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Oh god so it makes a difference in the end D:
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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Happened before but I don't remember which submission. libTAS wouldn't save movie duration until you advance one more frame or something, fixed in 1.4.5.
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 accept PCem Windows XP movies for submission now, and in addition to our guides we also need to have a place for all the discussion about this setup, results of tests and all sorts of useful advises, which we could add to the wiki guide.
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: Now accepting PCem for Windows XP games!
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We allow libTAS to run PCem as a Windows XP machine emulator. Only TASVideos releases of PCem are allowed. Such releases are marked st to indicate single-threading - modification required for determinism, not available in the original PCem. libTAS is needed because PCem doesn't have any TAS tools. Huge thanks to people who helped making this possible: keylie, slamo, InputEvelution, YoshiRulz, fsvgm777, and all the testers!
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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BTW this time Hourglass did crash a ton. I thought of the upcoming xp-pcem-libtas thing which is ALMOST ready, tho its only limitation is it's locked at 100fps, which may not map perfectly onto all games compared to environments which allow you to control framerate. But IMO it's still worth it lol, because no crashes and a cool input editor.
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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Checked the last thousand frames and saved about 70 frames again, also ended input earlier which resulted in total 137 frames on that final segment. User movie #638336909747562432 I tried applying this common tech to jump cancellation, and interestingly, if you press Space to jump and then Ctrl on the next frame, the jump continues. But if you press Ctrl to jump and Space on the next frame, the jump cancels instantly, allowing you to jump more rapidly in that section where you have to jump 50 times. Somehow I also didn't have to wait on the yoku block before jumping from it. I don't think this submission is acceptable as is.
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: libTAS 1.4.5 Released
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libTAS 1.4.5 released! Download link and changelog are here: https://github.com/clementgallet/libTAS/releases/tag/v1.4.5
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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Which skip?
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 difference in the beginning is only about 10 frames. I provided a video to make the frame differences easier to measure.
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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Forgot to tell, you can view my inputs using https://github.com/Scepheo/Yaife/releases/tag/v0.8.0
Technoturnovers wrote:
Plus, besides that, I can't even tell what form your optimization is supposed to be taking just in general from watching the video; I would appreciate a hint, because I can't tell if you somehow managed to cut your jumps earlier or something.
I don't know, I was just trying earliest frame everywhere. Maybe this game is inconsistent, or maybe there are some less known aspects of the physics.
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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Hourglass allows the game to produce audio, but it fails to capture it to AVI. Default Hourglass settings without initial frame advancing synced the movie fine for me every time. I saved 72 frames on the first minute of gameplay with only 270 rerecords (Hourglass is much less pleasant than something with input editor, but it only crashed a few times!) Hard to tell what the biggest issue is, looks like it's just not optimized throughout. User movie #638330846111038659 Link to video
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 asked Ruffle devs because I suddenly remembered PC applications don't have to tie input polling to video rate at all.
feos: does Adobe Flash Player process user input at its own rate independent of the game's video rendering rate? in the tas world we're used to thinking input polling is connected to video rendering because old consoles were emulated that way, but with PC applications it doesn't look related anymore? context: using autoclickers on pico's school to shoot at 5000fps seems to work fine in FP (but it would need to be verified in some way), so I wonder how FP actually works with this, and is it entirely on games to limit input polling rate in some way? Dinnerbone: I haven't looked into this to give a definitive answer, but in 'modern'-ish software (like FP), input is generally given separately to graphics. You click a hundred times, and the operating system sends one hundred "click" events to the software (ie flash), and that software handles it how it wishes (either by queueing up "I've been clicked" for one big update loop, or more likely in this case, sending each click event to actionscript) Consider a text editor, whether as native software or something written in flash (lol): you type really fast, sometimes repeat keystrokes within a very very short span of time. If input is fixed to graphics, typing becomes "lossy" - you'll randomly lose keystrokes as they happened too fast for it to realize it has them feos: is there theoretically any reason to suspect ruffle is doing anything inaccurate if we crank up libtas to 5000fps and send inputs at that rate, and the game handles it just fine? like if the game has a slower loop for input polling, only some of our inputs would make an effect, but if it's not limited, then all inputs would go through, right? Dinnerbone: I have no reason to suspect anything wrong here. That matches my instincts of what should happen. It would be up to the game in question to be programmed to receive such rapid events, I don't think many flash developers gave it much thought, but there'd be two general groups of games:
  • fixed loop games, they have a single "on frame" function that runs once per frame, and in that loop they're asking "is my mouse button down". That'd only handle input as fast as the graphics rendered.
