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letcreate123
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Apologies for the incredibly late reply. This should go through all of the credits signs now. It spends 3 seconds per each sign. If a higher res version is required for encoding or you need anything else, please let me know.
letcreate123
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feos wrote:
I know the tutorial starts if you read the book. I'm asking for a movie that stops at "thanks for playing", so we could encode the whole tune while it stands on that clear ending screen. Since it's just a couple seconds of input, I don't think it makes this less of a record if it's included in the main movie.
My apologies, Here it is. (both 480p and 960p)
letcreate123
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feos wrote:
Since the ending in this game is "special", can you post a movie that goes through the credits tablets and stop the movie on "thanks for playing"? Or maybe you wouldn't mind if we used that movie as a replacement, since post-completion input is preferred to be contained in the main movie? Also, which of the RTA branches is meant to apply to this movie, "Any%" or "Any% Current Patch"? Couldn't find explanation of the difference even in their rules.
The reason I didn't include post-completion input in the original movie file is because the credits room is just a bunch of signs and a book at the end; choosing to return to the dungeon entrance just puts you back at the beginning of the room and choosing to read the book puts you back in the tutorial, essentially looping the game (but you get to keep all your upgrades, diamonds, items and stuff). And the route from the spawn point to the book is just a straight line at that point. I should've probably clarified this in my submission lol sorry about that, will get to it rn. On that note, I uploaded User movie #74140884539088444 and User movie #74140892166264283 which have added post-completion input (reading the book at the end of the credits room and starting the tutorial again). As for the branch, this run is technically suited for Any% Current Patch but, as far as I know, even in the community it's considered the same run as Any% because the only difference is the slower version of the Lair skip (early releases have no invisible ceiling on the entrance room, making for a faster method of getting to the ceiling). If I'm not mistaken the difference was made before the other version of the Lair skip with ceiling bell clip and autosave abuse was discovered. So I would simply put this run in the any% branch.
letcreate123
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feos wrote:
This TAS is designed with the latest version of SWtG in mind.
Does it have a version information? If they update it and the movie no longer syncs, there needs to be info on what version of the game was used. If it doesn't have a version whatsoever, then at least some hashsums maybe? EDIT: Latest Steam version prints Super Win the Game (1.01.1039) NFML Game Engine (1.08.4348) to the terminal so that's probably it.
It is indeed version 1.01.1039 that I used; that's the latest version as of this movie. Sorry I didn't clarify it sooner.
letcreate123
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RIP the breakdancing Ryus in 7-4 from the published TAS... Really great run though!
letcreate123
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Block 5 was my favorite. The fabric of reality itself just distorts around Simon Belmont lol, very awesome glitch. Yes vote.
letcreate123
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Meh vote for me. The only thing that I feel makes this run worth it is the showcase of the different version of area 5 that appears when you enter area 5 without all 8 keys, and the glitch used to get there even earlier with 0 keys. Otherwise it's almost identical to a "true ending" run with some small deviances in-between. The bigger problem is that beating area 5 with less than 8 keys does not really count as beating the game, because of a few problems; after returning to the title screen, the game still saves your current progress and allows you continue with your keys and upgrades just as a regular game over would. In contrast, upon getting the true ending and returning to the title screen, selecting Continue resets your progress, stripes you of all your keys and upgrades, in exchange for a permanent Metal Mario upgrade. Also, on the true ending, the game displays the in-game clear time, when on the bad ending it doesn't; this already implies that clearing the bad ending is not truly clearing the game. Not all TASes here have to clear the game, in fact some of the most famous ones serve as showcases instead, but those are held to a higher standard and as far as I'm concerned this doesn't quite get there, specially considering this is a ROMhack.
letcreate123
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In CORE, wouldn't it be faster to get the forced encounters on the corridor out of the way earlier and get the 40th kill on the room right next to the door to Mettaton EX/NEO instead of having to backtrack all the way from the corridor with the forced enemy encounters to the door?
letcreate123
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[3943] NES Arkanoid "warpless" by Chef Stef in 11:11.18 Incredible bruteforcing of the game's RNG system and ball timings to achieve the best possible results.
letcreate123
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fsvgm777 wrote:
That can be fixed by simply running the following from /usr/lib/i386-linux-gnu (suggested by keylie on Discord, confirmed to work):
Language: shell

sudo ln -s libavutil.so.55 libavutil.so
That also fixes the two errors that popped up every frame.
Thanks. I never ran into this issue when testing my TAS on my native (non-VM) Linux Mint environment, so I never knew it was a thing, but I tested this on my Kubuntu Virtualbox VM on Windows, ran into the same error as feos, then did as fsvgm777 suggested and the TAS played properly from that point on. I will post the movie file with updated annotations shortly. EDIT: Here it is. EDIT 2: Link that actually works.
Post subject: libTAS crash solution?
letcreate123
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Tried reproducing the issue and I found out it was caused by the game starting up in fullscreen. libTAS doesn't seem to handle attempting to put fullscreen into a window well with this game so it crashes almost as soon as it boots up. The solution I found is pretty simple; while on the title screen, go to Options > Video and set Windowing to Windowed. This should hopefully put the whole issue to rest once and for all. Apologies for the lack of foresight on my part.
letcreate123
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feos wrote:
If I launch the game from libtas without a movie, and start paused, then the game keeps working when I unpause. But when I start it with a movie, it closes after frame 1.
The game must be run at least once by itself, without libTAS, in order for it to run in libTAS without closing on the second frame. Once you do that it should run correctly. I specified as much in the movie annotations. If that still doesn't work, then do you mind telling me what specific error you're getting in the log?
letcreate123
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feos wrote:
We need "full installation steps" for dependencies to prevent any future confusion with replaying the movie. What command did you use to install those libs?
