Posts for Spikestuff
Spikestuff
They/Them
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Input is based on the shorter run, which does half the game. Meaning the author didn't go back and adjust the "please don't fullscreen" but also to repeat CoolKirby.
CoolKirby wrote:
Many sections of the run are quite speedy, though others look a little unoptimized, like when you stop and shoot instead of moving and avoiding the enemies. It also looks like you can take more hits to save time and still hold out until the next health pickup. That's just my take from watching the encode though.
There's repeated issues throughout the TAS and that usually goes hand in hand with a low rerecord count. I suggest that the author to give it another go and take their time with the game when TASing and to use the userfiles until they're confident with a submission that is optimal. And to also figure out the audio troubleshooting.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Encode. No audio, cause I wasn't going to troubleshoot how to get that working. Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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The Hive is an old GameMaker game back when YoYo Games used to host titles on their site and not Software. The TAS is also incomplete as there's 7 levels and a boss. Perhaps the author intended this to be a userfile instead. Also to the author, please don't enable fullscreen like you did here. Partially cause it loses a few frames, and the other being more difficult to dump it.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Hello Pankaj Choudhary and Welcome to TASVideos. Unfortunately this submission is slower than the currently published movie by ~18 seconds. If you want to keep making attempts, and eventually improve on DreamYao's run perhaps uploading to your userfiles should help in the meantime.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I started looking at this game after the previous submission and completed a full run which is 1,590 frames faster than yours (when your input is truncated to final input). One major thing of concern is how your input is still coming off as RTA like which can be seen in the Gum Monster fight. You can defeat the boss with Pac-Man only crossing the Gum Monster once, and you don't have to react to the monster's arm, instead letting Pac-Man tank the hit. And the RTA like continues in that input when you look at it and see how you're shooting your pellets holding longer than necessary. Please, take your time and use the tools that BizHawk provides such as TAStudio, cause you'll be able to clean up your input, and also discover that the B button helps save a frame in the Main Menu.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Literally has the other one almost out the door. Oh hi Mark.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I think we've reached the net of zero return with these ver-- WHAT THE ACTUAL SHIT?
WebNations/Sabih wrote:
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Spikestuff
They/Them
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If the translation doesn't do anything that would come off preferable over the base game (regardless of language) then I wouldn't have an issue with it, especially if it syncs between the two. Bonus points if it syncs on multiple translation hacks of varying languages. But if it has an advantage (or disadvantage) over the base game then I don't think a translation hack should be allowed.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Because of how spaced the input is, I can't tell if you're intentionally worse than the RTA WR or not without having to load the bk2 to make sure where your input ends.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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So this doesn't really bring much as a category and comes off as one of those misc, category extensions that were done for the hell of it on srcom. In saying that, this pretty much would fit right in Playground as it is literally a misc category (that doesn't exist on srcom) . But to point out the branch, I'd argue this would be "failure, Break the Targets" and not "Suicide%"... However, that means that technically more can be done if you did a failure version of Board the Platforms. Showcase both at once, not one alone. A Light Spike to the userfile has also been made skimming off 230 frames at the end, as well as correcting Header information in relation to the author, and the rerecord count.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Original author name listed was "Just note that if there's mutiple authors on my file, it means I used an old input file with all characters unlocked." So just to provide it. SRAM comes from this Publication specifically the userfile linked in the submission text. Edit: Actually no, the verification movie is the Publication file.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Ah if it isn't Sir Daniel Fortesque the greatest cowardly knight from all across the land. Watched this during development, and before this was submitted. Good stuff, and will be grabbing this for publications.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Oops, just realized I missed some shots at the helicopter, I'll get a correction going in a bit. Corrected file which shaves off 40 frames.
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Spikestuff
They/Them
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Thanks for that, corrected that error. I probably wrote out the wrong word entirely when trying to do a romanized version of it.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Oh shit yes, the game I literally purchased cause I actually want to publish this one day. (And also cause I watched this well ahead in time)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Finally a worthy TAS for the ever short list of god heckin dammit.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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slamo wrote:
Is the ROM name right?
Nope cause I'm an idiot, fixed it.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Crowberry wrote:
Can someone do similiar guide for PPSSPP in LibTAS?
No point, doesn't actually function to how you'd want it anyways.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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The author is claiming a 9:29.9 as RTA timing as the TAStiming is a 9:41.92 with a Light Spike (corrected file).
