Posts for feos


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Does the manual mention it anyhow, if it's available anywhere? Overall, I'd definitely allow it for Moons, but for Standard we need to know if it's a non-cheat kinda option, something intended for normal play.
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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Samsara wrote:
4. RCREX lets you freely change several options that affect both gameplay and physics. Making full use of these would speed up the run significantly. I don't exactly know how we would handle this from a rules perspective right now: I'd personally allow it, but I'd need to run it by others for a consensus before making it official.
If those options are there to be freely and openly edited, that looks like an intended feature. Is there any official assessment of how "normal" those options are considered by the devs?
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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Comparison encode (don't ask why it's vertical and why the HUD looks confusing) Link to video Judging by how non-trivial it was to figure out what the actual goal of those runs was, and lack of real audience engagement, I'm not sure if this meets Moons requirements. I just watched the video I made and the only part that was really epic was the final battle, but it was incredibly short. The rest of the run was hard to understand, because routing decisions are unclear for someone who doesn't know the game. It didn't look particularly repetitive though, so I voted Meh.
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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Fortranm wrote:
feos wrote:
For example, which issues will we face if we allow fan translations on the same principles as other hacks (should not be bad and overly obscure), and outside of Standard?
I suppose this implies that fanTL would never be used to replace/obsolete movies done on official releases, which I think should definitely be the case.
I didn't intend that implication and I don't agree with it. I treat translations the same as speed-entertainment trade-offs, which are never a different branch if that's the only difference.
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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Spikestuff wrote:
But if it has an advantage (or disadvantage) over the base game then I don't think a translation hack should be allowed.
Darkman425 wrote:
Fan translations sometimes change some of how the game worst, accidentally or otherwise. It would take a fair amount of research, likely by the submitter, that the only change is the text.
My thinking was that if the audience can spot problems with a translation, it would not be eligible for Moons. Though that would be harder to figure out for Playground, since it's for runs that the audience doesn't get excited about.
ViGadeomes wrote:
I agree with that but are there any occurences of fan translations that adds something to the game other than pure translation ? I mean by this that the way the game will be played should change because of this (RNG that takes as seed text chosen by player, fastest route beeing different because of the translation).
Darkman425 wrote:
Even then a text change could be considered a gameplay change if the timing differences to draw all the text affects something. An example would be if the RNG is timing dependent and the different text length means requiring different approaches.
If basic mechanics remain intact, route adjustments coming from text changes feel like speed-entertainment trade-offs to me.
ViGadeomes wrote:
But we also need to consider different fan translations for the same language and also 2 different languages (can be considered separately ? together ?).
Samsara wrote:
A game can be translated into potentially dozens of different languages. Do we want to handle all of them, assuming the translation patch exists and that someone is willing to TAS it?
I admit I don't have an answer to this one.
Samsara wrote:
What if a published run syncs fine on a translated version? Is that acceptable, or does it have to be completely made from scratch?
If it syncs on both then we could have a secondary encode.
Samsara wrote:
If a translation introduces a game-breaking glitch not present in the original game, how do we handle it?
Reject, because it has a gameplay affecting glitch.
Samsara wrote:
Is there a reason to accept translations of games without much text? If all that changes in a game is a few HUD elements or a title screen, is there really a point to hosting that? At the same time, if we only allow plot/story/text heavy games, isn't that just an arbitrary restriction?
Samsara wrote:
To be blunt, I would sooner crush my hands in a vise than let the rules get back to being a labyrinth of addendums and overworded clauses.
I agree that it feels like adding too much complexity, which is bad long-term.
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 have this in the current Movie Rules:
Game Choice in General wrote:
Fan translations are not allowed at all, even on top of other hacks.
That restriction used to exist since 2004:
No cosmetic hacks or fan translations wrote:
We don't allow hacks that only serve to change the looks of the original game. Hacks must provide unique gameplay. This rule is strict.
The ROM image must be good wrote:
Do not use fan translations, cracked game versions, or otherwise hacked ROM images — translators do not want you to use obsolete versions and we prefer non-hacked games.
But after we allowed hacks for Standard, I wonder if we still want to be so strict about game translations. For example, which issues will we face if we allow fan translations on the same principles as other hacks (should not be bad and overly obscure), and outside of Standard? IMO it also makes sense to apply our usual requirement of no audiovisual or gameplay affecting glitches.
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 feel just like with in-game warps and player count options, we can define a standard terminology and use it even if the in-game name of some feature is different. That way it will be easier to know which branch features which concept.
