Posts for oneeighthundred


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feos wrote:
Are cheats allowed in a Playaround? Gonna need more lives to showcase stuff!
There are fighter game playarounds (i.e. MK3) that use unlock codes. I'm pretty sure that if your goal isn't speed, anything goes.
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feos wrote:
EDIT: Since it is a community issue, not a legal one, applying some random lisence is cool, but it's not how we GET this working. We just must set a community rule added here that if you actually redo someone's input, adjusting it, you own it completely, if you directly copypaste segments, both authors own it and must be credited.
That's actually exactly what the CC BY license that everyone agrees to says: Derivative works are allowed, all derivatives must be properly attributed. It's also irrevocable, meaning that the freedom to create derivatives exists forever even if the author changes their mind. If you want to get legally picky about this, copying ANY input from the original requires attribution under CC BY, and fair use would probably not apply when the result is a competing work. As for recreating input for speed optimization: Game strategies are not copyrightable, authors have no claim to any strategy or route used to complete game objectives. They might have a claim to things that are done for entertainment.
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I don't think the problem is so much that it contains nudity as that it's a blatant shock title, and I think it'd make more sense to aim any sort of rule change at either shock titles or unlicensed titles in general (similar to the existing policy on hacks).
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IVIrdemonic wrote:
is there any multi tracking lua for gens
I made this script for my 2P Gain Ground run, which may be useful: http://tasvideos.org/userfiles/info/3644248980008336 It's a bit specialized for Gain Ground and lacks the ability to hold down a non-directional button or hold buttons for opposing directions, but otherwise is a pretty generic input tracker. It made a number of things easier (i.e. I could try multiple approaches by just commenting out segments and uncomment them if they turned out to be faster, it was a LOT easier than trying to use input hold-downs), but whether it's better than GUI tools is up to you.
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This was actually made against the correct ROM, just an older emulator version. That's not really a showstopper by itself. Consider using GoodGBA if you have doubts about whether you're using the correct ROM.
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Looks like it syncs with svn232, but I don't have time to watch it all right now to find out. Desyncs on the first screen with svn461. I'll throw a quick encode up tomorrow if someone else doesn't beat me to it.
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This is a good start! Looks pretty tight so far. You might want to try playing around with the movement mechanics and find out exactly how certain mechanics affect your movement, especially the character switch. From a quick test, it looks like switching characters in mid-air after a double-jump causes your companion to launch forward much faster, which could be used to gain speed.
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I'm having the same problem. Doesn't create the main window, process just crashes immediately. I built the latest SVN with C# Express and that actually works fine though. I can't find 1.2, but I'll try it if someone has a link. Here's my r4201 build if you want to try: https://www.dropbox.com/s/04p29aaxy6y2jmo/BizHawk%20SVN%20r4201.zip
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Uploaded a new version to fix the probable cause of the desync issue: http://code.google.com/p/qtas/downloads/detail?name=glq-rr-v121210a.zip Server actions that normally execute before the client gains control (4 frames) are now properly executed when rr_framelimit is zero, and time-based RNG advances will no longer desync if frame stop is disabled by a console command.
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goldfish wrote:
oneeighthundred wrote:
stuff
The ban reasons are hilarious, I think my favorite is "Oh my gosh is it finally my turn to ban him?"
His original account was permabanned with the reason:
kyoon = 11+25+15+15+14 = 80 banned = 2+1+14+14+5+4 = 40 banning kyoon is only half of what must happen always = 1+12+23+1+25+19 = 81 the next step for kyoon is to be always banned
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I'm pretty sure a new/average player couldn't beat Metal Slug 3's final stage without giving $20 worth of quarters to the arcade owner.
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So, I've got a goldmine of this stuff, but first a little story. I'm an SA regular and posting on the SA forums costs $10. If you get non-permanently banned, you can buy your posting privileges back for $10. One denizen of the forums is Kyoon, a person who has spent over $500 for sure and possibly over $1000 reregistering his account to post insane Illuminati conspiracies threads, which immediately get sent to the dumpster forum before he's banned again. He's been doing this for 4 years, now they've stopped permabanning him so they can just keep re-banning the same account, which currently has over 20 bans on it. Apparently he makes over 9 posts per day on some conspiracy forum, a large portion of which are cross-posted to SA. Samples: The Kansas Chiefs player's murder-suicide was orchestrated by the Illuminati and their coach is actually Al Sharpton Powerball lotto drawing is fake Something about Radiohead and the Vatican Hillary will be declared 44th president Mitt Romney will be elected by the Illuminati-rigged elections .... Whoops they changed their mind about that at the last minute Internet porn is an Illuminati chemical weapon Obama to be sentenced to death by the Supreme Court and as an added bonus, The Donald is involved The Illuminati killed Whitney Houston and Michael Jackson Illuminati brainwashing makes it hard to see Mitt Romney's toupee
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jimsfriend wrote:
so if we suppose this would work on console verification, would the game cartridge be irreparably damaged or does it fix at reset?
