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Just letting you know guys, DOSBox inside libTAS has very high chance of being accepted for DOS TASing. And libTAS has input roll like in lsnes.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The encode above is of an older WIP. Here's the one for this submission. Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I've been encoding this all evening to 4K, and uploading overnight, but firefox just said FUCK YOU and froze at 57%. Time well waisted.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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As I said, it can be put in the movie only if it's small enough. Another problem is that emulators don't include such data into movies.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Yes the best possible solution would be knowing for sure how audio samples affect gameplay here. If it's unrealistic, we could try trimming the sample until it stops working, and then setting its bytes to 00 until it stops working. That would allow to figure out which bytes have to be what for the movie to sync. It'd also be nice if someone applies trial and error to check how those bytes affect gameplay. So without disasm this method is the most effective one. If even that fails to happen, we'll have a staff poll and think of a backup solution. So we really encourage everyone to ask for help with this everywhere they can, if they care about this submission.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Only if it's small enough.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I believe reproducibility is a sensible requirement set for similar cases. It's really common for audio or video commentaries linked from our publication to have died, and now the commentary flag is moot for them. I don't want the entire TAS publication to become moot once an audio sample required for it becomes unavailable. There's literally be no easy way to watch or reencode it anymore. It could happen that the sample used is the most optimal by coincidence, and upon trial and error, no one manages to recreate it. So if its upload dies, the publication is rendered invalid. I don't think we should allow such a risk. It'd be better to learn how this particular sample influences gameplay and why, then it'd at least be possible to know the sync-mandatory aspects of this particular sample. And just like the extra image rules say, the data used should at least try to be optimal. Am I right that here it's just a random occasional sample with no optimality clues?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'm confused. Is the game using the same OS functions to see how much time has passed since the last frame, and to get the idea of real world time, so it could keep consistent gameplay speed regardless? Without time calls substitution, it would always have the correct time, just framerate without vsync would be inconsistent, if I'm reading this correctly. And libTAS somehow forces consistent and exact framerate, yet it doesn't actually simulate a CPU speed. It returns false OS time info to the game. I just don't understand how it manages to support real world speed of gameplay regardless.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If the run aims for in-game time, and it makes more sense to speedrun using the in-game timer rather than real time, such a mode can be used to replace common any%, like it happens in Sonic games. Otherwise, there should be gameplay benefits. I doubt the very fact of seeing a timer will make sense as an entertainment trade-off by itself, without in-game time goal.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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keylie wrote:
The way the framerate setting works is by letting the game think that each screen draw takes exactly 1/fps duration.
Where in the code is it done?
keylie wrote:
The game physics take into account the time between two screen draws, whatever that is.
What OS function does the game use for that?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If I just manually pause on those frames, how long do I need to wait before unpausing? Hacking the tool in such a manner to force a workaround for a specific game, while isn't too new in nature (plugin based emulators had tons of optional per-game hacks, and it was a terrible approach), still feels like there are more general or softer solutions. Of course there's no scripting support, in regular emulators we could just make a lua script that pauses emulation on specific frames. But how did you get those frame numbers? Maybe the way you got them can be generalized, and there'd be an option to just pause the tool each time a certain event is detected (like creating an uncontrolled thread in this case, if I'm reading it right)?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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How can you get a SNES port by simply hacking a PS1 version? Original homebrew game is eligible for Vault if it's considered notable. Its hack that makes it less crappy isn't eligible for Vault. If it can't be entertaining enough for Moons, just TAS the original homebrew version. Yet if it's no notable, it will be rejected.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I guess I should have said "get the technique to work optimally".
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Dropped the vsync clause.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay so here it goes: http://tasvideos.org/MovieRules.html#NoArbitraryFramerates Taken down by Nach. We're still discussing this.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What system then? The usual method to force savestate preservation is to set a marker right after a state, then upon greenzone decay it won't be dropped. But for systems like N64 or PSX you'll quickly run out of capacity if you preserve too many states that way. So go to Metadata - State history settings, and set mem capacity to something higher, and/or decrease state gap divider.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay so I guess no one minds my suggested rules. And with no replies about vsync, I think it should also be on by default, unless there are reasons to disable it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Bizhawk Tastudio
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xDenis wrote:
Hi, so i've tried tasing for a while now and i realized that after a while when i want to go back a few frames to change some inputs that tastudio starts seeking from the start of the movie again. Is there any known way of fixing this issue? It's really annoying especially since it happens so often and and it's also annoying when i have to rewatch 30+ minutes almost every time i want to go a few frames back. Especially when the tas is going to be aproximately 3 hours long. (Game: Terranigma SNES) I would really appreciate any help i could get to fix this issue. Thank you, Denis
Tried developer build?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Все еще актуально? А то у нас тут тасинг линуксовых игорь полным разгаром.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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https://tasvideos.org/EmulatorResources/MAME Yes people. This day has come. We've been waiting for years, and today keylie fixed problems with MAME in libTAS. Compile libTAS from source and install it. sudo apt install mame Go to your Home directory, create mame folder there, create roms folder there, and put there all your MAME ROMs. If you want to keep them in a different place, execute mame -w in terminal, Configure Options -> Configure Directories -> ROMs -> Add Folder, and navigate where you need, then hit Tab to save the new path, return to main menu and hit Save Configuration. Put the ROMs there. mame -w means you launch it in a windowed mode. If you want it to remember this mode, go to Configure Options -> Video Options, and set things you like. Return to main menu and hit Save Configuration. Configure input in General Inputs. Other Controls contain inputs for coins and start, as well as some things that may interfere with libTAS hotkeys (mostly Fn keys). Clean those up by selecting them, hitting Enter and then Escape. Check User Interface keys for that matter too. Then either set game input for all games in Player N Controls, or hit Tab with the game running and config input for current machine alone - Input (this Machine). Execute libTAS /usr/games/mame. libTAS will launch with mame executional path already set. In Command-line options just type the name of the ROM you want to play, and hit Run. Games should be tasable with default config, you might want to check Runtime - Savestates - Store savestates in RAM, to speed them up.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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luckytyphlosion wrote:
It's also important to note that BizHawk fills SRAM with $ff by default. A collision which aims for $ffff is possible, but would require a different strat to achieve.