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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Fortranm wrote:
Now that NG+ runs can be accepted in Standard, let's look at the game that coined this very term, Chrono Trigger. [943] SNES Chrono Trigger "newgame+" by inichi in 09:07.12 and the older movies in the chain are all standard NG+ (any%) runs. I suppose these can be moved to a separate branch in Standard under the new rules. [1208] SNES Chrono Trigger "newgame+" by inichi in 06:42.77 uses a set up that's only possible because of SRAM corruption and has questionable technical validity due to emulation from what I understand. Maybe this should be kept there it is.
I don't know the game at all but what was the first run to glitch the save data?
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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arkiandruski shared a relevant link that may help us solve the dilemma about potentially hosting gameplay of games with removed drm and having to host reproduction steps for those movies, basically telling people how to hack drm out: https://www.federalregister.gov/documents/2021/10/28/2021-23311/exemption-to-prohibition-on-circumvention-of-copyright-protection-systems-for-access-control I haven't read it fully yet but I have it in my TODO.
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 don't have to group together games versions that don't obsolete one another. And assigning the official name to a game makes it easy to find IMO, and if that's not easy enough, we will have game relations. I think it's better to indicate ports by that being a game relation than by making up game names on our own. However we don't have a perfectly agreeable and clear system for multigames of different sorts: sometimes you choose a game them from the main menu, sometimes you just hit reset, sometimes the game is the same but you can select modes or episodes. We tried to come up with some system but it still feels kinda random and I don't think we ever documented it.
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.
Post subject: MAME can now be TASed through libTAS
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libTAS is able to run MAME quite well, and we accept movie submissions made that way! We made a guide that should help you set it up: Wiki: EmulatorResources/MAME For movie submissions, general libTAS rules apply, and we have some MAME specific rules too. MAME emulates a lot of different systems, most notably Arcade machines, and their TASing is the primary goal here. But if a non-Arcade system is emulated well, without obvious problems, and we don't have an approved rerecording emulator for it, we're allowing that too! Just note that those systems will need a bit of review (and movie parser support).
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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GamesFan2000 wrote:
If only every submission had a YouTube video that I could see...(not to be rude, but to quote the Dead Kennedys, give me convenience or give me death)
Encoded.
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 made a new guide https://tasvideos.org/EmulatorResources/MAME MAME in libTAS is about to get allowed for submissions, so it would help a lot if people tested this out!
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 copied the second quest inputs to repeat on the third one and this enemy refused to die https://i.imgur.com/w0pjHvd.png For games without an ending, if difficulty keeps increasing but gameplay is the same, we're fine with just one loop. This game has an ending, so we don't require extra loops. It may make sense for games with special content after the second loop, like a true ending (Ghosts and Goblins), but the number of extra loops played should be definitive in some way. For this particular run, I personally think one loop would be enough, unless I got it wrong and difficulty has stopped increasing after loop 2.
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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Are there any gameplay changes after the second quest? Is the second quest only different in terms of difficulty?
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:
At the end of the day, I really hope this save data issue can be sorted out eventually, I do however want to hear your thoughts about this very specific, weird situation.
If it's impossible to TAS this content without external tools, that sounds like a decent reason to allow them, as long as there's explanation on how to reproduce the correct save data. This feels okay because the external tool seems to aim to just replicate what was an actual working first-party thing, without any extra hackery. Ideally we'd have an explanation of why it can be trusted. But if there's no way to prove it with 100% certainty anymore, it feels like allowing non-good game dumps in cases when one simply cannot be found anymore (which we also allow).
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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nymx wrote:
The only thing that I can not speak for, is how the game progresses in difficultly. This is a tough situation, where the pre-game "set-up" takes longer to configure; however, I figured the game should be played on the hardest difficulty...according to the rules *If a game's second quest is just a harder difficulty mode, it is allowed by itself.
It just means it's up to the author which quest to play, and one is free to play the hard-mode second quest if there's a way to reach it directly without playing the first one (for example in-game codes).
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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feos wrote:
Ну вобщем, если ты делаешь сабмишен этого теста, то под дых мотивации это дает уже мне.
Я тут перечитывал старье и решил забрать свои слова назад лол. Я не знаю сколько еще меня придется ждать, так что если хочешь то сабмить, пусть хоть что-то будет. А судьи пусть решают, но я думаю там все норм будет.
