Posts for ikuyo

ikuyo
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Thanks to input from KeithPlayzStuff, I've discovered some significant time saves and I've already saved over 30 frames in levels up to 9. I'd like to request a delay while I work on the improvement file.
ikuyo
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Pause Ahead is a platforming game by Askiisoft Games, released in 2013. The game describes itself as a "jumping-and-pausing action game", and pausing is a fundamental game mechanic! It finally works well enough with Ruffle to make a proper TAS. Here's the WIP Link to video
ikuyo
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darkshoxx wrote:
@ikuyo I'm not sure what the protocol is here, but I'm in no rush.
Yup, no rush! Take the time you need to fix the sync issues. In the meantime, I'll mark the submission as Delayed, which states the submission cannot currently be accepted until that issue is fixed, and indicates we're waiting for it to be fixed. Once you have your syncing movie, you may post it on this thread, I'll replace the original with the fix, and resume judging. You can also delay it yourself. Is that alright?
ikuyo
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Given the reported sync issues, I think delaying this submission for some time while they get sorted out might be the way to go. How do you feel? I'll delay it myself if you agree with this.
ikuyo
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My apologies, I accidentally submitted a WIP instead of the finished movie. I've uploaded the correct one as an userfile here: User movie #638252595495009262
ikuyo
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Yup, as suspected, foreground_sleep_ms is causing trouble as usual!Apparently the default changed between releases, and it causes some problems when set to 5 for some movies (as personal examples, Star Anise and PICOHOT). This change should be enough to make it sync, thanks!
ikuyo
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Just checked sync, and the movie desyncs right away in level 1 Could you check if you have a ~/.lexaloffle/pico-8/config.txt file? in my experience that tends to be the culprit for desyncs on PICO-8 games
ikuyo
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Hi! So, I purchased the game from GOG, downloaded the offline installer, grabbed the folder and moved it to my Linux partition. The game runs on ScummVM, but the movie desyncs right away. Did you provide any specific command line options? I suspect the ScummVM splashpage might be related to the issue.
ikuyo
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Improved this run by a further 6 frames. I don't consider this enough to request coauthorship.
ikuyo
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I've officially requested support for Platform PS3, PS4, PSVR, Vita, and Zeebo thanks to this run.
ikuyo
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To be clear about my decision, I decided to rule with different characters as different branches because as a rule of thumb I deem it best to set judgement in a way that encourages making more TASes, not less. However, regardless of this decision, ultimately the final call would be done whenever we get a submission for a different character in an already existing ending, and it may be the case there that in the thick of it, we rule it not needed. My point in making that statement in this judgement was to leave the door open for said submissions to judge later rather than closing them right away. This mantra has been a large part of the recent rule changes, as the site aims to remove more and more of its rigid decision framework that was ultimately hurting activity and discouraging people from submitting or even making TASes at all.
ikuyo
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Samsara wrote:
Additional instruction to grab the SWF from Steam: The Eternal Edition DLC must be disabled before going through the steps outlined in the submission text and annotations. This can be done by right clicking TBoI -> Properties -> DLC -> unchecking Eternal Edition. Doing this provides the correct SWF file, and I've confirmed sync on my end using it.
Followed these instructions and was able to confirm sync. Thanks!
ikuyo
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rythin wrote:
Can you try running it with gl? I've had desyncs between gl/vulkan but from what the others were saying it seemed like I'm the only one, so the resync was for gl. Spikestuff was able to confirm sync on either option. I don't think it should make a difference, but I'm on WSL.