ThunderAxe31 wrote:
From my tests, we can't get a SRAM with all bytes to $FF in real world, and since each byte matters for the checksum collision, it would require for a player to use arbitrary initial SRAM data. Instead, a save glitch that relies on few uninitialized SRAM bytes could still be reproduced on real hardware, which would prove its validity.
Okay, I agree that unless we have a proof, that bytes we can get in the real world SRAM can be sufficient to execute the alternative setup, we should not allow such a setup. It's in line with how we deal with initial RAM state of the console: 1) We must be sure some state is possible in order to allow it. 2) We need competition conditions to be fair and equal. If some movie is only faster due to differently aligned initial state, but no improvements are done otherwise, we should not count that as an improvement. However, new tricks that were made possible by initial state difference are up to discussion, as long as initial state they need is verified. In this case, it's not. Another question is, can a movie account for initial SRAM state that's been verified and is neither all $00 nor all $FF?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Alright, so let's recap.
Default framerate For all games, default framerate configured from the replay environment or within the game itself should be 60, or default preset in the game. If there are compelling reasons not to use 60 or default framerate, it can be set to other common values like 30, 50, 100, 120, and others. Optional framerate For games whose gameplay speed changes along with framerate, changing it from common default discussed above is not allowed. For all other games, uncommon framerate is allowed to be set only if it enables some technique your movie relies on. Still try not to use unfairly high or low framerate: choose the value that works for you and still deviates from defaults the least. For games that don't allow changing framerate during play, changing it from the replay environment during play is not allowed. Set it before playing.
Complaints, additions? Also, how do we handle vsync and whatever fps it would use? I feel that vsync should be on by default, and environment should use the default framerate for it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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There's been a lot of misunderstanding here. A lot of epithets have been thrown around. A few people tried carefully reading the rules, but the official approach of the site remained unclear to the participants. First and foremost, we want our content to look impressive, entertaining, superhuman. Second, in addition to that, we also want our content to be done as fast as possible within the imposed conditions. Third, we try to make decisions that are solid, consider all the known factors, can be used as a future reference, highlight and clarify our official stance. Our rules try to fulfill these requirements and to set the direction for the site and for TASers. Our audience is broader than one might think. Just like there are open-minded and contemporary RTA people who allow internal cheat codes, there are purists who prefer things to be played as legitimately as possible. There are also people who don't really know what TAS is, but happen to find it amusing. On top of that there are tons of ignorant strangers who just want to scream out that TASing is by definition cheating and must not be respected. Our duty is to host this hobby and to protect it from unreasonable accusations. Legitimacy is not an absolute scale, you can look legitimate for some people, and not for others. We try to look legitimate to as many people as possible, and upon partial analysis, this legitimacy must persist. For this reason, we ban cheats that simply make the game easier for the sake of it. There are actually lots of cases when we do allow cheats, it's the absolute opposite of a blanket rule. We allow codes if they:
  • Unlock a harder difficulty mode
  • Unlock a level set
  • Unlock a character
  • Unlock other similar means of playing the game in unusual way
  • Unlock something that just has to be unlocked for full completion
  • Make the game generally more appealing, as long as parts of the game are not skipped
  • Are mentioned in the manual or directly suggested by the game as a means of normal play
But we do not allow blatant cheats that just give you unfair advantage. [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf, total in 14:52.88 was allowed because it uses GT code to access a game breaking glitch which results in play dramatically harder than in any other SM TAS branch. And in the end, it was extremely entertaining to the general audience. [1296] SNES Super Ghouls 'n Ghosts by Ferret Warlord in 17:03.00 was allowed because the game consists of 2 loops that are identical, except the second one is harder and is the only way to access the final boss. So in general, it simply unlocks the harder mode (and a boss). [2059] SNES Mega Man X "password glitch" by FractalFusion in 16:56.88 was allowed because 1) there's no real password that's supposed to be doing this, it's just a glitch in the password system itself, 2) gameplay dramatically changes to something that can't be seen in other MMX branches, 3) the game becomes harder, 4) the result, even though controversial, is still entertaining to the general audience. [802] SNES Biker Mice from Mars "final round" by Baxter in 05:12.62 was accepted just because it was ridiculously entertaining. It was the old judging system, no Vault existed, rules weren't too strict, because TASing wasn't so popular, and not enough edge cases existed to demand stricter rules. If that movie was submitted today, people would unlikely find it too entertaining. Back then it appeared like a bolt from the blue, and people didn't mind the codes after seeing how cool it looked. Much like [1572] SNES Top Gear 2 by Dooty in 11:50.62, though that one wasn't as entertaining. The idea about these 2 movies is that they can't serve as precedents. The lack of proper judgment indicates that. As for this submission, check it against the above and answer the question whether it can be published here or not (and why), by yourself.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Results of my tests on real cartridges.
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ThunderAxe31 wrote:
the inputs for succeeding in the checksum collision would also need to be different, depending on the whole uninitialized data. For this reason, I'm of the opinion that future submissions that use the same glitch should clear the save data as well.
I don't see how this is a reason. If both methods work in real world, why restrict to just one, even though it's not the fastest one? BTW I emphasize that publishing a slower method that we're already sure works in real world is also fine, it just might have a known improvement that probably works in real world.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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