  • immediate event callback games, they'd have an "on click" event and they're doing whatever ("shoot bullet") in that method. It can be called infinite times between frames.
To my knowledge, we match flash in that we'll send all the events, and what happens next is kinda up to the specific 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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Jarlyk wrote:
That said, I think there are some folks in the HK TAS community who'd be more interested in getting verified in some way, but I definitely don't think the traditional method of TAS verification would work for HK without fundamentally new PC TASing technology (even if it were more reliably deterministic, the slow encode speed is still quite onerous.)
If the game can run on a machine like this (or anything else PCem/86Box supports) running Windows XP or Debian 12, that might eliminate all of the verification/encoding problems.
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 can record my libtas workflow if you want, because there are useful things that may not be obvious to newcomers. To be efficient you need to know what you want and how to get it without too much overwhelming routine.
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 didn't manually check optimization in #8609: Technoturnovers's Flash K.O.L.M. in 07:08.50 because it looked quick and was visibly faster than the human record. But after #8601: Technoturnovers's Flash Ball Revamped IV: Amplitude in 10:34.15 I decided to take a closer look at this submission, and every room is improvable by working with the game's physics a bit better. Wiki: GameResources/CommonTricks#JumpingOffLedges describes one example of movement when a game has acceleration, but the same applies to bumping corners in other directions: it slows you down and you have to accelerate again. Also with double and triple jump, depending on which direction you're moving, you often need to find an optimal frame when to do a midair jump, because after a certain height you start falling. And even if you avoid downward speed, variable upward speed at different points in the jump means you need to keep the highest overall speed across all 3 jumps, just enough to get you on a platform (if you need to jump again ASAP), or around it (if you need to go down ASAP). I haven't studied the jumping arc in this game (you often need to watch memory for that, or in case of a Flash game, read its code), but let's imagine it's coded like this: and you need to jump on a high platform, to jump up from it again ASAP. For regular play it feels natural to do regular jumps, and if their height is not enough, do double and triple jumps. But in a speedrun, you end up having too many slow periods in your jumps, because they get slower after the first 3 frames (in our imaginary case), and even slower after the next 4 frames. For that reason, for all the multiple jumps you have to do, you need to test if you can get on the needed platform by only using the fastest segment of each jump (3 pixels per frame), meaning you hit the jump button every 3 frames. If that's not enough, start adding the second fastest segments to each jump until you've exhausted both speeds (3ppf and 2 ppf), hitting the jump button every 7 frames. Only then start adding the 8th frame to each jump (1ppf), and so on. I haven't done this in my test, because it takes time to figure things out and to test them, while I only needed to try my most basic thoughts on each level, to see how easy it is to improve. User movie #638328711837129400 Link to video I ended up saving 00:04.08 seconds, but the jumps are absolutely still improvable. Since most of the game consists of jumping and running, I think the opportunities missed in this submission are significant, and I'd like to see a better movie instead. Ideally one that's faster than mine, even if it's only a couple frames saved in each room.
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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Still, one 3rd party video without a ruffle splash screen is not enough to define a movie rule for all Flash submissions. An FP test on the other hand would be quite conclusive (and verifiable).
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 finds!
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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Technoturnovers wrote:
Can a TAS of a simulated pinball table be considered an actual TAS of the game itself for cataloging purposes, or is it only a TAS of that particular simulated table? If a TAS of a simulated table is considered a "real" TAS of the actual game, should different versions of the reproduced table be considered different game versions?
Need more info. Wasn't the whole Baby Pac-Man machine some kind of a fixed thing? A TAS of the whole thing sounds legitimate, and versions rarely co-exist as separate branches, because they are usually not too different.
