Posts for Dimon12321


Dimon12321
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I was interested in watching a TAS of Columns 1, despite the game being "infinite". Thank you for this! I have strong doubts your run is optimized. The beginning looks great, but after some time into the game you stop building complicated combos and pretty much just keep playing as is, hoping for easy column sequences to come. The stack of columns is predefined. It doesn't depend on RNG or some timer. You could just place 20 blocks, note them down, rewind the movie and plan how to build a good combo. What's the point of having Player 2? Just to have your moves mirrored?
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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It was interesting to watch the pearl physics optimization. Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I made a 100% walkthrough (loTAd), just for fun. However, it will help in planning an Any% TAS on the hardest difficulty. User movie #638510452607262334 Link to video
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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CoolHandMike wrote:
How can we make sure each of them is accurate?
The topic is definitely related to enhancing the possibility to TAS distinct games. My personal opinion: let's value the presence of TASes higher than possible inaccuracies of source ports, re-ports and disassembles. If some unofficial port of a game is TASed, then OK, why not? Then, an official version of the game is TASed - great, it can definitely obsolete the previous submission or the former TAS can be moved to alternative publications. What about Bizhawk. Since it already handles multiple emulators, its architecture, I'm sure, is quite complicated already. It makes sense to take the path of GBAHawk then, and have only special "cores" to launch individual games in the way you provide. Vanilla Doom source ports are already accepted. There are two main source ports to build actual frame-by-frame TAS demos: - XDRE - for Doom itself and some other "standartized" source ports (compatibilities), like Boom and MBF. - DSDA-Doom - for Doom, Heretic and Hexen games, and also Boom, MBF and MBF21. All this is thanks to Doom engine's native way of replay provision which technically never goes out of sync, unless you edit demo header. Vanilla Doom, Heretic and Hexen demos can be played back on real DOS machines and not rely on specific hardware.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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coolman wrote:
I don't know how interesting it would be, but I would love to see a TAS of The House of the Dead: Overkill. Maybe a maximum score goal would be interesting?
You may find it out in the respective thread. I dropped the work after beating 2 missions out of 7 back in 2018. Here's also a full game TAS playlist, but not by a tasvideos member. Maximum score will not be that interesting because the 4th or 5th boss (I don't remember exactly) periodically calls zombies with police shields and this will repeat forever until the boss is dead. Any% with Extra zombies is the best goal, realistically. Saving civilians is optional. Director's Cut mode would be even better, but it requires a verification movie (beating the game in Story Mode and saving it)
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks quite fun, thanks to the pace
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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darkainmx wrote:
https://github.com/Matrix-Attack/Matrix-Attack WALP, here it is. As far as I know, this was the final build of the game.
I assume, neither PC nor GBA ports won't have an instruction of how to compile the source? Also, including .exe files in repositories is not common even for officially freeware games. If you can split the retail files and the source, you'd better keep the retail as an archive.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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It's disappointing nobody picked this game in 16 years. Well, let's see what I can do. The whole game looks relatively easy. Just movement optimization and occasional shooting distinct enemies. Movement nuances - You switch weapons by holding Select and pressing L and R bar keys. While you do this, you can't strafe. Select, Select + L - that's two render cycles needed to change the weapon. - You can't jump over stairs railings or over enemies. - To activate switches or doors, you just have to be close to them. You don't have to face them. Alien switches have kinda weird hitboxes and may not get activated that easily. - To grab an item, you must be at the same height or above it. You can't bump into items using your momentum, like in Doom. - When you turn, you increase the camera speed. If you hold Left, then switch it to Right, you turn in the opposite direction at the same speed. - The framerate doesn't affect the speed. Speed units RAM addresses work only in scope of the current level. You have to perform a new search again. Run forward (RF) = 1568 Run backward (RB) = 874 (55.7%) Strafe Left (SL) = 868 Strafe Right (SR) = 875 RF-strafing (either left or right) = 1793 RB-SL = 1231 RB-SR = 1237 To have a perfect angle for RF-strafing, you need to turn left/right by 21 degrees away from the direction you want to run towards. For RB-strafing - by 32 degrees. Optimization The framerate is uncapped, which makes it harder to optimize the movement because you have to redo the input every time you try a different way of movement and luck manipulation. You can't just copy or delete unnecessary frames. You gotta follow for how many non-lagged frames you kept each button pressed before doing progress in a different way, and it still doesn't guarantee you will do the same what you used to do. The enemies often stand dead on their tracks when you see them. I think it has something to do with performance optimization to spend less time on AI logic. Enemies The following list is determined by doing RAW Search. GBAHawk, WRAM memory domain, unsigned int. HP cannot be negative (if an enemy is dead, its HP is zero)
EnemyHealth (HP)
Assault General (Trooper)40
Pig Cop60
Hybrid Gray Alien50
Spiderlord (boss 1, 02BF18, 2 bytes)1100
Octabrain100
Enforcer120
Cyber Alien (boss 3, 0194C8, 2 bytes)2000
Alien Egg50
Alien Crab80
Alien Lord (boss 4, 027D78, 2 bytes)5000
It's not clear how much health does Boss 2 actually have. First, you need to hit it 9 times to get a call from the general. Then, you must make the boss walk under the crusher and it dies instantly. The crusher deals 4 damage. One smash cycle takes 64 hp away. Weapons
WeaponDamage
Mighty Foot40
Desert Eagle (Pistol)12
Shotgun50 (5 pallets, each one deals 10 damage)
Lead Cannon147 (7 pallets, each one deals 21 damage)
MP510
RPG200 (80 = direct hit, 0...120 = splash damage)
Pipe Bombs0...255 = splash damage
Freezethrower0
Shrink Ray0
Boss 1 rocket0...40 = splash damage
Shrink Ray and Freezethrower cannot do anything to bosses. Here is a TAS test which passes first 2 levels (1A and 1B). The encode is included there.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I recorded a small TAS of Duke Nukem Advance: User movie #638491602391815310 The game features unusual usage of hardware. The sound chip participates in calculation and doesn't play music during the gameplay. Besides, the framerate is uncapped. So I think it will be a good accuracy test for GBAHawk, if you have the game around.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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PurpleSun wrote:
Unfortunately not, as it turns out it was done on a bad dump. Someone had asked him on one of his WIP posts (https://youtu.be/hVRbGtyb4rk?feature=shared), but he said that he only found out the game was a bad dump when it crashed on Lanayru Twilight. Trying the inputs on a good dump didn't get past the title screen.
