Posts for xy2_


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Editor, Experienced Forum User, Published Author, Experienced player (818)
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Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Link to video Temp encode with my newfound encoding skills.
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Warp wrote:
I assume every picture is interpreted as some answer (rather than being just rejected). Wouldn't it thus be enough to just choose from the available pictures one that gives the correct answer? Of course this wouldn't allow showing the pictures in the desired order, but...
Yes, every picture is made in such a way that it will be always interpreted as one answer; normally, if we lift the pen (which would be forced in some answers), the answer would be recognized as multiple segments; but using a glitch, edge breaking, which allows us to trick the game into thinking we lift the pen when it is still on the drawing field, and as such, recognized as only one segment, we can 'disjoint' the segments we draw to make it appear as only one segement to the game, even though it is input wherever we want. Following this, we are able to draw an invisible second segment, using edge breaking and godspots which will serve as basis for manipulation, which also uses the input from the previouss segment.. and continuing that second segment or drawing a third one and et cetera for more manipluation of the displayed answer. In short, the level of control we have over the game right now is being able to manipulate any desired drawing to any desired answer. We can go even further: manipulate more different answers to appear before the right one. See the post above for more information. ..and now, you finally know why Mario = 8.
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micro500 wrote:
Raelcun wrote:
Warp wrote:
Question: How does Brain Age interpret those images? In other words, what numbers do they correspond to? Can this be chosen somehow (other than, you know, using that misleading trick of drawing off-screen)?
On the first page xy2_ linked to a large series of posts going into that here
That page describes how we think the game's OCR works, but that is entirely based on observations. After the discussion about what we should allow for this TAS, the consensus seemed to be that as along as the images we draw are actually being scanned by the OCR, we can add extra input to trick the game. The published TAS does this by adding enough extra taps to the image (hidden in things he has already drawn or off screen) to trick the game into accepting the answer. After we finish getting the images into brain age we will add some extra input to the end of each, possibly with a bot. If you are wondering, the example videos I have been posting do not have this extra input, so the game doesn't accept the answer yet.
On top of that, there are a lot of things that are wrong or not noted in this page (most notably, edges), since this was at the very start of my observations. I'm planning to rewrite it in the next few days with actual and accurate information in the game's grim and empty resources page. For input manipulation, we've managed to narrow it down to maximum 10 inputs after each drawing, because of the way the game works. Manipulation is done either after the drawing, manipulating the answer with precise edge breaking and godspot abuse, or during the answer (which will probably be the case for most answers that can use the dynamic), manipulating the numbers in realtime as we're drawing the picture! For example, manipulating a different number each time a row in the Matrix drawing lands, leading to having 9 different numbers manipulated throughout the entire drawing, to ultimately get the right number. This manipulation is hard and very dependant on where your edges are placed, so for hard manipulation (6+ numbers per drawing), doing it manually is best.
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The movie is very solid and very impressive. Easy yes. Mandatory screenshot taking (I've also edited them in the submission) : http://imgur.com/a/YVnhf Frames 10875, 12706, 14659, 17223, 20480, 25234, 25845, 27485, 28446, 29273 and 27575 respectively.
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Great work, Sharkey91. The movie syncs on DeSmuME 9.11 x86, Dynamic Recompiler OFF, Advanced Bus-Timing OFF. I am going to be taking some screenshots and posting them here. Give me ten minutes..
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Wow.. This TAS is extremely impressive. Great work, xwidghet.
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AdituV wrote:
)#10 (Challenge Accepted) - YES WE NEED THIS AND I ONLY JUST REALISED HOW MUCH WE NEED THIS <3
Write clearly the right answer, manipulate it to be recognized wrongly, erase, draw "Challenge Accepted"?
