Hey,
Hi everyone, I took the time to register....we don't give a damn.
Okay, I am not a NooBs toward speedrunning, I am currently making speedrun for SDA....but we don't give a **** too.
So I wanted to learn TASing.......which so far isn't as I thought, it's really hard when you don't know how.
I would like to have some tips on tasing, i want to try it just for my own entertainment.
I'm using snes9xw-improvement9, and i would like
to know how to re-record,
how frame advance work and how to desactivate it.....
How to slow-down, (Is that + - on the num pad?) or there's another way to do it?
and some tips you could gave me.......I'm currently practicing on Mario All-Stars(SMB1) and Wolf3d....ahah!
If you want!
It would be very nice for me as I could do TAS properly and enjoy it.
(It's less frustrating then running on a pc or console)
Thank you all!
and I hope I'm not disturbing this forums too much.....does this threads is at the right place?
Thanks
Frame Advance key = "pause + increment a frame". To deactivate it, logically, you have to unpause. And yes, laughing_gas is absolutely right, slowdown is useless in serious TASing these days.
You know those buttons on your VCR that let you advance time one frame at a time while paused? Same thing. Tick... tick... tick...
Going back in time one frame at a time is a new desired feature, but not supported by snes9x (yet). You'll have to use a save-state to rewind.
If you have a state saved, you can load it while recording and it'll allow you to continue recording from that point (so, if you save your game while recording, do some stuff and don't like it, load that save state and it's like rewinding)
Nope. No rewinding. Use lots of save states--outside of replaying the movie, they're the only way you can "go back in time".
Also, slow motion isn't completely useless--just useless almost all of the time. There may be a point in your movie where running in a straight line is all you have to do for a second or two. Slow motion can be used in that situation. Another case can happen in-between levels if the game has screens that don't respond to button presses at all. If the game isn't listening to the buttons then there's nothing to optimize. Be sure to create a save state in the middle of that slow-motion section, though--you'll want to optimize what comes after that section using frame advance.
If this doesn't make any sense, or if there's any situation that involves anything more complicated than simply holding a button or three down and not letting go, or if there's ever any doubt, always use frame advance.
Personally, I used a playstation style pad when creating my two one-player TAS runs for Genesis games. Since I did runs of 3 button games, I had four free shoulder pad buttons. I assigned one of them to do frame advance, one for pausing and one for activating slow motion. That way I could do a lot of the work without having to touch the keyboard--I could do frame-by-frame work and, on rare occasion, switch into slow-motion (e.g., there's some parts of Golden Axe where all you have to do is walk/run to the right for a bit). Of course, I ended up using the keyboard frequently anyways to save and load save states but that's okay. I'm just not willing to buy a 25+ button controller.
ah, the days where frame advance didn't exist...things were so much easier back then. You would set your speed at 20%-30% and then be done with it. Sleepz, Fried, Bisqwit and the rest, you know what I'm talking about :P.
But the TAS (remember when they were called "time attacks"?) science has evolved since then, so you'll definitely need to be using frame advance to compete with the current quality of competition out there.
More explicitly, you can go back as far in the past as you want, as long as you prepare your savestates. 3 seconds? Not a problem. 30 seconds? No trouble. 3 minutes? Still cruising. The previous frame? Simple enough to do. The very beginning? Sure thing.
Usually, you just need to guess in advanced when you want these save states, but in case of emergency you can always stop recording, play it back, pause (+ Frame Advance) where you want to fix the mistake, and create a new save state.