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[23:56] <xy2_> a l l s o u l s : ' ( 23:57] <scrimpy> xy2_: get your candles here: [*] [*] [*] [*] [*] [23:57] <arandomgameTASer> ok [*] [23:57] <xy2_> [*] [23:57] <arandomgameTASer> 3 left brah [23:57] <fsvgm777> [ ] [23:57] <Samsara> save them for me [23:57] <arandomgameTASer> your candle's out fsvgm777 [23:58] <Samsara> i'll need them when judgement day comes around [23:58] <fsvgm777> I know, right? [23:58] <moozooh> get your candles here: (_*_) [23:58] <arandomgameTASer> >_>
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Link to video Big news! After about an hour of routing, testing and streaming, a new collision using the new start (that slows down a tiny bit at the start) has been found. The biggest thing is that it allows us to get past the first set of platforms without slowing down!!! This is huge: it may shave off in the double digit of frames. I'm currently looking at a way to get past set 2 of platforms without slowing down for more than one frame: but, for the first time in a really long time, there's hope for saving a TON of time. Crossing fingers for World 1 under 100k rerecords.
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Warp wrote:
such a short period of time
Note that we can edit the delay for the image for as long as we like. The plan is to let the BSOD on screen for significantly longer, as if TASBot had 'crashed'.
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Editor, Experienced Forum User, Published Author, Experienced player (818)
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Please use DeSmuME 0.9.9, it will save yourself and everyone a lot of trouble. 0.9.11 doens't have a lot of emulator features you will miss using. The topic is stickied for a reason :)
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What version of DeSmuME are you using? Does your movie, upon starting with Read+Write, display "Movie stopped playing." in red in the message log? If the above happens, pausing near the end of the movie and save+loading state won't work. Your movie file straight up won't be able to be edited. This will happen pretty frequently with DeSmuME 0.9.11, which is why I recommend to use DeSmuME 0.9.9. Unless you have a savestate stored from earlier in the movie which is able to be read+write'd, your movie is null and void and can only be hex edited. To be able to test your savestates, I'd recommend setting a hotkey to Read+Write in Hotkey Config > (open scrolldown menu) > Movie and assigning an hotkey to Read+Write. After that happens, load your movie, and test each of your savestates. If the savestate doens't work, you will get the error message and the frame counter (View > HUD > Display Frame Counter) will say 'No Movie', in which case, no matter what you do, continuing on this savestate is useless. If the above issues don't happen and you still can't read+write, check if the movie and savestate you use match (as in, the savestate was done on the movie you are currently doing.) Also check if you've done the savestate after the movie ended, in which case Read+Write will obiviously not work.
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Agreed. The pictures are not going to stay up for 15 seconds to fully be readable, and readability is key here.
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Going to share my thoughts about this topic.. It's been a long time since the last Speed TAS competition, and looking back, I feel that the events are not only a great way to advertise the community (in the Speed TAS' case, at GDQs) but also a great way to fully bring the community toghether. The last (and first!) event I participated to was the SGDQ TAS race, and it was truly something exciting, tense and competitive; the polar opposite of TASing itself, which is slow and carefully routed. Yet, both of these still have the incredible feeling of satisfaction at the end. It was a great event for also the fact that it brought veterans and newbies alike. Seeing the IRC channel suddently gain 40 newcomers, the chat united in breaking of Streemerz, was something exciting to see. Newbies and veterans stood on the same starting ground, and it was both an thrilling race for veterans and introducted very well newbies to TASing. To sum up, if site events are going to be more frequent, I'm personally going to vouch for the races being more frequent (biannual would be perfect, maybe triannual, but I'm feeling that's way too much). DTCs can be kept yearly.
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Link to video High quality walking encode.
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There was a post here, but it was rendered irrelevant; the issue was cleared up (see the below post).
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feos wrote:
Nice. Do you think it's worth it to make the thing you did at 4+7 later, and to write "pffff whatever" instead of the question mark?
This would, unfortunately, require redoing the seed. The manipulation done in 4+7 is short of the hardest manipulation I've done in the entire set (6 numbers in a row!) even though it looks really natural, and relocating it would require an answer ending in 11, 12, 15, 18 or 19 to even have a shot at reproducing this.
feos wrote:
Also, I think if the melody of SmoothCriminal is simulated by the pencil sound (even if there won't be a melody there) it would be quite recognizable.
This is more doable (to an extent): each frame, the game has a set sound for each action (tap, slow line, fast line), making it fluctuate from low pitched to high pitched back to low et cetera every frame. A pseudomelody could be reproduced using these facts.