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Link to video Current progress on swordless Tyre Sewer. Note that this currently softlocks the level, as I need to kill 4 more enemies for the needed one to spawn to finish the level. Routing this has been an absolute dumpster, but it's at least closer to completition than what it was before. User movie #25616357066473244
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This is the first level I've encountered in my entire gaming career that actively tries to sabotage every single ounce of progress you get. I'm not kidding when I'm using the word 'sabotage'. This is the fourthteenth route I've tried on this garbage level, to no avail.. Don't expect the end of this level coming any soon.
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Seconded.
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No updates for almost a week? I've been busy with things and Tyre Sewer has been a complete pain to just figure the route out for. Now, there's good news: We don't use the sword in Tyre Sewer for yet another level. Since this is the last level until we get another form of combat (the daggers, 15 ammo each level), the TAS is now officially swordless, AKA it never uses the sword once you get past the forced sword tutorial (in the second level, which forces you to use it to progress.) The main advantages to being swordless is that : - we won't get the '!!NOT LOADED!!' debug message, since we didn't use the sword in Pillaged Town once, making the combat tutorial (when you use your sword for the first time) not exist and giving us !!NOT LOADED!! instead. Not having !!NOT LOADED!! show up saves about 2 seconds. - being swordless is hype shit - wooden box is better Tyre Sewer is annoying because there's nearly forced combat (2 archers guarding the gate I have to kill, and the 4 metal box room with a bunch of enemies you eitehr dodge - really hard - or kill), but I've found a way to make both of these tasks surprisingly easy. How? I'm just going to say that the wooden box is the best weapon in the game. Apart from that, the route has been figured out and I can now finally start actually TASing the level. Expect a full WIP by either today or tommorow.
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After the recent improvements, we have contacted MKDasher. We have agreed that MKDasher and Sharkey91 will both restart and optimise to hell the current any% (3 stars TAS). Except a full tas - not - by the end of the week, but later. The LLL improvement is confirmed to be a 6 frame improvement! Good news :)
Post subject: tchoo tchoo shitty encode is here
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https://www.youtube.com/watch?v=tKM97a7S6Ks LLL red coin star improvement. https://youtu.be/CwcfNarIPzQ Encode of the first 10 stars.
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So we have confirmed Sharkey91 is a based god. After talking with him, I have confirmed there are two known improvement in the SM64DS intelligent 0 star TAS: - doing a soft reset right at the start of the TAS. This saves well over 4 seconds - a 6 frame improvement in LLL thanks to the direction reset glitch. Except an full any% movie by the end of the week. For the 80 star TAS, we have decided to make it a 150 instead (as Spikestuff puts it, 100% or GTFO.) I'm currently encoding it, but you can find the first 10 stars here: User movie #25506041999124602 Note that the LLL red coin star improvement is currently not hex edited in.
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feos wrote:
arandomgameTASer wrote:
also, [2592] SNES Chrono Trigger by keylie in 2:17:08.86 could use one. Actually surprised it doesn't have one already.
Very impressing ratings, so even if I can't evaluate how entertaining it is due to now knowing the game at all, I'm in favor of starring it, if only there are more people in favor of that too.
Seconding [2592] SNES Chrono Trigger by keylie in 2:17:08.86.
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We're starting on Fluctuant Travelator. The idea for this new strat is to clip to the left side of the platforms for the first 'wave', to avoid having to slow down as much. This pushes you up continously. But before, the wierdest clip of all time. https://youtu.be/rhV41kChfxk
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https://youtu.be/G5po0dEmHPY Another void?! That's right, there's now a void in Tyre Sewer! By abusing the checkpoint system, skipping one checkpoint, then killing the two archers, you will be respawned.. below the ground. This is all because it's a sewer level, and as you saw earlier, sewer levels are pretty broken.
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Currently, there is no way AFAIK to convert a .jin movie to a .tasproj file. You can still continue TASing on PSXjin, even if it is deprecated, by asking to be in the list of continuances.
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TheAngryPanda wrote:
Not really sure when to "stop" the TAS movie though... Saturn stops at the final "The End" screen, which is a VERY long waiting time. Anyone have any ideas?
Stop the TAS on the same frame you do the last input needed to reach the end screen.
