Posts for Randomno

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Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 205
To save someone else the headache: Mr. Tuff (Europe) (En,Fr,De) (Proto) (1994-07-12).sfc - 58840C2CE4F68E30F3D815E9774A1FD3D0D25BD6 Mr. Tuff (Europe) (En,Fr,De,Es,It) (Proto) (1994-12-05) .sfc - 52E7D817807A2488555E68F4273AA859C07EFD87 Mr. Tuff (Europe) (En,Fr,De,Es,It) (Proto) (1994-12-05).sfc - 17EFA7BF116A462ABEDD3EA2CB59DDD1B8F9C327 SHA-1 associated with this movie is the first, 58840C2CE4F68E30F3D815E9774A1FD3D0D25BD6. This is NOT the version used for the final movie. The TAS desyncs immediately on this version, as there is no copyright splash screen. This movie syncs on 52E7D817807A2488555E68F4273AA859C07EFD87. This is a hacked ROM dumped a long time ago. The high score screen has been edited (among other things?). This movie does not sync on 17EFA7BF116A462ABEDD3EA2CB59DDD1B8F9C327, the good dump. It desyncs a few stages in.
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SuperSqank wrote:
I’m cool with looking at it. I was actually interested in TASing the game myself, willing to remake the whole thing. I will see what I can do and I will look into sending you an improved movie when I’m done. Could you provide a BK2 or TASPROJ file for the run?
You may as well use GBAHawk, it's a fork of BizHawk and has the same TAStudio, and a more accurate GBA core.
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Entertainment aside, I'm not sure that this constitutes completing the game. After finishing 8-4 you go straight into 1★1. It's an optimised movie though, and the quirks noted in the submission and by Niftski sound like they make it an interesting game to run, even though that doesn't translate over to a TAS. Link to video
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Sticky wrote:
So is this something that can be manually added to the catalog so the site knows where to put it? Obviously this is not a pressing issue, or an issue within the site's code whatsoever, I didn't realize there were catalogues that would automatically populate different aspects of the site. I assure you I am not pressing for this to be fixed, you guys are wrong, etc. I'm more interested in the new site workings. Is there a forum post or wiki that explains these changes when they were brand new? I would like to catch up on the workings. Keep up the good work, folks. I appreciate you.
When a submission is made, the author enters the name of the game, but it's not initially linked to any Game entry on the site. It tends to be linked by the publisher, or it may end up sitting on the todo list if not published. The system/console for the submission is determined by the movie file. When a game entry is made, it's not linked to any system, since the same game can be released for multiple systems. The editor has to add a Game Version, including the system, region, ROM name, and checksum. In this case, the game entry was made and linked to the submission, but no game versions were added. I'm not sure if there's a summary of the new site; it's been completely rewritten but maintains a lot of the old features and compatibility. It's open-source and was announced here, and launched Jan 2022. Welcome back by the way.
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It's this I haven't done any stuff with games pages for a while, but I don't know why this happened. Edit: Oh, it's in every System list. That's why.
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You may want to look into FCEUX's built-in AVI/WAV recorder. Your screen recording drops two thirds of the game's frames.
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Analyzing the assembly, writing out the logic and adding comments I assume. I don't think these games were even written in C.
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There will be other people more knowledgeable, but since no one has else responded. There's no simple or automatic way to get a game's source code. Technically it's impossible unless it gets leaked or released, but even taking a compiled executable and turning it into readable code can take a lot of effort. In Mega Man's case, the executable was packed with EXEPACK, so you'd probably want to start with an unpacker. There are pages like ScummVM's reverse engineering howto with further resources.
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Link to video A stupid exercise but I may as well document it. I built a pre-1.0 version that targets .NET Framework 3.5. The only issue is the SlimDX library. This in turn uses the Effects 11 library, which was built with SSE2 instructions. So I replaced the SlimDX.dll with an older version and built it again and it worked. What will it take to run BizHawk on Windows 95? I don't know.
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I tried porting with AssetRipper, using Deepest Sword again. All I had to do after decompiling and opening in Unity was to install Unity UI package, and it built. It was fairly broken though. Had the idea to port the Windows version the "normal" way (btw, unify is really useful here) and then zombie it together with the recompiled version until it worked. I found that globalgamemanagers determines what rendering engine to use (DirectX, Vulkan, etc.). Replacing this file makes the game launch but with the classic broken-shaders pink screen. Replacing Resources/unity_builtin_extra fixes the graphics. However, text is still broken. This game uses TextMeshPro which the decompiler doesn't like, and I don't know how it works or how to deal with it. If anyone has more experience with Unity or wants to TAS a Unity game, I suggest trying this method and see what you can do. Of course, still need the ported game to work in libTAS. I don't know if there's any ways to make it more compatible when building.