I've tested both gl and vulkan, and neither synced. Samsara experienced the same problem when she tested it herself.
ikuyo
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I've followed the instructions stated in the annotations but sadly, the movie desyncs right away. It appears the seed generation is different, so the first room does not contain the DSS. Did you run libTAS natively, or via a VM or WSL? Could you log libTAS' debug trace for the Random print category?
ikuyo
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Thank you for the response! That clears things up nicely.
ikuyo
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I'm a little lost on something. I'm not very familiar with the Flash version of this game (or any for that matter), but from your original explanation on the submission notes, it appears that in order to get the Sheol Ending the game must have it unlocked and available. However, I see no mention of this run having any SRAM required to do so. Am I misunderstanding the notes? Is the ending just available from the start and only intended to be reachable after having gotten every other ending?
ikuyo
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I forgot to mention in the annotations, but since the game would default to 720p on my end, I made the whole movie with that resolution. When attempting to test sync on higher resolutions I discovered the movie would desync on The World We Knew. As such, the movie file can only be properly sync'd at 720p. I'm uploading a new version with this in the annotations.
ikuyo
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FractalFusion wrote:
By the way, it's not so much RNG as it is "force move" (a number of chess engines have this feature); by pressing start, the CPU is forced to play the best move it has currently calculated. Pressing it as soon as possible makes Battle Chess play a (usually bad) move without having been given time to evaluate the position. Obviously, the move that is forced depends on the timing of when you press start. But, in general, the sooner you press start to force move, the worse the resulting CPU move is.
Oh, my bad! Thanks for the clarification.
ikuyo
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Got a 159 frame improvement with Whirl Wind strats for the Gate Skip and improved core dump at the end:
Post subject: Winslinator vs USCF Chess (Level 6) | Analysis - tasvideos.org
ikuyo
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Oh baby a triple! The AI really gave you a run for your money on this one! Really enjoyed the tactical approach and I'm a sucker for discovery checks. Good job finding ways to make the AI blunder a game it basically had in the bag! Regarding the use (or rather, the lack thereof) of Force Move, I concur with the existing precedent set in [4987] NES Battle Chess "3D Pieces, Level 5" by adelikat in 11:27.48 that it enforces the Hardest Difficulty goal. With no other notes, good job and another Yes vote!
Post subject: Winslinator vs USCF Chess (Level 1) | Analysis - tasvideos.org
ikuyo
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Back for more! Confirmed sync on bizhawk 2.8. Movie is properly optimized, well thought out and well planned. Since Force Move didn't prove to save any time, I don't think the "forgoes warps" tag is necessary here, but everything else is sound. The goal is absolutely compative with Standard nowadays and the movie is definitely interesting from a technical perspective and from a chess standpoint. Yes vote from me!
Post subject: Winslinator vs. USCF Chess | Analysis - tasvideos.org (Review)
ikuyo
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Hello Winslinator! As a chess aficionado and reviewer I'm hyped to see more Chess TAS work and you've provided plenty! Confirmed sync on bizhawk 2.8. Movie looks properly optimized and frankly really funny. I was already sold seeing the AI fall for the simplest mate of all time but I was definitely not ready for the white king yeeting himself to safety like he's ChessGPT. Amazing work, and a Yes vote from me!
Post subject: FractalFusion vs Battle Chess | Analysis - tasvideos.org
ikuyo
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Always excited to see your work! Here's a quick review: Sync confirmed for Bizhawk 2.8, using the USA ROM. The RNG manipulation is really funny as someone with a chess background, I seriously never thought I'd see chess AI worse than freaking Martin-bot yet here we are! Move order and manips are performed excellently, with clear emphasis on minimizing input time by optimizing movement. Overall, a really clean movie and an obvious Yes vote from me.
ikuyo
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I did the same procedure commonly done for Windows games: * grab the executable file from https://unity.com/es/releases/editor/whats-new/2018.4.7 (since that's the version used for Mac 1.01) * Replace Rewired_mac.dll with the rewired_linux.dll files from https://github.com/DemoJameson/Cuphead.macOStoLinux * I think you have to move files to match the windows/linux unty executable structure. Those are mentioned in my general Unity porting guide, available here: https://tasvideos.org/HomePages/ikuyo/Unity#PortingAWindowsOrMacGame
ikuyo
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Just for clarification, are you arguing that, for example, [3243] N64 Mario Kart 64 by Weatherton in 20:33.32 should be in an "all cups" branch and that if not, it could be obsoleted by a movie with the exact same input that only completes the Special Cup?