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Link to video SL Whirl from the Freezing Pond in 15"44.
Post subject: Re: actually, no, screw that, here's a more sane version
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thatguy wrote:
I disagree, I think there are some playaround-style TASes which warrant the tag. Brain Age and Pokemon Yellow ACE are two such movies, though you could make an argument that they are demonstrations rather than playarounds. Gradius, which moozooh mentioned, definitely qualifies too. Not sure about Mortal Kombat because I can't remember too much about the TASes.
For playaround TASes, I think the notable improvement tag is valid. For example, the first and the second Brain Age TASes, although having different art, were still using the same concept: hovewer, the TAS that is being worked on uses completely new techniques, pulls off new technicals stunts and can deserve an notable improvement. Ultimately, if a playaround is much more impressive/technical (uses a lot of new techniques/stylistic choices the former TAS didn't use) it should get the tag.
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AdituV wrote:
I'm struggling to reproduce this. Could I have a movie file please?
Forwarded a movie file to AdituV per her request.
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Link to video High quality standing still encode.
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Going to revive this thread from the dead, but I have found a new game-breaking glitch. If you don't want to delve into details, it's a glitch that would allow us, if applicable, to do two things: 1. save two frames on each drawing. This is done by starting to draw a full segment in only one input by storing an input from the end of a previous drawing; saving one frame from startign to draw earlier and another one from not having to wait 1 frame to draw a second segment; 2. create, like in the previous glitch, exactly one single fake input. This input visually appears as a segment, but is not registered by the game itself, since it comes from a stored input from the previous drawing. Since we're drawing from nothing, the segment doens't register on the game: only the very edge (second input) is registered. Here's a visual example:
Note that even though we drew visually all this segment (in black), only the second input (in blue) is registered. The first input AKA the stored input (in orange) isn't actually registered. This would be exactly the same as the previous glitch, but for exactly one input. What are your thoughts?
Post subject: actually doens't do another segment
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A game-breaking trick has been found.. input storage. This trick has many uses: it allows you to create exactly one fake segment, start drawing one frame earlier and create the two disctint segments of the drawing without lifting the pen (saving one extra frame). Essentially, this saves 2 frames on every drawing, and the current TAS is now horribly unoptimised. How does it work? It's simple to execute. - Get a right answer. During the interval of doing the last drawing input and your drawing getting crossed off, you have exactly 7 frames. - 2 frames before the accepted drawing is crossed off screen, do an input. This input is now stored and will transition over to the next drawing. - There is a small, hidden loading time for the game to load the next question. You must start input maximum 2 frames after the drawing vanishes (counting the frame where the drawing vanishes as one frame) to keep your stored input. You can do any input before, but it doens't affect anything. Hold the input until 3 frames after the vanish.
The visual result
- At 4 frames after the vanish, your input appears! You may note something very particular: you're drawing a line out of nowhere, where you would be supposed to draw a single pixel. What's even more odd, hovewer, is that your stored input, while being drawn on screen, actually doens't exist in memory and belongs to the answer before! This means your segment actually starts at your first input on the new drawing field, even though it doens't visually appear so. We have just created a fake line! This is showcased in the following picture: we get a 7 because this is only one individual input (which will always give a 7), even though it doens't show as such visually. The orange is the stored input (which doens't exist), blue is the real input (which is registered.)
Behind the scenes
- An even odder thing: after having an input into storage, you can continue that segment as long as you want. However, edge breaking will not start another segment, but allow you to be able to draw further on, as shown in the third picture. In this example, I succesfully draw a 0 with it. Here, I move from my initial blue input to the top of the screen to edge break (demonstrated by the red line) then maneuveur out of bounds (dark blue) and get back in bounds for one frame (light blue). I have executed basic edge breaking.
New segment without dropping input
- Even odder: if you don't edge break to do another segment and do an input that is not close to any of your current inputs, the game gets insanely confused and gives you an ?, unable to be recovered from. This is a huge discovery: it can save many frames, the starting (fake) input will make manipulation a lot easier, and allow me to start with an invisible input without using godspots (what I was forced to use before, really limited..) However, it will make drawing much harder, since you can't edge break with this trick, unless you want to draw another segment. This trick can also only be used once for each manipulation. This (again) brings up the question of: is this cheating? Is drawing one fake line decieving the viewer? I'll leave that up to you.
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I have an encode that's about to be posted, but please coauthor Mukki first if you took most of his input, then I'll post it here. About the actual run.. rewatching it, about 50% of the run are the Chaos Emerald minigames, which are as exciting as watching paint dry. I'm not actually kidding here: after the first two or three minigames, the summum of entertainement is watching Sonic stand completely still while a robot turns around him. This would be okay if these minigames didn't make up half of the TAS, and ultimately, it is a poor goal choice entertainement-wise. I'm going to have to vote No on this one.. there's too much dead time for what it is.
