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Joined: 3/16/2015
Posts: 1
Location: Canada
Hey there, I'm relatively new to the TASing scene having started a grand total of 2 days ago, but I've been doing little TASes of tooie on Mupen. My end goal is to produce a full cheato% TAS (Won't be submitting to the website, see Cronikeys' earlier post) but for now I've just been teaching myself how to TAS. Thought I'd make a post here showing what I've done thus far. This first video is just getting through Spiral Mountain and entering Klungo 1. Some obvious mistakes but I'm still getting used to everything. https://www.youtube.com/watch?v=-VCi87hcp7E This second video is doing the Klungo 1 fight. Green potion is fastest for Klungo 1, and I'd like to think that everything in this is really good except for after the last hit to Klungo. I spent about 3 hours trying to get the most optimal push from Klungo (You can have him push you during the whole cutscene), but this was the best I was able to do. Maybe a more experienced TASer could do much better. https://www.youtube.com/watch?v=8vucoCnDYv0
Joined: 4/13/2009
Posts: 431
If you're tubing the videos, please upscale to at least 720p. Youtube screws up quality of anything less.
clanker_iii
He/Him
Joined: 9/11/2015
Posts: 7
Location: New Jersey
so mupen is now ditched for bizhawk, banjo tooie hacks were made and now we can finally TAS this beautiful game. pjii just got his 4:23 on 100% RTA and cronikeys is starting a fresh cart version of any% TAS to keep in line with the clear SRAM rule here at TASvideos. I am to create a similar movie, but clear SRAM 100%. my current problem is routing however. this game's 100% is massive, and without the DCW being used to skip to hag 1 early to get it out of the way, the route will be significantly different from the current 100%. in fact, it will probably be slower without having the sram. as mentioned earlier in this thread, the dcw can be used to warp to terrydactyland early, thus skipping the need to enter JRL without clockworks, and allowing the backtrack to WW / GGM and MT much quicker, because most of the route is based on, "when is the next time i save-quit / reset? i'll use the warp to Jinjo village to clean up old levels". so i guess that i need to work out a lot of routing first, to find the quickest 8 jiggies to get the notes and activate the glitch, get clockworks, then what? how do i even go about re routing this monster? edit: furthermore, using Bizhawk's RamSearch, the memory addresses for Banjo's X/Y/Z coordinates are not correct because, unlike MHS, BizHawk uses 6 bit addresses. I hope there's some conversion I'm missing, but I can't seem to find these addresses, none the less speed / facing angle. Among the routing issues, not being about to get those nice precise angles will be annoying. any suggestions as to how to go about finding these addresses would be wonderful (although if cronikeys had trouble, I doubt I'll be able to understand it)
Player (149)
Joined: 5/25/2015
Posts: 49
clanker_iii wrote:
any suggestions as to how to go about finding these addresses would be wonderful
There you go. Link to video
clanker_iii
He/Him
Joined: 9/11/2015
Posts: 7
Location: New Jersey
Link to video
i actually took the time to watch that video before posting here. it's just difficult to know where to start. i was able to find counters for things pretty easily (health, air, amount of eggs ect) because those are easy to weed out, but things like X/Z/Y position, X/Y/Z speed are hard to find because, for example, if i exit a loading zone and walk forward, how do i know if i'm increasing or decreasing in X/Y? assuming i'm walking on flat terrain (keeping Z the same) i could be changing my X and the Y, just the X or just the Y. i don't think that banjo's facing direction has to do with the direction of movement, because it's possible to, say, jump, and face forward, but move to the right or left. since that type of "trajectory manipulation" is possible, i don't think his speed is dependent on facing angle (although facing angle would be a good value to have i suppose). another good value to get would be the "is the player on the ground or not?" i.e. "will another press of the A button result in a double jump or nah?" that way jumping up slopes / most movement in general could be done with a lua script rather than by hand
Player (195)
Joined: 8/10/2013
Posts: 161
Dear god. And I thought my BK 100% project was big, though I guess BT 100% is probably only a bit more of actual gameplay because cutscenes. I have no problem helping you out with the routing. I will pm you my skype.
Projects: Banjo-Kazooie Any% with FFM
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
clanker_iii wrote:
things like X/Z/Y position, X/Y/Z speed are hard to find because, for example, if i exit a loading zone and walk forward, how do i know if i'm increasing or decreasing in X/Y? assuming i'm walking on flat terrain (keeping Z the same) i could be changing my X and the Y, just the X or just the Y. i don't think that banjo's facing direction has to do with the direction of movement, because it's possible to, say, jump, and face forward, but move to the right or left. since that type of "trajectory manipulation" is possible, i don't think his speed is dependent on facing angle (although facing angle would be a good value to have i suppose).
Start with staying in the same zone, get to a level/zone with a tall mountain. Height: Set your value to be Greater than 0 then search. Go up said mountain and check not equal to previous value, stay in same spot and make it equal to same value. just continue that progress to find the height positioning. Position: Bit more difficult. Once more find a flat level/zone or stay in the same one, your choice, greater than zero. then move to another position, not equal to then stay still make it equal to, the issue with 3D games is that it takes a bit longer to find the positioning on ground so take your time finding them. It's just something that will take time, trial and error. Height's easy to do but positioning is not. Best of luck.
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clanker_iii
He/Him
Joined: 9/11/2015
Posts: 7
Location: New Jersey
https://github.com/Isotarge/ScriptHawk to follow up on this, our very own Isotarge has support for BT on Scripthawk. Currently supports ScriptHawk.lua. Information given is: X, Y, Z (given either in a few different modes) dXZ = dY = MaxdXZ = MaxdY = Rot X = (given in units, degrees, or radians) Rot Y = (these three Rot values seem to always be the same) Rot Z = immediate edit: this script allows allows for telemetry, but i have no idea what it is. lol isotarge halp
clanker_iii
He/Him
Joined: 9/11/2015
Posts: 7
Location: New Jersey
Lol, who said blue potion is slow?