To be honest, most if not all of these libraries installed automatically as dependencies for other libraries I was setting up in Ubuntu, so I'm not completely sure. But if I remember correctly I used both the sudo apt-get install command and the Synaptic package manager to install the packages. Either should work. (If sudo apt-get install does not work then you may have to add the respective repositories for them, but I believe Ubuntu has most if not all of them added by default) EDIT: So I just learned that these were actually contents of other packages. The packages themselves are libc6, lib64gcc1 and libstdc++. Invoke sudo apt-get install libc6 lib64gcc1 libstdc++ in the terminal in order to acquire the dependencies required to run YHtWtG. Sorry for the confusion.
letcreate123
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I just updated my submission with the movie file specifying the library dependencies and the configuration steps. I linked it in the submission just now but I'll link it here just in case. Aside from the added steps, I decided to take steps to make the movie sync in any resolution by utilizing the Return key to get through the menu instead of the mouse button. Unfortunately it meant I had to sacrifice the cat due to the way the game handles the menu, but the default character has the same hitbox anyway.
letcreate123
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Points for the technical quality of the movie, but it wasn't that entertaining to watch, what with this being a simulation game. Voting Meh.
letcreate123
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I'd love to see the SUGURI franchise TAS'd, including the games SUGURI, Sora, Acceleration of SUGURI and Acceleration of SUGURI 2. They all require Wine on Linux to run in libTAS, in lieu of official Linux releases. Sora requires enabling "Native events" in libTAS for the launcher window to work, and it requires enabling time-tracking threads in order to prevent a softlock at startup (which specific ones I don't know, but at the very least enabling all of them works). Game does not mute even with Sound > Mute checked, and the audio runs non-deterministically (BGM keeps playing at normal speed even when the game window is paused), but the game seems to run deterministically. The big problem, however, is that, while making a savestate works correctly, loading it crashes Wine. AoS2 flatout crashes Wine when trying to run in libTAS (running the game standalone works fine though). Haven't gotten around to test SUGURI or AoS1 (or its re-release Acceleration of SUGURI X-Edition), but I assume they might have similar issues.
letcreate123
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EZGames69 wrote:
ViGadeomes wrote:
New member joinning which make our team completed : letcreate123
Please have them confirm it
Confirming that I am indeed joining team 1!
letcreate123
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I like to believe that even the slowest-paced games can have the most neat nuances to entertain. This minigame however is basically just a memory game and I feel that it doesn't differentiate much from any other memory game other than the platinum pairs granting more points (which virtually holds no meaning for the TAS since all pairs are gotten first try anyway). As a theory of how fast the gamemode can be beaten (with incredibly ridiculous luck, mind you), it's ok-ish, but it absolutely fails in the entertainment department. Definitely not Moons tier, and Vault fails to apply as well due to the scope of the established goal (single stage, or in this case minigame, as opposed to any% or 100% completion). Voting No.
letcreate123
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I'm interested in joining as a team player. Never TAS'd a PCE game before but this should be promising enough. Haven't decided on a team yet, though, so put me under individual signups for now.
letcreate123
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I'm pretty sure that for Proton to run, the game must connect to Steam, which messes with the libTAS translation layer, so, no, it wouldn't be viable to use for TASing. Proton is basically a forked version of Wine anyway, which can be easily installed in Linux and be used without having to connect to Steam. Also, at this point, submitting TASes of Windows games played in Linux with Wine isn't allowed at this point yet, as per this excerpt of the movie rules:
Movie Rules wrote:
Games for Windows that can be TASed in libTAS using Wine aren't allowed for submission. Note that for future purposes, testing this workflow is still encouraged.
Feel free to go ahead with testing it, though.
letcreate123
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Update: I just tried playing back this TAS but with the default player character selected instead of the cat and it yields the exact same results, even with all the precise jumps done throughout the run. I may have been wrong about the cat having a larger hitbox than the default character, so I'd like to apologize for that. I am however keeping the TAS as the cat character, because, let's be honest, it's more amusing that way. :^)
letcreate123
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To whoever claims this for judging, please replace my movie file with this one: User movie #58507208325132488 Ever since I first submitted my TAS I learnt of a slightly faster strat in the Before the Crash room saving 11 frames over the currently submitted run.
Post subject: Re: #6528: letcreate123's Linux You Have to Win the Game in 05:00.17
letcreate123
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Radiant wrote:
TASVideoAgent wrote:
Having to input a command through the terminal to beat the game is unpreffered,
Unpreferred by whom? And why?
What I mean by this is that the Movie Rules discourage utilizing debug features to get to the end. I asked in the Ask a Judge thread about this and, after some deliberation, was ultimately told that in this particular scenario, TASing on builds with the password room is preffered over TASing on builds where the terminal is required to beat the game.
letcreate123
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CtrlAltDestroy wrote:
At 3:40, if you climb up the wall and go to the left, it's a shortcut back to the beginning. Did you check to see if that's faster?
I checked, that's actually about 2 seconds slower, mostly due to the fact that more time is spent wall-jumping up there, plus having to climb up again in the Not All Those Who Wander Are Lost room, than it is spent just climbing up from the Which Path Will I Take? room.
letcreate123
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feos wrote:
Okay it mostly sounds like a cheat thing indeed, and the author felt like being funny and made it a required tool in a single place of a few releases. I believe it should not be used in releases where it's not required to complete the game. Apparently, in those it became more traditional cheat functionality since there is a way to play the game without it at all.
Alright. Am I correct, then, in assuming that the builds with the password room are preffered over those without it?