end. For example through a separate movie. What is nvram needed for?
PearlASE wrote:
Also can I somehow use a non-default control binding for mame?
You can reassign libTAS keys however you want.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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PearlASE wrote:
Hi, I want to know the feasibility of being able to submit an input file (movie) that utilizes the autofire plugin of MAME for libTAS. The consequence of using it is the file would not playback on full default settings, and 2 or 3 small configuration files must be downloaded before being able to sync. However, getting these files in their right place is as easy as downloading them and placing them in their correct directory. It'd work similarly to an NVRAM file. The reason I ask is because manually tapping the button even frame by frame is frankly horribly inefficient to me, its not the accuracy that matters in shmups but rather the movement and positioning of my shots, so with what I've mentioned above, would this be permitted if the process is as easy as I've made it out to be?
I'm thinking of trying to reproduce the autofire functionality in libtas through its lua. Which patterns do you need?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Looks like all fceu movies starting from Reset were actually also starting from a savestate, containing whatever you had right before that reset. Only fixed in 2008 fceux: https://github.com/TASEmulators/fceux/commit/047808ba9331182ed66342bb205ad890716c2f18#diff-5e44925ace139e9584572724b1e642cf9edadc5a7c8df0f415283e233bbd383aL631
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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