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Oh there's an open source reimplementation of this, because of course there is https://aliveteam.github.io/
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There are batch/shell scripts in /pipelines for building. Msys2 won't recognise the msbuild command so you have to either change it to msbuild.exe or make an alias. Or just use Visual Studio.
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I didn't see anything failing to load.
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Tried this out on PCem with a USA Disc version of the game. Seems to work pretty well. Not really interested in TASing this though. (Gave up on concatenating the video files, I'll figure it out some other time...) Link to video Link to video
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It sounds like it does work, but the OP of that thread is banned and I don't know if keylie has any interest in it. Maybe you can try libTAS yourself, I just finished a new setup guide for it.
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I built the reverse engineered version on Linux and it appears to work. Warning/reminder if anyone tries to TAS this, the function keys do stuff but get captured by libTAS so you might forget. F2 seems to start the game a bit faster.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
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Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
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I've made a written guide now: https://github.com/Randomno/libTAS/blob/wsl-guide/docs/guides/wsl.md I'd appreciate any feedback before suggesting it to replace the existing guide.
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I've tried Wii TASing recently and struggle to perform actions like swinging, spinning, pulling with the TAS Input. I've tried using motion hotkeys (found in Controllers>Configure>Motion Simulation), seeing what their input looks like, and replicating it, but they do a lot of inputs and I can't consistently replicate them myself. I've heard similar from other people. So, I'm looking for some advice or guide on how to input different types of motion with Dolphin's TAS Input. Maybe someone has more experience with this and knows what the games are looking for in terms of motion. If it's any use, I have a clip where I use the Swing hotkey with TAS Input open, and you can see the accelerometer values peak and then go slightly back and forth. https://www.twitch.tv/randomno/clip/InspiringJollyKimchiTheThing-jqBHt2XHKNAC9aUD
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There's some info about all the different names this game has here. I think the most correct one is Advanced Lawn Mower Simulator since that's what's written on the casette the game was released on.
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feos wrote:
Randomno wrote:
Updated list of submissions with empty author fields, since I can't change these myself. https://tasvideos.org/4836S - IgorOliveira666 https://tasvideos.org/4863S - Curseschris https://tasvideos.org/5186S - Wraith https://tasvideos.org/5435S - CDRomatron https://tasvideos.org/5790S - Monster https://tasvideos.org/6364S - DMTASpeedruns https://tasvideos.org/6394S - DMTASpeedruns https://tasvideos.org/6452S - LucasWills https://tasvideos.org/6473S - Riyan https://tasvideos.org/6610S - r-bin2 https://tasvideos.org/6617S - r-bin2 https://tasvideos.org/6724S - KietTezend https://tasvideos.org/6908S - liutao118121 https://tasvideos.org/7091S - Gibran https://tasvideos.org/7098S - Nami https://tasvideos.org/7104S - RN22 https://tasvideos.org/7106S - RN22 https://tasvideos.org/7220S - EbbeBrinch https://tasvideos.org/7249S - ookamisuketoudara
How many of them are actual co-authorships, and how many are different names of the same user?
They're all cases of different names of the same user from what I saw. Most are obvious, I checked liutao on wayback machine Edit: Sorry the original post was unclear. These are all single-author movies
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Editor, Experienced Forum User, Published Author, Active player (403)
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Cool video, I only knew this game as one of the last few Dega TASes and have been hoping to see it improved.
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Someone has shown a video of a Mac Plus V3 using Mini vMac in libTAS before.
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I'm a bit more active again and would really like to update the libTAS guide. I wanted to have something finished for 1.4.5's release but didn't. I've linked a few people to my video above and it seems well-received, but simplifying everything into a shell script might be overkill and not prepare the user for using WSL/Linux. However, teaching everything about how to use Linux is out of the scope of a libTAS tutorial. So it might help to have some feedback: What should the libTAS guide teach? Compared to the existing guide, I think vcxsrv is completely unnecessary now. WSLg works fine and requires no extra work. Windows Explorer may be easier to use than Nautilus. The guide should ideally come in text and video form, though I'm unwilling to make a commentated version at the moment. The annotated version above is not bad though I think.
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