The system hardware isn't physically capable of changing the ROM data. I'm really surprised this hack works at all, I would have thought these systems would restrict execution to addresses mapped to ROM data.
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Experienced Forum User, Published Author, Player (131)
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OK, I can't get a good encode out of this right now because it desyncs with the good ROM around frame 16000 (in the Amy/NiGHTS stage). I'll try again when an edited version is submitted. I think there may be several versions of this too, so a CRC or MD5 of the ROM you used would be helpful.
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This was made using a hacked ROM and loses 125 frames at the start to skip the hack intro. It looks like it syncs with the good ROM, but IMO you should edit out the first 125 frames and resubmit. I'll have a quick encode for a good ROM using what I have semi soon.
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Experienced Forum User, Published Author, Player (131)
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I thought this was interesting and done well, so I vote yes. Temp encode MP4: https://dl.dropbox.com/s/dwpm79tpchdi63z/3768%20Sonic%20Spinball%20100pct%20320x224%2060fps%20YUV420-Low.mp4?dl=1 Embed: Link to video
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henke37 wrote:
Requesting encode.
I'll make a quick one when I get home. Expect an hour or so.
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SXL wrote:
TAS Quake ? Human records are already very high, games have been done to death. How do you intend to (help) make a TAS more entertaining ? Is it even worth the effort ?
There are runs on the site barely faster than the current human record (i.e. SMB), but even barring that, there are plenty of things which could probably be optimized by better movement and shot timing, especially since both are very dependent on timed-fuse explosive boosts. FWIW, I don't plan on making any runs with this. I know next to nothing about speedrunning Quake, I just know a lot about the engine internals, but I've seen people wishing something like this existed, so I'll make it exist.
abyrvalg wrote:
The only drawback would be non-smooth mouse movements in frame advance demos which could hinder (or just completely destroy) entertainment for casual players.
I'm considering adding playback smoothing to mitigate that if it becomes a problem, viewpoint memo is definitely happening.
except for explosions, which werent visually completely erased after loading a savestate.
Yeah this is kind of expected. Fixing effects that go away on their own is kind of low-priority, but if you run into anything that doesn't go away (i.e. I think door noises are sticky right now), I'll see what I can do.
Also rr_recordinput cvar does not exist?
Fixed the docs, that cvar doesn't exist (use rr_record).
p.s. Is it possible to include a speedometer? Like the one that is used in half-life runs.
Frame counters and other important figures in the HUD are on the short-term todo. Also, qgl-rr should work with Quake server mods (i.e. new progs.dat), and they should stay synced unless the mod makes unexpected RNG calls.
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natt wrote:
but it seems like the normal downloadable is limited range?
Fixed and re-uploaded. Also changed the HD resolution to 8x and re-uploaded that.
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Quick encode: Link to video
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Google Code page: http://code.google.com/p/qtas I've uploaded an alpha build to the Downloads tab! See http://code.google.com/p/qtas/wiki/ConsoleCommandsAndCvars for a list of console commands and cvars you can use. Note that you need to actually be in a game for the vast majority of them to work. If you need to launch it in windowed mode, use the -width -height and -window command line parameters. i.e.: glq-rr.exe -width 640 -height 480 -window If you want mouselook permanently enabled, you should create a file named autoexec.cfg in id1 with the text: +mlook Known issues: - Pause does not sync. Pausing from menu and console has been intentionally disabled. It's my intention that pause will be re-enabled in later builds because it can be used to manipulate the RNG, but there are problems with getting it to display correctly. - View will drift if playing back an input file with mouselook disabled.
Post subject: Let's talk Quake (and Quake 2) rerecording
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Sorry if this belongs in Windows Games, I figured it'd be more relevant here since this is about engine modding rather than TASing the actual game... Short version is, I'm going to be working on glq-rr and q2-rr, which will be rerecording versions of GLQuake and Quake 2. After some discussion, these are going to be based on as unmodified as possible source bases for maximum authenticity, but with some input timing tweaks to improve consistency. For Quake 1, authentic behavior is 10-72 FPS depending on how fast the game can get input. However, because Quake 1 uses non-incremental timestamps that are almost always 10 FPS aligned, running at 72 FPS causes animation-bound actions to act 10% slower than intended. Because of this, frame time will be set to 1873 / 2^14 seconds, which is just enough slower than 70 FPS to prevent frame slippage for 80 seconds, a.k.a. the slowest level in QdQwav. Quake 2's maximum client FPS is configurable, but the default range is 20-83.333 due to the rate limiter being msec based. I'm going to change that to 100 so msec times are consistently 10, also aligning with the server's fixed 10 FPS rate. The input will allow anything that can be legally sent to a server, which includes effects from manipulating the move speed cvars. Console commands will be allowed in Q2 as long as they are commands that transmit to the server to prevent malicious use. glq-rr will work with Quake-compatible mods, but q2-rr will not.