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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aiqiyou wrote:
I didn't expect this game to improve so much. I was deeply impressed and checked it in the emulator. I saved 2 lag in stage 1, but unable to synchronize in boss battle. I haven't done much research. I guess it is caused by the remnants of the enemy coordinate subpixels or bullet coordinate subpixels. https://tasvideos.org/UserFiles/Info/637970092690059628
Were you planning to look for further improvements or is this run safe to judge?
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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Challenger wrote:
During my work on pacifist tas, I discovered an possible improvement for dracula phase 1 that works on any% run too. Probably I'll spend some days testing the entire dracula battle again, but once finishing it, I'll send a new movie file ;)
How is it going so far?
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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CasualPokePlayer on Discord wrote:
Since 5.0-5700, a hardware bug of the GameCube was emulated revolving the sample rate. This resulted in the sample rate being changed to 32029/48043Hz. This however was inaccurate, as the GC actually outputs at a non-integer sample rate. Rounding to an integer backfired here, as these sampe rates do not have an even CPU cycles per sample rate. So the code ends up actually outputting different sample rates, which were several hertz off (32024.2488139/48040.3301537Hz). Since 5.0-16788, this has been corrected, so the correct sample rates are output and this discrepancy no longer exists (32028.4697509/48042.7046263Hz). However, wav files can only store an integer sample rate in their header, so while the code outputs an accurate sample rate, it is rounded off in the wav header (or more so it's now less than a hertz off from reality). This program resolves the issue by simply taking wav files and resampling them back to 48000Hz. It will be able to correctly identify the true sample rate from any Dolphin wav file, including pre-5.0-5700 builds. Usage is simple, if you only have a single file you can just drag and drop the file in. If you have multiple files (i.e. split due to changing sample rates) you can give all of them at once, and it will concat them together. The order used is the order given, so you probably want to make a simple batch script to give all the files, e.g.
Language: batch

fix_gc_audio.exe "path1.wav" "path2.wav" "path3.wav"
Of course, anything before 5.0-5700 along with Wii games on any Dolphin version do not have this issue, so this program isnt super useful. It can be used just for concatting multiple audio files together, but that's already possible with AviSynth anyways. https://github.com/CasualPokePlayer/fix-gc-audio/releases/tag/v1.0
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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Regarding directions, I agree that SRAM based goals are standard in the gaming world, but I'm not sure how standard SRAM simulation is. On SRC mods probably just judge by the effects, but how do they verify the initial info about those effects when accepting a new category?
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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Memory wrote:
A lot of games lock things like modes, difficulties, and characters behind sram. It'd be far-fetched saying that using sram is a non-standard way of playing the game. Preventing movies that require sram from reaching standard means locking such goals behind an entertainment requirement that many cannot reach. Some only reach it barely.
I don't think anyone is against using SRAM-anchored movies in Standard. The argument was about whether or not we should require a verification movie for SRAM in Standard. While I'm absolutely for allowing simulation of SRAM effects via external tools in Moons, allowing that for Standard would mean something really daring: allowing external codes/tools for Standard.
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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Memory wrote:
IMO, a SRAM verification movie should be provided if it is convenient enough to do so. If there is a good reason for not providing an sram verification file, we can accept it on a case by case basis.
To Standard?
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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The main thing I wanted save-anchor to be allowed to Standard for was explicit "newgame+" modes, and it's the most objective thing. But just like with codes, there can be other in-game goods that are only unlocked post-completion, and I feel we should treat save-anchor similarly to codes that unlock things. So as long as it remains its own branch, it should be fine in both of those cases. I don't want save-anchored movies to compete with power-on ones in Standard, because the former kinda give themselves a handicap which would somehow not count as a part of its completion time. I feel it's fair to instead have more branches. But in Moons, I think we can obsolete goals with and without save-anchor if they are too similar, and if there's consensus. I'd argue save-anchored would generally be more entertaining. I can't come up with ways to verify legitimacy of save-anchor other than by making a verification movie, be it the author who makes it or the judges. I'd argue it's generally harder for judges to make one because they may see the game for the first time and be unaware of gotchas. Without a verification movie, what do we even compare the provided save-anchor to? Simply editing RAM to flip some flags may not be enough, even if there are online resources that explain how memory is mapped in a given game. In order to verify, we will need to complete the game ourselves. And even if we poke memory to skip directly to the final boss and beat the game that way, there's still too many variety and unknowns. I would not want that in Standard. But I may be fine with it in Moons!
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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