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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?
ikuyo
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Hi Cetlan, and welcome to TASVideos! I'll be reviewing your work today. For starters, I want to point out that while the goal of minimum banana collection is perfectly acceptable for Alternative, there are some complications with how the movie is defined, specifically when it comes to "Glitchless". Unlike DKC1, DKC2 doesn't have a definition for glitchless, since all major glitches can be plainly avoided by aiming for the warpless category, but your specific goal would benefit from warps and your movie actually uses them. Neither you nor the video you link (which is not linked properly on the embed) provide an adequate definition for glitchless for this category. We can easily rule out things like wrong warps, but stuff like Team Throw Super Jumps, which would be benefitial for this category in several levels, is arguable either way and in my opinion would contribute to the stated goal. The submission text lacks any info on this, and as the author we expect you to be as informative as possible, especially when making decisions not seen in prior work. More worringly however, this movie has serious optimization issues. One is immediately apparent in Pirate Panic: you don't have to grab all crates and barrels while rolling. They can be bypassed by releasing the Y button for a couple frames. This is a very well known technique, used in TAS and RTA runs alike. You're also forced to grab a barrel anyway, and you do to obtain Dixie, but you throw away the barrel in a slow manner. It's possible to throw the barrel offscreen in a way that removes the slow animation of the other Kong jumping towards you. In Mainbrace Mayhem, you miss many optimizations. For one, you only need to crouch for a total of two frames to avoid the first banana, as Diddy still has its lower hitbox until he fully finishes uncrouching. Two, you can cancel your roll into a team up, which greatly diminishes momentum and would eliminate the need to walk back to get to position for the first team throw. Third, you can actually use a strategy similar to the one seen in the 102% published movie and do your second Team Throw close to the letter K. With proper positioning, Dixie will land near the banana coin and then you can jump over the six bananas nearby without collecting any. (I tested all of this myself on a simple improvement movie, but due to unforseeable issues it was corrupted and I cannot recover it) There's a general lack of care in several parts, such as bonking into corners during Lockjaw's Locker, not jumping out of ropes which is much faster than climbing them, or even just not switching from Dixie to Diddy when applicable. I'm not sure how much research you did before committing to a submission, but i assure you, there's plenty more to do and learn for this. Under those conditions, I cannot recommend for a judge to accept this movie. I can see you put a decent amount of effort on the movie itself (judging by the amount of rerecords), so I believe this to be a lack of research. Don't be afraid to step in the shoulders of those before you! DKC2 has a large speedrunning community and several beautiful movies published on this site, which are under Creative Commons and you can download and use (with proper credit). Use them! Research your game as far as you can go, join communities that you think can help you, be curious and try things. You can do a lot better than this, and I'm looking forward to you doing so.
ikuyo
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For clarity's sake, what do you define as a glitch in this run? I ask this because in Kannon's Klaim, there's a well known Team Throw Super Jump that not only would have made the level faster, it would have saved you one banana by removing the need to enter one of the cannons: https://www.youtube.com/watch?v=i4CGLNlu5g8
ikuyo
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TheAmazingYucemu wrote:
It's great seeing the game released in 19 September 2019 being userported from MacOS to Linux while it's really entertainment to watch this TAS, yes vote! When making your TAS, was the game running slowly? (less than 1 FPS)
Not at all actually. Once I managed to make the linux build, the slowest it would run would be about 20 fps, and averaging around 30 fps during gameplay.
ikuyo
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ikuyo
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I got in touch with them thru YouTube, yes. They don't know where it comes from either, they got it from "someone in the Undertale speedrunning server". I also contacted Yoshipuff, but their TASes were made with Autohotkey with no need for the Linux runner to begin with.
ikuyo
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You don't need to link me the game or the runner. You just need to tell me which game you got it from. you've already provided the hash, I can test it works manually. If the game is avaibale for legal download on any platform, I will go to that platform and acquire it there to extract the runner. No need to do any linking to a rom. Just tell me which game I can use for this purpose and it's all good.
ikuyo
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TheAmazingFursona wrote:
GMP wrote:
TheAmazingFursona wrote:
Oh right, sent you a 2022_6 on your TASVideos PMs instead of discord due to personal issues.
The question here is how the said file was acquired. We may have the file right now but we need to have a reliable way of getting the file for archival purposes. Which is why it would be better if you suggested the name of the game from which you acquired the file, so that we can do the same.
chickennugget got the 2022_6 somewhere i don't know where it is when user-porting this game to linux so i sent you 2022_6 file to your TASVideos PMs either. *Sent from my phone while I had 4G mobile internet signal on long car travel*
Here's the issue: as the submitter, it's your responsibility to provide us (and by us I mean all other tasvideos users) with the required information to create the resources needed for the movie to be ran in a self sufficient manner. That's the reason you submit the movie files and not just encodes: for published movies, it's expected that you can just go and read the notes to get everything you need to run the file. Your instructions make no effort to tell us where to get the Linux runner from, and your replies suggests you do not know how to do so in the first place. Without this information, your run simply cannot be judged, let alone accepted. I suggest thus submission is delayed until you can give us that information.
Post subject: Provide instructions to obtain a Linux runner
ikuyo
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GMP and I went thru a list of freely available games made with GameMaker on itch.io, available here: https://itch.io/games/newest/free/made-with-gamemaker/platform-linux We tested several game executables, and none matched the md5 hash for this movie. Without it, we cannot test sync, and neither can our judges or publishes. Please, provide at least one game (even if it is paid) that we can use to obtain the runner, or a way that doesn't require another game.
ikuyo
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TheAmazingFursona wrote:
Would it be safe if i send just a link of the downloadable executable runner (2022_6) for Linux?
Regardless of this, providing the judges and publishers the information they will ned to judge and encode this would be good! If you know any GM game that will do the trick, just include it in your submission somehow.
ikuyo
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Could you provide me an example of a Linux game made with GameMaker 2022.6? I need to find a game I can use to build the executable. If you know one, preferably for free, please let me know. It would also be useful if you mention it in the submission notes.
ikuyo
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... Did you confirm sync on your own submission? Of course it syncs for you, you made it! Which version of the demo is this one using? The itch.io page lists an original and v1.1
ikuyo
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Out of curiosity, which version of the game are you using? Wiki says there are two (original and HD) and HD contains some minor gameplay differences, which could impact the movie.
ikuyo
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feos wrote:
Does that tech also not work on the original Mac version before porting? Or that requires actual Mac?
I'm unable to test this as I don't have a Mac computer. It's worth mentioning that the Mac App Store build has received updates, with version 1.02 (the one I'm using right now) being updated in 2020. Steam version was never updated.