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well be that I showed speedrun is not as good and needs many improvements on some levels that can be done using the emulator. Here is what is really going to be executed the pause glitch seems to teleport the character or something and that you can see in the replay played level as shown below: Link to video
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
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For what it's worth, the pause glitch totally destroys the entertainment value. It also feels really cheap.. :( Definitely going to vote no if such run was submitted. Otherwise, I love this game and a tas of it.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
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natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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There seems to be little point in a pause-glitch run. It doesn't completely break the game, since all the levels still have to be played; it just removes all interest from the playing. It'd be like if, say, a glitch were found in Donkey Kong Country that enabled noclip so you could just walk straight to the exit in every level. Sure it'd be faster than the unglitched run, but it wouldn't really be interesting aside from the fact of the glitch itself.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Joined: 9/9/2006
Posts: 388
Well. I feel a bit better educated. I thought it was forced lag, not just the "pause" glitch. The replays are a bit more interesting to watch than seeing the pause glitch in action. It is still pretty destructive though. It might be worth using it on one or two of the levels just for the sake of showing off the glitch but not on ALL of them.
A whisper in the wind~~
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Location: Honduras
While this was only a demonstration of that glitch but apparently are right if this glitch would be implemented in a TAS would not be entertained as you say and really are right in that sense unless there's another way to execute this glitch but the pause normal game using frame advance or something.
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
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Posts: 686
DDRKhat wrote:
It might be worth using it on one or two of the levels just for the sake of showing off the glitch but not on ALL of them.
That seems horribly arbitrary. Anyway, even when aiming for fastest time, you wouldn't always use the pause glitch. You can only pass through walls horizontally or downward, so any time you'd be going up, it isn't used. Despite that, I dislike the glitch too so I'd rather see a run not using it (which would definitely be a moon), though a run using it would be perfectly fit for the Vault.
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You're right. That would be incredibly arbitrary. Wasn't thinking it fully when I suggested it.
A whisper in the wind~~
keylie
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Joined: 3/17/2013
Posts: 391
Hi everyone, I patched the last version of hourglass to support Super Meat Boy. I did two things: - I redirect the keyboard keys to xbox360 buttons, because when launching SMB through hourglass, the keyboard is no longer scanned. I used this mapping (althrough you should be able to remap them):
Keyboard   Xbox360
------------------
Enter      Start
Arrows     D-pad
W          A
X          X
B          B
Y          Y
------------------
I don't remember for R/L, but you shouldn't need them. Now inputs works, and also record/playback. There are no desync except for all loading screens (when you see a wheel rotating). If you don't use fast-forward during loading screens and don't use first-frame inputs in the menus, you should be fine. - Save states. Well, that's the problem. I hooked up XAudio2 to not play anything (you won't have any sound), so that it doesn't mess up with save states. Then, uncheck "Store Video Memory in Savestates" and "Store Guarded Memory Pages in Savestates" for more stability. Now, all that matters is your graphic card. Intel Graphic HD: crashed 90% of the time Intel Graphic HD 4000: crashed 50% of the time NVidia Quadro FX 580: crashed 10% of the time. Dual graphic cards (Intel + Nvidia): Doesn't even launch, I had to deactivate the NVidia card :( I really want to work on this TAS. My problem is that I don't have a good config at home. My PC at work has the NVidia card, but as I'm writing my PhD, it would be a *terrible* idea to start TASing this game on that computer. So I'm sharing this patched version. If nobody will work on this TAS in 3 months, I should by then have time again to do it. If someone is willing to do it... good luck ! You should definitively check Individual Levels from Exo, I worked on the Forest levels a bit, and it was *really* difficult to get the same times as Exo. EDIT: Tested on Window 7 32-bit. 64-bit version might not work at all. Also, the steam version of the game works fine, as soon as you exit Steam before launching the game with Hourglass.
Patashu
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Ooh, this is very excellent to hear :) I hope to see some Naija TAS ILs for example
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keylie
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Finally, I managed to have a working PC. I did Forest already (World 1), but the problem is that loading times take a varying number of frames, so it's really hard to sync :(
BigBoct
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DDRKhat wrote:
Well. I feel a bit better educated. I thought it was forced lag, not just the "pause" glitch. The replays are a bit more interesting to watch than seeing the pause glitch in action. It is still pretty destructive though. It might be worth using it on one or two of the levels just for the sake of showing off the glitch but not on ALL of them.
I would be more inclined to say Super Meat Boy should have 2 runs: one with the glitch and one without. The former would almost certainly be a Vault run.
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keylie wrote:
Finally, I managed to have a working PC. I did Forest already (World 1), but the problem is that loading times take a varying number of frames, so it's really hard to sync :(
Are you using the "-lowdetail" command line parameter? There's a chance it would make loading times more consistent and possibly cause less crashes as well.
Former player
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Posts: 803
This is quite an interesting update, but leaves me wondering: how exactly did you get super meat boy to run in hourglass in the first place? All instances of games that have steam_api.dll have never successfully launched in hourglass for me, even when using a humble bundle version of the game (which I tried in this instance, it did not work as usual). This is a game I look forward to seeing tased, however I wonder if multiple characters would be utilised.
