Post subject: I made a neat discovery with Cheatengine
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I was fooling around with Cheatengine when I found something interesting; the Speedhack can be set to around 0.3 or so on the game you're running, then you can record the video with something like PlayClaw. When played back, the video automatically goes to normal speed! The only tiny thing is the audio won't catch up, so you'll have to put some music over that or something. Here are the fruits of my labor in Minecraft: http://youtu.be/FBlm5lJS2fo
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Sounds interesting. And also potentially terrible if people use it and pass it off as RTA. Don’t think I’ve seen a speed hack option on my Cheat Engine, I’ll have to check it out.
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I've seen a few TASes made like this, such as this pretty awesome Binding of Isaac run Link to video
Post subject: Re: I made a neat discovery with Cheatengine
Dimon12321
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YushiroGowa wrote:
I was fooling around with Cheatengine when I found something interesting; the Speedhack can be set to around 0.3 or so on the game you're running, then you can record the video with something like PlayClaw. When played back, the video automatically goes to normal speed! The only tiny thing is the audio won't catch up, so you'll have to put some music over that or something. Here are the fruits of my labor in Minecraft: http://youtu.be/FBlm5lJS2fo
This trick with Cheat Engine probably knows everyone, but audio smashes up. I hate watching speedruns with the music instead of real audio. By the way, 0,25-0,3 is the most confortable speed because there are situations when the game doesn't read you input if you don't hold it for some more time than needed.
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TehSeven wrote:
I've seen a few TASes made like this, such as this pretty awesome Binding of Isaac run Link to video
How on earth did they do the RNG manipulation for this? The actual gameplay demonstrated wasn't all that great, but getting Mom's Knife/Polyphemus right off the bat and having every level be XL with the boss door right next to the entrance is inconceivable without savestates or direct memory modification.
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AntyMew
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Derakon wrote:
TehSeven wrote:
I've seen a few TASes made like this, such as this pretty awesome Binding of Isaac run Link to video
How on earth did they do the RNG manipulation for this? The actual gameplay demonstrated wasn't all that great, but getting Mom's Knife/Polyphemus right off the bat and having every level be XL with the boss door right next to the entrance is inconceivable without savestates or direct memory modification.
It's in the description:
Aggromidget Saur wrote:
I used SpiderMod and joined 14 clips together to make this run. The floors and item pools were edited.
So it's not even a legitimate TAS
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negative_seven
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Derakon wrote:
How on earth did they do the RNG manipulation for this? The actual gameplay demonstrated wasn't all that great, but getting Mom's Knife/Polyphemus right off the bat and having every level be XL with the boss door right next to the entrance is inconceivable without savestates or direct memory modification.
Well, it was made using SpiderMod, a tool which allows you to edit the floor and room layouts. I guess that may not seem legitimate, but technically this seed is indeed possible to get.
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TehSeven wrote:
Derakon wrote:
How on earth did they do the RNG manipulation for this? The actual gameplay demonstrated wasn't all that great, but getting Mom's Knife/Polyphemus right off the bat and having every level be XL with the boss door right next to the entrance is inconceivable without savestates or direct memory modification.
Well, it was made using SpiderMod, a tool which allows you to edit the floor and room layouts. I guess that may not seem legitimate, but technically this seed is indeed possible to get.
There's still a big difference though, since it could take anywhere from a few frames to several seconds to manipulate the RNG properly
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It's "legitimate" in that SpiderMod is a tool and it's used to assist the speedrun. It just wouldn't be accepted here, obviously, since it directly edits the game and has a lot of planning errors.
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Anty-Lemon wrote:
There's still a big difference though, since it could take anywhere from a few frames to several seconds to manipulate the RNG properly
Hopefully PC emulators in the future will have some date/time change features like in DeSmuME, so that can be doable without losing time.
Titan91
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I was wondering if some universal screen recording software like this actually existed. Something that waits for the program to draw a frame, freezes the program, captures it, rinse and repeat. I'll have to try PlayClaw. This is pretty easy to pull off in Dolphin, DeSmuME, or any other emulator with an internal frame dump feature without PlayClaw or any other software. And those emulators support direct sample-by-sample audio recording too so the sound remains in-tact. This could also be useful for games with variable frame rates if the game delays drawing frames instead of drawing duplicates.
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TehSeven wrote:
Anty-Lemon wrote:
There's still a big difference though, since it could take anywhere from a few frames to several seconds to manipulate the RNG properly
Hopefully PC emulators in the future will have some date/time change features like in DeSmuME, so that can be doable without losing time.
You imply DS games use clock time for RNG. I’m not aware of any that do, except for maybe one or two Pokémon games.
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ALAKTORN wrote:
TehSeven wrote:
Anty-Lemon wrote:
There's still a big difference though, since it could take anywhere from a few frames to several seconds to manipulate the RNG properly
Hopefully PC emulators in the future will have some date/time change features like in DeSmuME, so that can be doable without losing time.
You imply DS games use clock time for RNG. I’m not aware of any that do, except for maybe one or two Pokémon games.
Dementium does for enemy placement, and probably Animal Crossing.
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Titan91 wrote:
I was wondering if some universal screen recording software like this actually existed. Something that waits for the program to draw a frame, freezes the program, captures it, rinse and repeat.
As I understand it, this is basically how Hourglass works: it intercepts certain library calls used during drawing / reading input and suspends the game for you. It's not universal because there's many different ways to handle drawing and input and Hourglass only works with some of them.
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jlun2 wrote:
ALAKTORN wrote:
You imply DS games use clock time for RNG. I’m not aware of any that do, except for maybe one or two Pokémon games.
Dementium does for enemy placement,
Seriously? How does that even work?
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ALAKTORN wrote:
jlun2 wrote:
ALAKTORN wrote:
You imply DS games use clock time for RNG. I’m not aware of any that do, except for maybe one or two Pokémon games.
Dementium does for enemy placement,
Seriously? How does that even work?
No idea, but here's proof: http://imgur.com/c4cH21t On topic, this trick also applies to video recording software; I used it on Camtasia to slow it down so I could record this when Hourglass failed to record AVI for it and it played at 1fps.