A fallen star, sitting next to Metroid Prime submission =(
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks quite technical, although it will lose quite a bit of entertainment if all races will be done using this shortcut.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Thank you for the route provision. I've discovered several new things now. I like the game, but have never played it. Yes vote!
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Too much everything "Gradius" on the screen xD Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Hello, ded! Nice to meet you! Unfortunately, our community doesn't have much enthusiastic people who would be glad to do this kind of stuff. Also, in your case, it doesn't sound like an improvement to Fly's TAS. Obviously, one may tell you to learn how to use frame advance. It's an extra button you have to press, while holding the input, to register it and jump to the next frame. It's like playing on 1% speed, but frame advance lets you control the tempo easier. If you still don't feel like doing that, you can simplify the task, if you provide ROM hash, emulator name, BIOS versions (if it's PSX version of the game), a list of alleged combos and input movie files where Sub-Zero reaches regular bosses. This way, the person, who agrees to help you, will spend the least time on preparation.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I didn't expect the game to be so short. Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Drrrrrr-drrrrrr-drrrrr-drrrrrr---- Ti-ti-ti-ti-ti-ti-ti-ti-ti-ti-ti-ti-ti-ti-ti--- (Game complete)
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I wish I played this game in my childhood (with translation to my native language, of course). Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks like a fun minimalistic game. Stab everything that appears on the screen. Yes vote
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Here it is, I assume: https://github.com/maholator/MahoTrans I first confused it with KEmulator, which seems to be a different soft without TAS tools in its TODO list
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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KennyMan666 wrote:
They were openly sharing roms on their Discord,
Maybe it relates to Switch ROMs only. When I posted my TAS video in their Citra discord channel, thanking them for their efforts, they deleted it and wrote to me that this is an act of piracy. I didn't expect them to read the description of that video and discover a link on the ROM file I was using.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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phoenix1291 wrote:
But what about Citra and her integration into Bizhawk? There are still other emulators for the Switch, but for the 3ds???? Will Bizhawk continue to integrate Citra or not?
As far as I know, judging by what people say in Discord, the integration remains in tact. Everything that has changed for us is that Citra itself will not get any updates. Bizhawk doesn't keep the functionality which may accompany piracy, only cores of other emulators to play games. BTW, it was claimed that Citra will not be stopped from being accepted for TAS sumbissions. I found nothing. A lot of links lead to various emulators for Nintendo 3DS, not of. I asked about it in Discord, but got no answer. I don't think it makes much sense to cancel the work half-way through. People say that Citra is already integrated in Bizhawk (not in dev builds, but in a separate branch), but it occasionally crashes. All we can do is wish CasualPokePlayer and other members more patience and passion to finish it, to have Citra repeated the fate of Dolphin for Bizhawk.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Looks alright. Yes vote. The only complaint I have is that weird ringing noise on the background.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I wish I could have such a strong motivation to deal with my stuff! Great work once again! I went through your repository and the console-verified GBA publications and, I guess it makes sense to clarify the things. I assume a gbmv input file recorded in an elder version of GBAHawk (say, 2.06) will playback in the latest version, so there's is no point in marking them in the repository. However, you mentioned RNG manipulations for some of the games to become verified, like you had to add some blank frames here and there to make the movie successfully play on a real GBA. Does it make sense to store these input files as well, for example, in "gbmv files verified" folder? Even if this final step of input adjustment has to be done for each verifying device independently, this at least will give verifiers the right whereabouts where to add or remove blank frames.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Welcome to TASVideos! The description definitely needs some polishing and filling. Alright, I'm not gonna jump to conclusions yet. How does the combat system work in this game? I'm catching the vibes of Streets of Rage 2. If the fighting works like in there, then I think it would be faster to do unfinished combos (without knocking enemies down), wait for your cool-down to finish and repeat a combo from the beginning. Instead, you do a full combo and wait for enemies to get up, in order to finish them.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I thought Genesis version was bizzare. This one... is too, but it also has better graphics and sound xD
TASing is like making a film: only the best takes are shown in the final movie.