Post subject: Rayman Arena
Experienced player (703)
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lol lol lol lol no. wait this game might be fun, check my TAS Link to video It's not heavily optimised (so sub 1:08 possible) BUT DEM MASHIN'
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
Zarmakuizz
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Dafuq. French voices plz.
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Zarmakuizz wrote:
Dafuq. French voices plz.
FRENCH > English
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
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This game has some nice music lol. I remember having rayman arena on ps2 but I never really played it. Is there some cool speedrun value in the game? Btw, I found the video pretty entertaining
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At last I'm seeing a TAS of this game! Looks improvable( I think you should try the other path, which is more gliding than the other path you took(You have to jump one time...) Maybe drop from up to the arrow boost you took? Sliding is very fast, but speed arrow is faster if TASing. :o) By the way, did you try also the path on the right? I recall there is some speed arrow there, not sure however. Hope to see a run of this game beating Dark Rayman in the four categories plus the "minigames".
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That was cool! I haven't heard of this game, but from the looks of that video, it could make a really good TAS.
oxysoft
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I had begun TASing this game and when I was about to finish the third race, Dolphin decided it wouldn't play my movie files without desyncing and it still hasn't worked since then ... I had uploaded the first two races however Link to video Link to video Both are much less optimized than my third race was going to be but the first race still improves on OP's attempt by using a slightly different route. I had no ram watch in neither of these two races, and built one when I started routing the third race which is now lost in limbo :/ I had done some glitch hunting as well but was unsuccessful in finding anything of interest. I almost got out of map in the third race using the small walls that move back and forth towards the end but that's about it. I did find something minor however: it seems that something interesting happens when you hit the ground and roll, then promptly grab onto a lum. I believe it causes your angular speed to cap at 60.0 and also it seems that you will end up lower in the swing cycle once you are at swinging distance from the lum. Let me explain: when you shoot your orb and hook onto a lum, there is a distance constraint assigned to each lums and if your character is further than this distance constraint, you will be given a high angular velocity and be propelled towards the swinging arc defined by this constraint. until you are in range of the distance constraint. Most of the time, if not always, you'll be placed at the max height of your swinging which means you'll have to re-accelerate downwards to swing to the other side. By landing and rolling and then hooking a frame or two after, it is possible to end up lower and further into the swinging process which means you won't have to accelerate downwards, you'll already be almost past the lum and almost already be re-accelerating upward on the other side. Finally, the stairs at the end of the the third race are quite glitchy and there are certain frames where shooting your orb will cause it to bounce and move up in a diagonal fashion. On certain frames, it is possible to shoot right past the stairs as well, activating the switch beneath. On each laps, I was going to bounce the orb for style on the first set of stairs then shoot through on the second set, causing me to level in the second layer which ends up being faster at the end because you skip a small bit of climbing. Finally, why Globox? Because he's fucking epic, why else. For a re-tas of this however, I might consider trying out each characters because as I found out recently, there are certain glitches in the duel maps that seem to be only possible with certain characters. The same could possibly apply to races as well. Supposedly, the hitboxes would be different for each characters.
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Epic. :D However, I have some ideas. When you run, did you try to do something like that: 1st frame:Jump 2nd frame: Float 3rd frame: Turbo(Or whatever they are called. Change the frames if it's too early to roll. Instead of running some distance, you're "turboing" by rolling always? Concerning the first, did you try the others slides? Having played that game too often, I know by heart the races. The slides are much faster than running(provided there is no speed pannels) I noticed some things that might be improvable in the first race. The second too. But hey that was epic. Will definitively follow if you do continue, which I hope. :)
oxysoft
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niamek wrote:
Epic. :D However, I have some ideas. When you run, did you try to do something like that: 1st frame:Jump 2nd frame: Float 3rd frame: Turbo(Or whatever they are called. Change the frames if it's too early to roll. Instead of running some distance, you're "turboing" by rolling always? Concerning the first, did you try the others slides? Having played that game too often, I know by heart the races. The slides are much faster than running(provided there is no speed pannels) I noticed some things that might be improvable in the first race. The second too. But hey that was epic. Will definitively follow if you do continue, which I hope. :)
The earliest you can hover/fly after a jump is the 8th frame unfortunately, but it is still faster in places where you would normally walk a long distance, to jump and cancel your y-velocity by floating for one frame after the 8th that is. If the distance is too short however, your net gain will be lower since your velocity is lower while you are in the air. When I go back to this game eventually, I will calculate exactly how many frames you have to be rolling to make it more worth it than simply walking. I really want to go back to this game but Dolphin is such a bad emulator for TASing: desyncs, buggy frame advance, doesn't re-rerender when loading a savestate but only the frame after, shitty ram watching (can't see float values, entire software crashed when I deleted a watch ..?) etc... From a programming standpoint, these should be fairly easy fixes, save for the desyncs of course. In the meantime, I am doing work on and reverse engineering Crash Bash for a possible TAS.
