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#22550403097340080 - Quake 64 e1m1-v2

Quake 64 TAS WIP e1m1-v2.tasproj.bk2
In 00:50.68 (3041 frames), 473 rerecords
Game: Quake 64 ( N64, see all files )
1 comment, 746 downloads
Uploaded 5/4/2015 1:05 PM by TASeditor (see all 191)

#22443209652411918 - Quake 64 e1m1 v2-p

Quake 64 TAS.tasproj.bk2
In 00:37.00 (2220 frames), 195 rerecords
741 downloads
Uploaded 4/29/2015 5:14 PM by TASeditor (see all 191)
This is nearly unwatchable, stupid camera shaking. :( But I need to go fast.
9 frames faster.

#22110703998713224 - Quake 64 e1m1-beta

Quake 64 TAS WIP e1m1-beta.tasproj.bk2
In 00:54.08 (3245 frames), 102 rerecords
776 downloads
Uploaded 4/14/2015 5:51 PM by TASeditor (see all 191)
Well I found out that it is indeed possible to change movement direction in air without losing speed, just some trickery is needed. It can even gain a few speed units. But changing direction in air is a good thing, it makes the game less rigid.
Oh well, redoing the whole level.
Anyway, I made a quick and dirty test of the second half.
bk2 syncs only on 1.9.4.

#21814042345855260 - quak

Quake 64 TAS WIP e1m1-p.tasproj.bk2
In 00:38.00 (2280 frames), 38 rerecords
Game: Quake 64 ( N64, see all files )
715 downloads
Uploaded 4/1/2015 9:12 AM by TASeditor (see all 191)
How is it? Looks horrible.

#21301340743543930 - Auto analog input (works, but unfinished)

AutoInput.lua
System: Nintendo 64
762 downloads
Uploaded 3/9/2015 7:03 AM by TASeditor (see all 191)
Simply check for lag then it works. Here's a small demonstration of what it now looks like. It works for a variety of games.
TODOs:
- Fix rotation direction on start.
- Fix problems when going for angles near 0.
- Compare by position gain towards the direction of the angle, not by the angle itself.
- Better algorithm, also check inputs around the input that is the best that had been found.
- Add quick rotate.
- Add savestating support.
- Add non-linear support, for TAStudio.

#21173111925695462 - Kirby's Adventure World 4

Kirby's Adventure non-glitched any% World 4.fm2
In 17:03.75 (61526 frames), 526249 rerecords
1127 downloads
Uploaded 3/3/2015 12:27 PM by TASeditor (see all 191)
Saved 4359 frames over published movie.

#20938689055915396 - Kirby's Adventure 4-4 v2

Kirby's Adventure non-glitched any% 4-4 v2 WIP.fm2
In 14:59.27 (54045 frames), 468906 rerecords
1144 downloads
Uploaded 2/20/2015 11:04 PM by TASeditor (see all 191)
64 frames faster than last WIP.

#20597240668439383 - Kirby's Adventure 4-2 v2

Kirby's Adventure non-glitched any% 4-2 v2 WIP.fm2
In 13:14.79 (47766 frames), 429529 rerecords
1143 downloads
Uploaded 2/5/2015 2:01 PM by TASeditor (see all 191)
Improved by 35 frame over my old WIP.

#20314152489017249 - Auto analog input (not finished yet)

AutoInput.lua
System: Nintendo 64
814 downloads
Uploaded 1/23/2015 8:03 PM by TASeditor (see all 191)
For BizHawk, N64. (Only works with games that use floating point positions and unsigned 2 byte angles).
I can't think of a good way to bruteforce the best angle. :(
I have some ideas but they don't really work.

#20199656607487082 - Kage 1 player 1-2 v2

Kage 1player TAS WIP 1-2partv2.fm3
In 09:55.54 (35791 frames), 202667 rerecords
995 downloads
Uploaded 1/18/2015 4:18 PM by TASeditor (see all 191)
Improved the beginning a bit (about 30 position units). Needed to delay a frame to avoid enemy attack. Lost two frames due to unavoidable lag. Can't efficiently jump over the last enemy after boosting of the other enemy (Branch 8). Branch 7 finishes the level, but 1 frame is lost. Branch 4 has the best position gain, but it it's to far away to hit the last enemy and to close to the enemy before the boxes.
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