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zaphod77 wrote:
Wow. i didn't think there was any way to make a game truly hostile to tasing without any BS tricks. but seems they managed it.
True :) All SMB games are like that, sadly, even if the end result is extremely satisfying and impressive. Link to video
Collision?!
I have good news and bad news. The good news are that a new strategy was found completely by accident after grueling hours of streaming thanks to the help of CyclopsDragon; a collsion so crazy I have no idea why it has a reason to exist. This collision is an upwarp caused by hitting very slightly the edge of the platform for some reason. While this isn't a full clip through the platform, it clips through the lower end and allows Aiai to be instantanely warped up. This new stratrequires you to slow down much less than the previous strat. The bad news.. Unless a way to boost into the wall corner and somehow get enough speed, this is much slower than the previous method. The way shown in this video doens't clip off the left wall: if there's a way to clip off this wall then execute the strat, it will be faster for sure. If this strat turns out not be able to be executed.. I'll call it a day, see if any improvements are doable in the second half of the strat, then be done with this level. The WR is alderaly held by the TAS of this level (by three frames) and if improvements aren't real, they're not worth pursuing.
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Whoa! I haven't been working on this for a while (other than the reason that TASing this game sucks); I currrently have two short other projects running: a secret GBA game and Altaïr's Chronicles. Progress will be slower while these two are running, and I expect being able to be able to get back on this by full speed once these two are done, which shouldn't be long. What is left of the current Fluctuant Travelator strat? First off, this is TAS-only, since it doens't wait for the cycle like the human record does. Only two people have attempted to skip the cycle and succeded: they both have a time .5 slower to the current TAS. As such, I have to create ridiculous strats pretty much on the go, with my only reference being year-old human records and Silver's records.. since some of these strats wildly vary, this is incredibly hard in some occasions (see: Curvature, Anaconda) The reason this stage is ridiculous is because the red platform.. actually has an extra invisible barrier on top of it. Have absolutely no idea why anyone thought this was a good idea, but it does make our life a lot harder.. There are a lot of things I want to investigate: - boosting left for one extra frame. The entire strategy resides around being able to clip off the right border with a really hard angle and be able to get enough speed to skip the cycle (but we still have to slow down in some occasions.) While boosting any more extra left would give an angle too wide and ultimately waste time, I've found that boosting left for one extra frames gives you just enough speed so that your angle isn't too wide, and may give me some extra speed upon exiting the platform. It won't save one frame by itself, but the increased speed throughout may save one frame or even lead to a clip on the first series of platforms. - getting a clip off the first series of platforms without waiting. The human records wait for the cycle then get a clip because the platforms are well positioned, and I do it in the TAS at the second to last series of platforms, which saves one frame. Hovewer, a clip that could be gotten earlier could completely turn the level on its head and save a ton of frames. - clipping off the far left of right of the platforms. I'm inspiring myself from the M1 strat on SMB1 here, but the far sides of the platforms actually have different collision, and I'm almonst sure a clip off them is doable. The edges are very steep and can make for something interesting. A lot to try, a lot to route. I'm more optimistic on this level, as it's relatively fun to TAS and doens't feel like you're slowly killing yourself.
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Link to video Sunshine Isles in 33"87.
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Samtastic wrote:
My next WIP will be uploaded as soon as I find out what the missing ring problem actually is.
Out of interest, do you know/have an idea why the missing ring happens or are the causes not known yet?
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KnucklesMaster368 wrote:
Would it be faster to TAS an English rom w/o intro or a Japanese Rom with Team Eurasia Crack Intro??
If your rom has garbage an crack intro, it means that it is not a clean rom. To get an clean Japanese ROM, simply search 'gba super mario advance j rom' (I'm not allowed to link anything here, due to site rules). You will need a clean ROM for your TAS to be valid. Otherwhise, I don't know version differences between the two games. If you know one is significantly different/faster from another, use that one.
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Expanding on what MUGG said, there are a lot of people who are willing to dedicate some of their time to help you on the TASvideos IRC channel. We've been surprisingly getting a lot of newcomers lately, like CatlyNat. Help on how to get started, how to optimise and make your run entertaining, find RAM adresses, make your own script.. as well as support and review of your WIPs, which you can submit in the userfiles, will be always freely given here. Please try and go the extra mile. We are always welcome to give help, but only if you make yourself able to be helped.
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