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oxysoft wrote:
niamek wrote:
Epic. :D However, I have some ideas. When you run, did you try to do something like that: 1st frame:Jump 2nd frame: Float 3rd frame: Turbo(Or whatever they are called. Change the frames if it's too early to roll. Instead of running some distance, you're "turboing" by rolling always? Concerning the first, did you try the others slides? Having played that game too often, I know by heart the races. The slides are much faster than running(provided there is no speed pannels) I noticed some things that might be improvable in the first race. The second too. But hey that was epic. Will definitively follow if you do continue, which I hope. :)
The earliest you can hover/fly after a jump is the 8th frame unfortunately, but it is still faster in places where you would normally walk a long distance, to jump and cancel your y-velocity by floating for one frame after the 8th that is. If the distance is too short however, your net gain will be lower since your velocity is lower while you are in the air. When I go back to this game eventually, I will calculate exactly how many frames you have to be rolling to make it more worth it than simply walking. I really want to go back to this game but Dolphin is such a bad emulator for TASing: desyncs, buggy frame advance, doesn't re-rerender when loading a savestate but only the frame after, shitty ram watching (can't see float values, entire software crashed when I deleted a watch ..?) etc... From a programming standpoint, these should be fairly easy fixes, save for the desyncs of course. In the meantime, I am doing work on and reverse engineering Crash Bash for a possible TAS.
"I really want to go back to this game but Dolphin is such a bad emulator for TASing: desyncs, buggy frame advance, doesn't re-rerender when loading a savestate but only the frame after, shitty ram watching (can't see float values, entire software crashed when I deleted a watch ..?) etc..." "desyncs", NO. Dolphin became much more stable espicially in GC, I'm pretty sure it's because you kept Dual Core and Idle Skipping ON and you're on HLE. "buggy frame advance" Just take 4.0-5400, was said million times. "ram watching" just use cheat engine, I can see the speed of characters atm actually
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
oxysoft
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Posts: 48
got4n wrote:
oxysoft wrote:
niamek wrote:
Epic. :D However, I have some ideas. When you run, did you try to do something like that: 1st frame:Jump 2nd frame: Float 3rd frame: Turbo(Or whatever they are called. Change the frames if it's too early to roll. Instead of running some distance, you're "turboing" by rolling always? Concerning the first, did you try the others slides? Having played that game too often, I know by heart the races. The slides are much faster than running(provided there is no speed pannels) I noticed some things that might be improvable in the first race. The second too. But hey that was epic. Will definitively follow if you do continue, which I hope. :)
The earliest you can hover/fly after a jump is the 8th frame unfortunately, but it is still faster in places where you would normally walk a long distance, to jump and cancel your y-velocity by floating for one frame after the 8th that is. If the distance is too short however, your net gain will be lower since your velocity is lower while you are in the air. When I go back to this game eventually, I will calculate exactly how many frames you have to be rolling to make it more worth it than simply walking. I really want to go back to this game but Dolphin is such a bad emulator for TASing: desyncs, buggy frame advance, doesn't re-rerender when loading a savestate but only the frame after, shitty ram watching (can't see float values, entire software crashed when I deleted a watch ..?) etc... From a programming standpoint, these should be fairly easy fixes, save for the desyncs of course. In the meantime, I am doing work on and reverse engineering Crash Bash for a possible TAS.
