Posts for keylie


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keylie
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I suggest making the "ALERTS POSSIBLY COMPROMISING MOVIE INTEGRITY:" frame on movie pages unformatted text. This frame is used for displaying libTAS movie annotations, which is unformatted text. The problem is that you cannot preview the result of formatted annotations, it doesn't show up in the previewed movie submission. Also, if you want to fix this text, you have to contact an admin to submit a new movie file.
keylie
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It really depends on the stage. You generally want 2 players one over the other to access to the stab attack. There are also two new tricks not shown in the above WIP, including one that change the route in most stages: climbing over the stage offscreen using knife climbing, and fast recovery by mashing buttons. The run is become even more technical and difficult to optimize because of the later trick, so I'm currently taking a break.
keylie
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Everything in this game has fixed patterns, except what mentioned in the movie description. Horizontal speed is constant with no acceleration indeed. Characters are unlocked by completing levels, taking skulls (extra collectibles), and buying them in-game money given with extra modes. When you unlock a character, you cannot switch during a run, you have to start a new one from the beginning. Indeed, several levels have a time matching the best unassisted runs, due to cycles. My initial objective was to work on a 4-players TAS actually, and this one serves as a practice run (even if it's optimized of course). Here is a WIP to show how it would look: Link to video
keylie
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There are a few Steam games that can be made DRM-free by adding this file, as described in this list, so it will most certainly help them to be compatible with libTAS.
keylie
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Sorry for another controversial submission. I'm aware that it breaks the rule for tampering with the files the game is composed of by requesting to add a file in the game folder. It is the only solution I could come up with (the game being only distributed on Steam), and also it is not related to the actual game code, but to Steam's library.
keylie
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The most convenient way to TAS Celeste is to use the specific tool for the Windows version. I suggest you use Everest mod as described in the Readme.
keylie
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Dependencies: Linux: * Qt 5.10+
No.
keylie
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Quickly tested Ryujinx with a homebrew game (NXEngine), it either crashes or softlock after a few frames. I blame .NET for this. It needs more testing.
keylie
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You can try something like that
keylie
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libTAS requires Qt 5.6 at least, but Ubuntu 16.04 has Qt 5.5. You may still install Ubuntu 16.04 but you need to update Qt. The simplest way is by using a PPA.
keylie
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EDIT: There was a bug in the released version. I've updated compiled files with the fix. Version 1.3.3 is out. The new features are the support of resets in movies, automatic savestates when threads are created to overcome the "thread list has changed" issue, the ability to lock individual inputs in the input editor (for multiplayer TASes). The location of libTAS data files was moved from "~/.libtas" to $XDG_DATA_HOME/libtas/ and $XDG_CONFIG_HOME/libtas/ (usually ~/.local/share/libtas/ and ~/.config/libtas/), so you will loose your config files (or you can move them). There are also a bunch of bug fixes, including fixing the freezes of the input editor. Some savestate crashes have been fixed (but not all, will it ever happen?) See the full changelog.
keylie
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I have thought about a TAS of this game as well, but it would require an entire knowledge of how everything is randomized. For now, there are some stuff that are known, like how sector maps are generated (you can look at FTL save editor source code), but this is not enough. So either we would need to fully retro-engineer the game, or ask for (part of) the source code from the devs.
keylie
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SS All levels TAS is completed! Huge congratz for this impressive run! Link to video
keylie
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Here is the improved version: User movie #52821885141911372, and the version with extra inputs for the epilogue: User movie #52821896824952159. The new TAS uses the up-to-date version of the game (v1.2.6.1). Sorry for the delay.
keylie
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I'm sorry I didn't have much time lately. I will update and resync (if needed) the TAS on the latest version. I guess it is always possible to get each version on Steam (using the console), but I don't own the game on Steam so I can't test if it is supported by libTAS.
keylie
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I'm sorry about the tone of my previous message. Feos rephrased it in a much better way. I'm concerned about your situation. I respect that you wish to donate money to different organizations. But, specifically about GDQs, for all the work you are doing, I think it is legitimate that you have all your expenses covered.
Post subject: Re: Capping off AGDQ 2019, looking to changes for future GDQ's
keylie
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dwangoAC wrote:
Heck, it's clear there's fatigue on the financial side too as I'm still $2,325 short of my funding goals (I haven't added up all expenses to find out exact numbers but my estimate wasn't far off).
I have a strong opinion of this, based on your topic Thread #20668: Help dwangoAC with BBCB 2018, MAGFest 2019, AGDQ 2019 costs about costs for recent GDQs: you should first cover all your expenses before starting to donate to GDQs. The sole presence of TASBot on GDQs raises a lot of donations for the events. I feel that some people subscribing and giving bits to your twitch channel want to specifically support you and the tasbot, and donating that money to GDQs while asking for more money here seems counter-productive. At least I can speak for myself: I donated some money for your GDQ expenses a few years ago, and I would have been pissed if you told me that you donated it to GDQ instead.
keylie
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Thanks Patashu! SFML is using XCheckIfEvent to query events (https://github.com/SFML/SFML/blob/master/src/SFML/Window/Unix/WindowImplX11.cpp#L810), which is not hooked by libTAS. I will fix this soon. Edit: Fixed
keylie
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fsvgm777 wrote:
Oh, reading the changelog, it seems the prologue dash cutscene is skippable as of version 1.2.6.0. Furthermore, the current first rank on the SRC leaderboard plays on version 1.2.6.1, which is the latest version. This means you'd have to re-sync on 1.2.6.1, since you can't skip said cutscene in 1.2.5.3 (the version that was used for this TAS).
The reason why the prologue cutscene is skippable in 1.2.6.0 is that in earlier versions, it is possible to skip the prologue by pausing exactly when the cutscene begins (either frame-perfect input or two frames, I'm not sure). Because it would lead to many resets and could give a solid lead in races, the speedrunning community advised the devs to do something about it, and the best solution was to make the cutscene skippable (at any time, of course). Of course, the TAS could be updated to use 1.2.6.1, the TAS would likely sync on this newer version.
keylie
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InfamousKnight wrote:
Looking deeper into this, I found that rng is not determistic because the psp itself wasn’t determenistic. So this causes some rng problems.
Even if ppsspp is not deterministic, libTAS should be able to make it deterministic. If it's not, then it should be fixed. Could you please post details of how you managed to get non-deterministic behavior in libTAS? Thanks!
keylie
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fsvgm777 wrote:
It seems additional input is required after the credits (where you have to enter the house, and after entering it, the final in-game time and the death count is shown). Could you provide a movie file that does the extra input required to enter the house after the credits? Note that it won't be used to replace the current movie file, but will be used for the encodes instead, akin to the Shovel Knight "Specter of Torment" TAS.
Sure, here is the movie file: User movie #52376912538365399
keylie
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From the screenshot, it didn't work because you already installed gnash from the ubuntu repositories. You must first uninstall gnash (using synaptics for example) and relaunch the last command.
keylie
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If you have Ubuntu 64-bit then yes, it is the second set of scripts that you need to perform. You are getting an error in the "alien" command? Could you post it here?
keylie
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InfamousKnight wrote:
Again, how do I run dos games in libtas? Do I just put the path in command line of a game?
Yes, just put the path to dosbox in the game executable field, and the (absolute) path to the dos game in the command-line options field.
keylie
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I tested ff4, and the game switches from 60 to 30 fps without rendering duplicate frames, so tasing with libTAS is currently flawed, it would need a modified version of ppsspp to work correctly, or a way for libTAS to handle programs that make their sleeps in a non-main thread.
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