Technoturnovers wrote:
What is considered "accurate emulation" for a simulated pinball table? (In this case the Baby Pac-Man table is accurate in physics as far as I can tell, but that might not be the case for all tables).
The simulation itself looks like a legit video game to me, but I don't know that scene at all to assess simulation quality.
Technoturnovers wrote:
How do deal with the difficult reproduction/syncing workflow? To elaborate: files required for pinball simulators and VPinMAME cannot be found in the same places as ordinary ROM and emulator resources. The tables themselves are particularly problematic, as in addition to containing the original manufacturer's copyrighted cabinet artwork and thus being unlinkable, they also contain the original work in physics parameters and scripting by the person who performed the recreation effort. As such, rehosting these tables is not allowed, and the original sites that host them require registration in order to download files. Basically, finding the required files independent of any direct aid (which would be prohibited by site rules) is a hell of an adventure, to say the least.
Judges and publishers buy games on steam and similar sites if they have to, so registration is not a problem. While the setup looks crazy, it would make sense to have a movie that installs everything but the game, and then the game could be different for each actual TAS. That way one would be able to install the emulator (simulator) once and keep that disk image, using it for every new TAS, just like we're meant to keep the image with xp just installed.
Technoturnovers wrote:
Hardest cycle: In Baby Pac-Man, there are only 3 unique mazes; however, at a certain point some of the inner maze walls become invisible, and then eventually they all become invisible, thus defining the point at which the game has reached its hardest difficulty and exhausted all (maze-related) content. However, this goal is not preferable, as it means that time saved by acquiring energizer pellets in the pinball portion becomes highly tenuous, if it saves any time at all, and if the pinball portion is never entered then that means there's no point in not just emulating this via MAME or PinMAME running standalone.
Sounds ok to me, especially if it can make the whole thing simpler.
Technoturnovers wrote:
Score attack: In Baby Pac-Man, the score counter can reach up to 10,000,000 points before rolling over. This offers some interesting TASing potential, allowing for more time spent in the pinball portion for acquiring energizers and advancing the fruit. However, it also risks meeting the goal before all unique content has been exhausted, as the fastest way to reach high-score could potentially entail not reaching the final, all invisible walls maze.
After completing the first full loop, max score is a valid end point. Wiki: MovieRules#MovieMustBeComplete
Technoturnovers wrote:
"100%"/All bonuses: There are three types of bonuses in Baby Pac-Man; up to 4 Energizers per stage, the Banana as the top-tier fruit (requiring advancing the fruit 7 times), and a maximum tunnel speed of 8 (also requiring advancing the speed 7 times). As such, it is possible to construct a goal of reaching the hardest stage while maxing tunnel speed, acquiring all energizers, maxing out the fruit type, and finally collecting at least one fruit per stage, thus offering a balanced combination of pinball play and maze play. This is the option I'm currently leaning towards, but it also could potentially be considered arbitrary, hence asking for judge input.
Only things you can collect 100% of would be needed for such a goal. "At least one fruit per stage" sounds like there are more, but they are not important?
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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Amazing job, 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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Currently the NG game entry uses ruffle too, but I can't check what it was using back then, because even archived copies from 2009 somehow launch it with ruffle too.
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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Every new movie format requires a movie parser implemented on the site to display the metadata correctly.
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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It's running in ruffle in that video, and running it in FP at a rate higher than the game's reported value would show that it can indeed react faster (or not). Are there records using both FP and autoclicker?
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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Technoturnovers wrote:
Natively this game really DOES run at thousands of FPS natively
How do you know this?
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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If you run it in Adobe Flash Player in PCem, set game scale to 100% while running it on some high resolution monitor, and set monitor refresh rate to 100, does it become possible to click objects every frame and affect them? If yes, that sounds like a reason to allow arbitrary framerate shenanigans for Flash, much like we allowed off-screen inputs (which this run is using I presume).
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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Since it looks like redoing the whole run, rather than patching a few places, it would be better to cancel and submit the new version when it's done.
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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