Reviewer, Expert player (2392)
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Posts: 414
I've been trying to get this working, here are my experiences, maybe they will be helpful (probably not). Runs fine in Hourglass on my laptop (Win7-64, onboard Intel graphics), locks on a white screen on my desktop (Win7-64, GTX 560), and also locks on a white screen in a VM (XP-SP3, some experimental D3D support). I have no idea why my laptop works while nothing else does, but whatever. The game softlocks at the opening screen 50% of the time, but otherwise it's quite playable and seems to sync fine for a couple straight levels (regular playthrough, no tools), I haven't tried an extended session yet. Frame advance and fast-forwarding works fine. The main problem I'm having is with savestates. I tried the recommended performance settings but the best I can do is to have it work about 5% of the time without crashing. I wish I could do a few ILs but the savestate issues are getting in the way. I could post the error log, but it's just some info about memory addresses, not too helpful. Win7-64 support is nonexistent for Hourglass right now so I guess all this is to be expected.
Warepire
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slamo wrote:
I wish I could do a few ILs but the savestate issues are getting in the way. I could post the error log, but it's just some info about memory addresses, not too helpful. Win7-64 support is nonexistent for Hourglass right now so I guess all this is to be expected.
Please upload the log anyway, it could be useful. Hourglass should work fine on 64 bit systems, the only thing that will not work is TASing 64bit games.
keylie
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Posts: 391
slamo wrote:
Are you using the "-lowdetail" command line parameter? There's a chance it would make loading times more consistent and possibly cause less crashes as well.
Yes, I'm working on individual levels in -ultralowdetail mode, and I will probably capture in -highdetail mode. Both provide the same amount of desync. What I do to cancel desyncs when working on levels is starting with no input during 1-2 seconds, then a death, and then the actual level completion. As there are no variable loading times after a death, I'm always synced for the actual level completion. However, when building a complete input file of, let's say, a full world, there are too many places of potential desyncs, so that it's unrealistic to hope for a full sync.
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Warepire wrote:
slamo wrote:
I wish I could do a few ILs but the savestate issues are getting in the way. I could post the error log, but it's just some info about memory addresses, not too helpful. Win7-64 support is nonexistent for Hourglass right now so I guess all this is to be expected.
Please upload the log anyway, it could be useful. Hourglass should work fine on 64 bit systems, the only thing that will not work is TASing 64bit games.
Sure, here's the log. http://pastebin.com/gTX6j8VS The first savestate is at line 4619. After I tried loading it the video froze, and the frames kept going up in Hourglass if I tried to advance but nothing was happening in the game. Trying to load the savestate a second time crashed it.
keylie wrote:
Yes, I'm working on individual levels in -ultralowdetail mode, and I will probably capture in -highdetail mode. Both provide the same amount of desync. What I do to cancel desyncs when working on levels is starting with no input during 1-2 seconds, then a death, and then the actual level completion. As there are no variable loading times after a death, I'm always synced for the actual level completion. However, when building a complete input file of, let's say, a full world, there are too many places of potential desyncs, so that it's unrealistic to hope for a full sync.
Interesting, you'd think the detail would have an effect on it. If a full run won't sync in Hourglass's current state, at least ILs would be neat. I'd like to use some Naija strats...The Kid warp zone would be amazing as well.
Warepire
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slamo wrote:
Warepire wrote:
slamo wrote:
I wish I could do a few ILs but the savestate issues are getting in the way. I could post the error log, but it's just some info about memory addresses, not too helpful. Win7-64 support is nonexistent for Hourglass right now so I guess all this is to be expected.
Please upload the log anyway, it could be useful. Hourglass should work fine on 64 bit systems, the only thing that will not work is TASing 64bit games.
Sure, here's the log. http://pastebin.com/gTX6j8VS The first savestate is at line 4619. After I tried loading it the video froze, and the frames kept going up in Hourglass if I tried to advance but nothing was happening in the game. Trying to load the savestate a second time crashed it.
Thank you, it had some useful information and I will check and see what might cause that. There's a chance that there might be a solution to it.
Patashu
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slamo wrote:
Interesting, you'd think the detail would have an effect on it.
It might load the same amount of level information no matter what detail it plans to render (e.g. the stuff in the level is not separated in such a way that it could do faster loading)
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keylie
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Patashu wrote:
slamo wrote:
Interesting, you'd think the detail would have an effect on it.
It might load the same amount of level information no matter what detail it plans to render (e.g. the stuff in the level is not separated in such a way that it could do faster loading)
Sorry, I wasn't clear: setting the -ultralowdetail mode reduced loading times, but didn't reduced the variations of loading times between runs. I'm working on the any%, what I'm doing is trying to get the longest series of levels without desync, capture them, and then using video editing tools to reconstruct the full any% run.
Patashu
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keylie wrote:
Patashu wrote:
slamo wrote:
Interesting, you'd think the detail would have an effect on it.
It might load the same amount of level information no matter what detail it plans to render (e.g. the stuff in the level is not separated in such a way that it could do faster loading)
Sorry, I wasn't clear: setting the -ultralowdetail mode reduced loading times, but didn't reduced the variations of loading times between runs.
Oh, now that's even more interesting!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Experienced player (703)
Joined: 2/5/2011
Posts: 1417
Location: France
I have white screen when running it and it doesn't respodn!
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Warepire
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got4n wrote:
I have white screen when running it and it doesn't respodn!
Log?
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Warepire wrote:
Log?
Hourglass on my desktop white-screens as well, here's the log if you're curious: http://pastebin.com/Asb7KKSy Don't know if this matters, but the log got up to line 900 at first, and then about a minute later added the rest.
Warepire
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From what I can tell the hooking of D3D9 silently fails (the DLLs are hooked properly, but the calls break) Thanks for the log, I'll try to find what causes this.