"I really want to go back to this game but Dolphin is such a bad emulator for TASing: desyncs, buggy frame advance, doesn't re-rerender when loading a savestate but only the frame after, shitty ram watching (can't see float values, entire software crashed when I deleted a watch ..?) etc..." "desyncs", NO. Dolphin became much more stable espicially in GC, I'm pretty sure it's because you kept Dual Core and Idle Skipping ON and you're on HLE. "buggy frame advance" Just take 4.0-5400, was said million times. "ram watching" just use cheat engine, I can see the speed of characters atm actually
I did have dual core and idle skipping turned off for the recording of these movies. I never had a problem replaying these movies from start to end UNTIL I played some ssbm on netplay with a friend as well as rayman arena alone casually to get a feel for the rest of the levels and see how I'd be routing some of them in advance. From that point on, Dolphin never played any of my Rayman Arena movies correctly anymore. It desyncs in a very peculiar way as well. First I tried playing my movie from the start of the third race and it would play somewhat fine for the first second, but then my character would step on the speed pad and although the inputs for the Y button were showing up on every other frame, the character never received those inputs (no smoke clouds of speed etc.) Otherwise, when I play the movie from the beginning, it seems to happen very early in the game (pre-start menu) and the game is 2 frames late when it arrives on the memory card menus. (the one were you can format etc.) In my movie, I usually go down twice then pick "continue without saving" but because it is 2 frames late, it only goes down once and then presses A on "format"... Here is the movie file, see if it plays for you and it might just be me https://drive.google.com/file/d/0B1BJqPPfhZhdQjQ2dWp2ZjVURzQ/view?usp=sharing And yea, about the ram watch, I did end up building cheat tables but it's already bad enough that it had gotten to that, it doesn't excuse the fact that Dolphin has shitty ram watches
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oxysoft wrote:
The earliest you can hover/fly after a jump is the 8th frame unfortunately, but it is still faster in places where you would normally walk a long distance, to jump and cancel your y-velocity by floating for one frame after the 8th that is. If the distance is too short however, your net gain will be lower since your velocity is lower while you are in the air. When I go back to this game eventually, I will calculate exactly how many frames you have to be rolling to make it more worth it than simply walking.
Glad to know this is tested and still a plausible way to go faster in some place(Not a lot of place, sadly).
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Joined: 2/5/2011
Posts: 1417
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oxysoft wrote:
got4n wrote:
oxysoft wrote:
niamek wrote:
Epic. :D However, I have some ideas. When you run, did you try to do something like that: 1st frame:Jump 2nd frame: Float 3rd frame: Turbo(Or whatever they are called. Change the frames if it's too early to roll. Instead of running some distance, you're "turboing" by rolling always? Concerning the first, did you try the others slides? Having played that game too often, I know by heart the races. The slides are much faster than running(provided there is no speed pannels) I noticed some things that might be improvable in the first race. The second too. But hey that was epic. Will definitively follow if you do continue, which I hope. :)
The earliest you can hover/fly after a jump is the 8th frame unfortunately, but it is still faster in places where you would normally walk a long distance, to jump and cancel your y-velocity by floating for one frame after the 8th that is. If the distance is too short however, your net gain will be lower since your velocity is lower while you are in the air. When I go back to this game eventually, I will calculate exactly how many frames you have to be rolling to make it more worth it than simply walking. I really want to go back to this game but Dolphin is such a bad emulator for TASing: desyncs, buggy frame advance, doesn't re-rerender when loading a savestate but only the frame after, shitty ram watching (can't see float values, entire software crashed when I deleted a watch ..?) etc... From a programming standpoint, these should be fairly easy fixes, save for the desyncs of course. In the meantime, I am doing work on and reverse engineering Crash Bash for a possible TAS.