Post subject: ScriptHawk's Telemetry Module
Isotarge
He/Him
Experienced player (523)
Joined: 7/28/2015
Posts: 17
Location: Australia
ScriptHawk's Telemetry Module is essentially the same as a black box recorder for airplanes. Once you click 'start telemetry' it records everything you see on screen, the values you listed above, once every frame. When you click stop telemetry, it outputs these values in bulk to the lua console in csv (comma separated values) format. Eventually I'd like to automatically save the values in .csv files but I haven't got around to that yet.
Post subject: Re: ScriptHawk's Telemetry Module
clanker_iii
He/Him
Joined: 9/11/2015
Posts: 7
Location: New Jersey
Isotarge wrote:
ScriptHawk's Telemetry Module is essentially the same as a black box recorder for airplanes. Once you click 'start telemetry' it records everything you see on screen, the values you listed above, once every frame. When you click stop telemetry, it outputs these values in bulk to the lua console in csv (comma separated values) format. Eventually I'd like to automatically save the values in .csv files but I haven't got around to that yet.
so if i ctrl+c + ctrl+v the telemetry output from the console into like notepad and save it as .csv, i can open it in (i assume openoffice / libreoffice / ms office) another program to gather data? sounds sweet
Post subject: Re: ScriptHawk's Telemetry Module
Isotarge
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Experienced player (523)
Joined: 7/28/2015
Posts: 17
Location: Australia
clanker_iii wrote:
Isotarge wrote:
ScriptHawk's Telemetry Module is essentially the same as a black box recorder for airplanes. Once you click 'start telemetry' it records everything you see on screen, the values you listed above, once every frame. When you click stop telemetry, it outputs these values in bulk to the lua console in csv (comma separated values) format. Eventually I'd like to automatically save the values in .csv files but I haven't got around to that yet.
so if i ctrl+c + ctrl+v the telemetry output from the console into like notepad and save it as .csv, i can open it in (i assume openoffice / libreoffice / ms office) another program to gather data? sounds sweet
Spot on, this is exactly what it's intended for. I originally wrote it to make a pretty graph of a moonkick in DK64 but refactored the code so that any game could use it.
Post subject: Re: ScriptHawk's Telemetry Module
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Isotarge wrote:
Spot on, this is exactly what it's intended for. I originally wrote it to make a pretty graph of a moonkick in DK64 but refactored the code so that any game could use it.
Why not use a canvas and display the values as a graph for the last 50 frames, Bizhawk has some canvas lua but I'm not sure what the current status on it is.
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Post subject: Re: ScriptHawk's Telemetry Module
Isotarge
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Experienced player (523)
Joined: 7/28/2015
Posts: 17
Location: Australia
TASeditor wrote:
Isotarge wrote:
Spot on, this is exactly what it's intended for. I originally wrote it to make a pretty graph of a moonkick in DK64 but refactored the code so that any game could use it.
Why not use a canvas and display the values as a graph for the last 50 frames, Bizhawk has some canvas lua but I'm not sure what the current status on it is.
This is a good idea, I have a lag graph that plots a histogram using lua and will consider using the same/similar code for the telemetry module.
Post subject: Updates to ScriptHawk's BT module
Isotarge
He/Him
Experienced player (523)
Joined: 7/28/2015
Posts: 17
Location: Australia
I've fixed a bug in ScriptHawk which caused the module to track the incorrect object during a few circumstances: - Inside Mumbo's skull after the player asks for help but before leaving - Clockwork Kazooie - Split up pads Make sure you update to the latest version asap! https://github.com/Isotarge/ScriptHawk Thanks, Isotarge.
clanker_iii
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Joined: 9/11/2015
Posts: 7
Location: New Jersey
I have restarted production on my current run (same gifs as above), check out that 3.5 second MT puzzle!
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Nicely done!
Player (195)
Joined: 8/10/2013
Posts: 161
I did a run through of Clinker's for fun :) Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Goldenegg 002ie!... I'll show myself out.
Current Project: - Mario Kart 64
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
Weatherton wrote:
Goldenegg 002ie!... I'll show myself out.
Nah, it still needs to look at the floor more.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
That was really cool! :) Makes me wish someone would make a Banjo Tooie TAS. Just wondering, is the game emulated fairly inaccurately?
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
There used to be an emulation problem in which the target that tests to see if you have Fire Eggs in order to allow access to the next part of the overworld didn't work. I suspect it's been fixed by now, but it explains why there aren't any older TASes of the game.
Player (195)
Joined: 8/10/2013
Posts: 161
That indeed has been fixed, and it emulates alright, but a ton of time is saved over console from having virtually no lag (as you could see in the video of clanker doing the MT puzzle). Loading zones are also ridiculously long (probably same problem as with BK too), and the graphics are pretty poor. I've been thinking of doing a cheato % TAS of this game sometime with RTA timing and using DCW. There was one done a little while ago but its very poorly optimized. I wouldn't intend to submit it here I don't think.
Projects: Banjo-Kazooie Any% with FFM
Samsara
She/They
Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
We wouldn't be able to accept it anyway until the emulation improvements are merged into BizHawk proper. Custom builds are a no-go for publication as it's much harder to verify authenticity using an emulator build we know nothing about.
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Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
New stuff by Cronikeys: Link to video Link to video Link to video Make Tooie great again?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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