Posts for ikuyo

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.
ikuyo
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I'm currently working on a maximum score TAS of Sayonara Wild Hearts. During an specific level, I ran into issues attempting to recreate an specific source of points the RTA runners obtain. I was able to produce a frame-by-frame replica of a video by an RTA runner demonstrating the trick, and despite matching inputs as closely as possible, TAS does not get the points: https://youtu.be/mAxT4yj5JRQ SWH has to be TASed from a Linux user-port of the Mac App Store build, which is not available on Steam. This had to be done since the Windows build requires Direct3D to run, which blocks it from being user portable. The official Steam Windows port released two months after the Mac, iOS and console ports. As such, there's a chance they could contain different code. Would the fact that TAS cannot obtain this source of points hurt its judging due to suboptimality? Is the fact that the trick has been done on the Switch version going to hurt the argument for potential version differences? Furthermore, since SWH is an unity game, reverse engineering the code is reasonably easy. Are there any issues with me using reverse-engineered code to potentially prove this discrepancy in behavior between versions? Would it be required to argue that the suboptimality comes from version differences?
ikuyo
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feos wrote:
RTA runs are missing the noise blocking your action in the last 2 levels. Is it related to running the game before? Link to video
Thank you for helping me look into this. Turns out our enemy foreground_sleep_ms is at it again! The official build for PICOHOT assumes the old value of 2 ms for foreground_sleep_ms in ~/.lexaloffle/pico-8/config.txt. By deleting the file and then creating it naturally (by running the game outside of libTAS) I was able to fix the issue. Naturally, however, this causes the movie to desync. I've uploaded a resynced movie, which is also a 91 frame improvement
ikuyo
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Implemented the leftside strat and did a couple more improvements, resulting in a 39 frame improvement
ikuyo
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feos wrote:
The game's author goes on the left in this room, which looks faster:
Huh, I recall trying this and a max height jump didn't reach the bubble. I'll look into it again.
ikuyo
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I've just finished a TAS of The Lost Strawberry but I have a kind of important question: The game has a very weird artstyle which is not helped by the honestly hideous color palette it uses by default. I can change the palette from the PICO-8 pause menu, but doing so would obviously be slower for no gameplay benefit so I choose not to do it. However, I'm bothered by the fact that the game is hard to follow (and at times hard to look at) in its default palette. I have yet to test if the TAS will sync if starting from a previous visit to the pause Menu done solely to adjust the palette, then reset. Could this be discussed with the publishers in case of a potential publication?
ikuyo
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GJTASer2018 wrote:
But why were the delay values different in the first place? Is it something user-configurable?
I suspect the default may have changed in a recent PICO-8 update. I've had PICO-8 installed on Linux for a while (as I did RTA speedruns of Celeste Classic and some of its mods) so that may have set it back then.
ikuyo
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feos wrote:
No lag frame there https://i.imgur.com/iodFRPn.png
This screenshot is actually interesting, since for both kileye and myself, the SDL_Delay calls cause the game to sleep for 5ms each, but your print shows the SDL_delay calls on your side only last 2ms. They make the exact same amount of calls per frame it seems, but since they sleep for different amounts of time, they cause different behavior altogether, which is probably where the desync comes from. Here's the information my debugger shows if I ask it to print SDL debug info frame 0.
Attempt 1: Connected.
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_DYNAPI_entry call.
[libTAS f:0] Thread 24295 (main) SDL_Init call.
[libTAS f:0] Thread 24295 (main) Detected SDL 2.0.20
[libTAS f:0] Thread 24295 (main) SDL_InitSubSystem call.
[libTAS f:0] Thread 24295 (main)     SDL_TIMER enabled.
[libTAS f:0] Thread 24295 (main)     SDL_AUDIO fake enabled.
[libTAS f:0] Thread 24295 (main) Init SDL Audio with default driver
[libTAS f:0] Thread 24295 (main)     SDL_VIDEO enabled.
[libTAS f:0] Thread 24295 (main)     SDL_JOYSTICK fake enabled.
[libTAS f:0] Thread 24295 (main)     SDL_HAPTIC fake enabled.
[libTAS f:0] Thread 24295 (main)     SDL_GAMECONTROLLER fake enabled.
[libTAS f:0] Thread 24295 (main)     SDL_EVENTS enabled.
[libTAS f:0] Thread 24295 (main) OpenGL vendor: Mesa/X.org
[libTAS f:0] Thread 24295 (main) OpenGL renderer: llvmpipe (LLVM 13.0.1, 256 bits)
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 5 and value 1
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 15 and value 1
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 0 and value 8
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 1 and value 8
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 2 and value 8
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 3 and value 8
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 17 and value 3
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 18 and value 3
[libTAS f:0] Thread 24295 (main) SDL_GL_SetAttribute call with attr 21 and value 1
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetDesktopDisplayMode call with index 0
[libTAS f:0] Thread 24295 (main)    returns mode format: 370546692, w: 1920, h: 1080, refresh rate: 30, data: 22592992
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_NumJoysticks call.
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_CreateWindow call - title: anise, pos: (536805376,536805376), size: (896,896), flags: 24
[libTAS f:0] Thread 24295 (main) SDL_CreateRenderer call.
[libTAS f:0] Thread 24295 (main)    flag SDL_RENDERER_PRESENTVSYNC
[libTAS f:0] Thread 24295 (main) SDL_GetTicks call - returning 0
[libTAS f:0] Thread 24295 (main) SDL_RenderPresent call.
ikuyo
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feos wrote:
ikuyo, please add sync instructions to the submission.
Oops, my bad! Here's the movie with proper annotations.
ikuyo
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Iconoclasts TASing has come a long way. It's just about a year since I started no airswim, and as the different categories keep coming, as we dissect more and more about the inner workings of the game, we keep producing better things. Serena's work in the game never ceases to amaze me.
ikuyo
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CasualPokePlayer wrote:
ikuyo wrote:
I attempted to download [4594] Linux Iconoclasts by Serena in 22:47.36's ltm file and while the download finished, the zipped ltm file (serena-iconoclasts.ltm) was not recognized as a valid ltm file for libTAS or even as a .tar.gz file (it appeared to be either corrupted or empty). Downloading the zipped submission from #7292: Serena's Linux Iconoclasts in 22:47.36 gave me the file she uploaded (iconoV2.ltm) which works as expected.
It seems to be a valid .tar.gz file as far as 7zip sees. The SHA-1 also matches the submission file. Might be something weird during that one time you tried? Try downloading the file again.
Just did, got the same results :( here's the file as shown by Ark. It's worth mentioning it cannot recognize the method for the file, altho the checksum matches the submission file here's submission for reference wouldn't be surprised if this is just ark sucking tho, so I'll do an unzip thru terminal just to make sure
Post subject: ltm movie downloads error
ikuyo
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I attempted to download [4594] Linux Iconoclasts by Serena in 22:47.36's ltm file and while the download finished, the zipped ltm file (serena-iconoclasts.ltm) was not recognized as a valid ltm file for libTAS or even as a .tar.gz file (it appeared to be either corrupted or empty). Downloading the zipped submission from #7292: Serena's Linux Iconoclasts in 22:47.36 gave me the file she uploaded (iconoV2.ltm) which works as expected.