"I really want to go back to this game but Dolphin is such a bad emulator for TASing: desyncs, buggy frame advance, doesn't re-rerender when loading a savestate but only the frame after, shitty ram watching (can't see float values, entire software crashed when I deleted a watch ..?) etc..." "desyncs", NO. Dolphin became much more stable espicially in GC, I'm pretty sure it's because you kept Dual Core and Idle Skipping ON and you're on HLE. "buggy frame advance" Just take 4.0-5400, was said million times. "ram watching" just use cheat engine, I can see the speed of characters atm actually
I did have dual core and idle skipping turned off for the recording of these movies. I never had a problem replaying these movies from start to end UNTIL I played some ssbm on netplay with a friend as well as rayman arena alone casually to get a feel for the rest of the levels and see how I'd be routing some of them in advance. From that point on, Dolphin never played any of my Rayman Arena movies correctly anymore. It desyncs in a very peculiar way as well. First I tried playing my movie from the start of the third race and it would play somewhat fine for the first second, but then my character would step on the speed pad and although the inputs for the Y button were showing up on every other frame, the character never received those inputs (no smoke clouds of speed etc.) Otherwise, when I play the movie from the beginning, it seems to happen very early in the game (pre-start menu) and the game is 2 frames late when it arrives on the memory card menus. (the one were you can format etc.) In my movie, I usually go down twice then pick "continue without saving" but because it is 2 frames late, it only goes down once and then presses A on "format"... Here is the movie file, see if it plays for you and it might just be me https://drive.google.com/file/d/0B1BJqPPfhZhdQjQ2dWp2ZjVURzQ/view?usp=sharing And yea, about the ram watch, I did end up building cheat tables but it's already bad enough that it had gotten to that, it doesn't excuse the fact that Dolphin has shitty ram watches
It's just you don't know Dolphin well enough, first if you had enough experience with Dolphin (I'm tasing on it since 2 years) you'll knew that dtm on dolphin are generally different per versions, so you'll need to give more informations about your dtm, moreover just use cheat engine, you have no excuse, ram watch is very ez with Dolphin IMO and if you only do time attack alones just do a savestate before race start, do your TAS and load the savestate you made before in read only. There is 90% of chance it syncs
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
Zarmakuizz
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We know how good with Dolphin you are, got4n. You don't need to defend Dolphin aggressively. Your tips on TASing more easily on Dolphin are welcome :)
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Zarmakuizz wrote:
We know how good with Dolphin you are, got4n. You don't need to defend Dolphin aggressively. Your tips on TASing more easily on Dolphin are welcome :)
Sorry, I just hate when people says a thing is crap when they have no experience with it :P
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
oxysoft
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Posts: 48
Defend it all you want, but the fact remains that it isn't a very good specialized TASing emulator. It's a great emulator, but when you compare it to Bizhawk and the likes, it's hard to say nice things about it. Adding on what I said earlier, it doesn't have a lua scripting interface, (nor any for that matter) and that's pretty major. Well, if it did, it would enable manual on-screen ram watches assuming that they follow the standards established by other emulators so they should at least look into implementing this feature. If they want Dolphin to be usable for TASing, then they should take the extra steps to provide the all of the expected tools needed for the job. Maybe I'm expecting too much by comparing it to Bizhawk; After all, TASing back in the days was only savestates, so maybe I shouldn't complain. The aforementioned things in my previous posts and this one however are pretty simple things to implement and would make one's TASing experience with Dolphin that much more enjoyable. I'd do it myself and make a pull request or something, but I don't know C++. About the DTM I shared earlier, the version I was using was Dolphin-r7161.
JosJuice
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oxysoft wrote:
About the DTM I shared earlier, the version I was using was Dolphin-r7161.
I assume you mean 4.0-7161? The r numbering scheme hasn't been used for a few years, and the new versions shouldn't be confused with old versions that end in the same number. Also, yes - there are definitely things that Dolphin lacks from a TASing perspective. Progress on TAS-related things is unfortunately slow, but I appreciate you and others writing about what's bad with Dolphin so that we're aware that there's work to be done.