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I can confirm the movie syncs with Advanced Bus-Timing ON, Dynamic Recompiler OFF. The movie.. isn't very action packed, but holds a high technical level. Weak yes vote. I also took some screenshots. Frames 24238, 28283, 67547, 77548, 84717, 88705, 92289, 96429, 100652, 102308, 105660, 116805, 117877, 120703, 131551 and 132064 in order.
Post subject: Note to newcomers: Use DeSmuME 0.9.9 for TASing
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You may get desyncs if you use version 0.9.10/0.9.11 and do not know what you are doing. A desync means your movie will not play back correctly, displaying save errors in your game. IF THIS IS YOUR FIRST DS TAS AND YOU DO NOT WISH TO HAVE DESYNCS, USE DESMUME 0.9.9. DeSmuME 0.9.9 link If you wish to use 0.9.11 for features/bugfixes not present in 0.9.9, eg. you want to use feos's upscaling build, or just want peace of mind using the latest version and having more accurate emulation, continue reading. Versions 0.9.10 and 0.9.11 have the SRAM glitch, meaning that any movie you play will use the SRAM present from any non-TAS playthrough, instead of using no SRAM, as intended. This means that if you have never touched the game before, start a TAS (recording a movie), then play the game without recording a movie, then SRAM will be created, where it was not created before because you were recording a movie. But the next time you play your movie, the SRAM left over from playing without recording will stay, leading to a desync. Here is a workaround: 1. Delete the SRAM of the game located in your 'Battery' folder in your DeSmuMe directory. 2. Load the ROM. 3. Immediatly pause. DO NOT LET THE GAME ADVANCE OR CREATE SRAM. IF IT DOES, REPEAT THE STEPS. 4. Load your movie. 5. (Optional, if you don't want to repeat these steps) Immediatly pause. 6. Make a savestate, which is by default Shift + F(1-10). 7. Load it. Every time from now on, whenever loading your movie, you must load the savestate you made, or any other savestate you made while TASing. If you want to play it from the start, make sure you have no leftover SRAM by checking the Battery folder in your DeSmuME directory. If it exists, delete the SRAM with your game's name (the same as your ROM) and play the movie again.
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ars4326 wrote:
Jlun2, are you using any additional Config settings, by any chance? I followed your directions, above, and also had to enable 'Advanced Bus-Level Timing' in order to get past the title screen (otherwise, it desynced at the loading screen). However, I just experienced a desync at around frame 31k (about the beginning of Ch. 5).
This is DeSmuME 9.11, so save-related desyncs are common. I'll take a look at it myself, but it could be possible that the TAS was made with a battery file alderaly initialised, in which case input will have to be fixed.
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Something very wierd is going on..
https://youtu.be/8yYyEeRqBuw Special mention for this glitch: out of all the glitches I've found in this game, this is the strangest and most absurd by far. By simply jumping into a wall in a specific angle, you will get stuck in that wall with a jumping animation that keeps looping. But that's not it: your speed keeps building up! The jump animation keeps looping, and you eventually.. start warping backwards, while floating. Eventually, by going enough backwards, you will be warped forward, still floating and being continually pushed backwards. This is what I call hyperspeed. What I'll call Altaïr's 'soul' is still stuck at the same place forever, while Altair's 'body' keeps moving. This is easily observable: Altair's actual position stays the same in the minimap. Essentialy, you are in two places at once. Pretty cool, no? You can move your body slightly, although if you move too much left or right, you will be reunited with your soul (as showcased in the video.) What is the potential of this glitch? Simply put, there may be either a lot (triggering cutscenes with Altair's body, or ending cutscenes, even) or this glitch may be completely and utterly useless. Edit: After 50k frames of just running the game with no soul movement, I have triggered a cutscene! This is big news, and proves that the body can trigger cutscenes. If there is a way to implement hyperspeed in another way that allows more backward speed (the soul movement doens't need to be diverse, since the spot used is very limited) then this could mean big things, such as skipping the rest of this garbage level.
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