WebNations/Sabih wrote:
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Spikestuff
They/Them
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TAS quality is extremely questionable and suboptimal, this was done in what can be assumed rushed and part of that can be due to the low rerecord count. And to prove it here is my userfile for this title. I don't TAS platformers, cause it's my weakest genre for TASing. Time is higher cause I'm using a Bios as a note. Link to video So, let me table it for everyone to showcase it, in frames per area/level:
Areaenderpal7Spike
1115115
2132127
3184179
4109107
510091
6213212
7171144
8157147
9175172
10138137
11121121
12115111
13254215
1410898
15154152
168379
17128117
18124115
197171
209796
215453
Final28032659
There is a section in your input where you don't move for 3 frames. Now I know why in other levels because I do a similar thing, but the level where this happens in doesn't make sense. Look at level 13, where I'm 40 frames faster. This is the introduction to the levers, which you can interact by walking or shooting, both is taught to you in this section. You run to the first lever instead of doing a frame to shoot it and then jump towards the spikes and then at the second one you shoot at it as you're intended to do so for distances. This is like something you need to be well aware of, I don't know why you didn't return to the start of 13 and actually fixed that error going "oh yeah I can shoot the levers". And I'm ignoring the 30 frame gap in level 7 as a note, cause this error in 13 is the actual standout for the suboptimal input. At the very end, you have an input error where you press A to jump, on the wrong frame, then the frame you're meant to jump is basically voided cause of the error'd input, and then you jump on the 54th frame. There is no care, and no polish going on in this TAS. The game is neat, my input in my crux of luck is suboptimal in my opinion, and someone can either create a new one from scratch, or take control over mine cause I did attempt polishing it within an hour of actually looking at it, as it is a relatively short game.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Following the string of links that lead to the GitHub page to another GitHub page implies/showcases that the once made for GBJAM is now following a more active development for the passion project, meaning that the version you've submitted is (and it says on the itch.io page) incomplete, missing features, and not fleshed out. Maybe wait when the development to this demake is actually complete instead of running through an unfinished prototype.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Just as a note: You could've requested on your other submission a file replacement and then add the additional author after.
WebNations/Sabih wrote:
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Post subject: Linux, Vita3K and libTAS.
Spikestuff
They/Them
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Spikestuff wrote:
So this was unable to actually boot into the game at least on my end, which is why I didn't make a comment in the first place. All I was able to do was actually figure out how to quick load a title, figure out it pulls my input, and also able to dump within libTAS as well.
Vita3K version 0.1.6 released honestly this is more important that 0.1.5 as it has support for Vulkan an API I can use correctly on my machine. So similar to the PSP post that I have I'll outline the steps. Firstly get the latest version from Vita3K. Keep in mind, Vita3K doesn't have a visible option in retrieving older builds. Make a backup. After extracting it run this command within wherever you extracted Vita3K
chmod +x ./Vita3K
./Vita3K -B Vulkan
This will allow you to run Vita3K in the first place, and then force it to boot into Vulkan (if you can't run within OpenGL). Do the setup as normal (select the Emulator Path to where Vita3K was extracted to), and grab the firmware files. After doing that. Make sure the game you're running is actually compatible. And sometimes you can select a game that's compatible and be unable to do anything else with it stares at VVVVVV. Within libTAS to boot into game you run this command:
-B Vulkan -r GAMEID
Now to get the ID of the game you just need to do this, then you can put that where "GAMEID" is and start TASing: When viewing over what you created this is where I point out where you are going to follow Citra's logic so go delete your save data which is located in your emulator's path: ./ux0/user/00/savedata/<id> And then after all that you find out it all desyncs and this was a waste of time. 👍 (This is including titles that don't have any perceivable RNG, since the game showcased here Downwell actually has RNG.) I didn't check with Time Tracking settings to be honest, mainly checked if everything else worked and it pretty much does. I also assume that there's something going on with the Shader Cache which is allowing a desync, Honestly don't know, wanted to get something more definitive, and actually written out than what happened previously where it was snipped without any information. Pros:
  • Can Dump
  • Can Frame Advance
  • Can Pause
  • Can be TASed with
Cons:
  • Can't sync TASes with
  • Fast Forward breaks Vita3K
WebNations/Sabih wrote:
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Spikestuff
They/Them
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fsvgm777 wrote:
confirmed sync [...] an AMD Ryzen 7 4800H CPU.
In the background staring down their 4800HS laptop. What in the heck?
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Spikestuff
They/Them
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To my knowledge, a 9k-Intel CPU and an NVIDIA 20 series will sync this movie. Anything with a combo of an AMD CPU/GPU will not sync.
WebNations/Sabih wrote:
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