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JosJuice wrote:
Also, yes - there are definitely things that Dolphin lacks from a TASing perspective. Progress on TAS-related things is unfortunately slow, but I appreciate you and others writing about what's bad with Dolphin so that we're aware that there's work to be done.
love you JosJuice, keep up the amazing work! (Love reading the monthly reports from Dolphin). As progression may be slow for dophlin in the TASing section, at least visual stability and massive bug fixes have been accomplished! I am all for accuracy over TASing for right now. Not like we wont get to these games in the future!
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JosJuice wrote:
oxysoft wrote:
About the DTM I shared earlier, the version I was using was Dolphin-r7161.
I assume you mean 4.0-7161? The r numbering scheme hasn't been used for a few years, and the new versions shouldn't be confused with old versions that end in the same number. Also, yes - there are definitely things that Dolphin lacks from a TASing perspective. Progress on TAS-related things is unfortunately slow, but I appreciate you and others writing about what's bad with Dolphin so that we're aware that there's work to be done.
Just fix the memory leak and maybe add RAM watching, but ram watching isn't priority as you can use cheat engine, rest is complete bullshit. And again this guy talk without knowing, just please use Cheat Engine instead of crying for Ram watch you can even make a RAM Display window with cheat engine lua built in. And seriously, implementing a complex language on Dolphin is easy? I think you've made a mistake, if it was so easy it'd have been long time since it would've been implemented. nonono it's way more harder than you think, don't think that fixing bugs in a program is that easy. Moreover, if it was that major Dolphin dev team would have put this as a priority (and they know they should implement it), did they do this? Nope, because they know for sure you can use Cheat Engine which is already good and seriously, if you'd know the progress they made in TASing, sure it might've been worse than before, but it's much more stable which is the most important. And I think you should estimate yourself happy to have a Wii working TASing emulator, PS2 is less powerful (or older) and doesn't even have proper TAS tool, and if you complain again about the Dolphin TASing, just look at the TTYD TAS which is basically an awesome TAS, F-Zero GX TASes, you can't tell it's bad tases, they used RAM Watch and all tools Dolphin offer and it looks good. And to finish what important option Bizhawk has over Dolphin? Most (if not all) of them are just optional and you don't often use them...
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
oxysoft
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got4n wrote:
JosJuice wrote:
oxysoft wrote:
About the DTM I shared earlier, the version I was using was Dolphin-r7161.
I assume you mean 4.0-7161? The r numbering scheme hasn't been used for a few years, and the new versions shouldn't be confused with old versions that end in the same number. Also, yes - there are definitely things that Dolphin lacks from a TASing perspective. Progress on TAS-related things is unfortunately slow, but I appreciate you and others writing about what's bad with Dolphin so that we're aware that there's work to be done.
And seriously, implementing a complex language on Dolphin is easy? I think you've made a mistake, if it was so easy it'd have been long time since it would've been implemented. nonono it's way more harder than you think, don't think that fixing bugs in a program is that easy.
I'm sorry? I have a few years of programming under my belt and this experience enables me to make accurate judgements about the difficulty of implementing or fixing certain bugs. "implementing a complex language on Dolphin" as you put it actually isn't all that complicated. No sane person is going to implement their own lua parser/interpreter. There are libraries already available for that that will take this weight off of your shoulders and it becomes as simple as adding a few hooks within the emulator's core, and providing certain utility objects with functions which in turn call c++ methods for various operations like drawing stuff on screen or accessing the game's memory. Dolphin is a great GC and Wii emulator, and it is very accurate. I have already established that in my earlier posts. I'm not attacking the developers or the emulator, I was simply stating the discomforts that I have had trying to use it for TASing. Say what you want, but its TASing features are far from being perfect and could use a lot of polishing. Your replies are coming off as highly passive aggressive by the way, and I don't see the need for that.
Samsara
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Settle down, you two. There's no reason to have this discussion in this thread, let alone in public. Take it to private messages, please.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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Samsara wrote:
Settle down, you two. There's no reason to have this discussion in this thread, let alone in public. Take it to private messages, please.
ye
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