Saw the movie, didn't understand a single thing. Read the comments, didn't understand a single thing either. Yes vote. :)
I wonder, can this input be used in the Masterpiece demo included in Super Smash Bros. Brawl? The time limit is 1:30, but it starts at the beginning of Yoshi's Island 2, so the input time fits.
I got zero rerecords with TASing in TASEdit and set the count to 88800 before submitting, so what? Anyone can mess with it to make it look trustable. No stats is 100% accurate, which still doesn't hurt your ability to get a valuable impression of the subject.
looks good but jlun no use my improvent do not use my improvement after getting the second item look at him starting in the min 1:41 of my TAS
Link to video
I can't see the encode, but according to my new WIP I posted, no one has downloaded it and it's only 01:52.83. How the heck did you know whether or not I did what you're talking about if no one has downloaded it?
http://tasvideos.org/userfiles/info/6165117882081268
>.>
@Fractal : The BizHawk is too hard to even too open. I tried everything that everyone suggest, but impossible to use it. Not perfect for "normal people"... :/
Are you missing any .dll files? What error message did you get?
heldtogetherwithtape wrote:
The currently published run for Actraiser 2 was done on LSNES, which is a rerecording emulator based off of BSNES. Most likely, you're going to have to use either BizHawk or LSNES for what you want to do since in the submission text it's mentioned that Actraiser 2 isn't TASable in snes9x.
Ok, I've checked it out, and even that part where he did the major time saver wasn't optimized. By the time he reached the blue square at 2064, I'm already 38 frames ahead.
http://tasvideos.org/userfiles/info/6165117882081268ALAKTORN wrote:
this TAS doesn’t seem to take into consideration acceleration at all… unless there is no acceleration (it looks like there is), then this seems very sub-optimal to me
It's not exactly "acceleration"; it seems the ball's speed ia always at intervals of "2", with the highest being 10 and lowest being 4,294,967,286 under normal circumstances.
Because you cannot stop bouncing, you have to adjust the speed to factor in where you need to land. Sometimes while making large turns, it's the same (or even faster) to be slightly further away from an edge so you can reach max speed sooner and stay at it longer.
I uploaded a quick encode of jlun2's run.
So jlun2's run collects that one red cube at frame 1512 (1:24 in the encode), while the OP collects it at at least 1522 (though it is off-screen). It looks more like 1524, but anyway, it's at least 10 frames slower than jlun2's.
Then, the tables turn. While jlun2 takes the very long (intended) route over and around to the floating pairs of brown blocks, the OP bounces up there early by walljumping on the same wall multiple times. At the point he bounces on the first floating pair of brown blocks, he is exactly 256 frames ahead of jlun2. Then, by the time they both touch the gray cube at the end, he has gained 3 more frames on jlun2.
So while jlun2 may be faster for half his WIP, his movie cannot be verified to be faster than the OP for the second half because of that big missed shortcut.
I'll have a look at this, thanks! Btw, I can't go to youtube for 2 more days, so can you upload a screenshot of that intended long route?
Edit: Found that part by watching the input file. The camera shakes far too much to be enjoyable. No vote and I'm off to correct this camera myself.
Edit 2: The OP's movie desyncs like coolkirby. My system is:
Microsoft Windows XP
Professional
Version 2002
Service Pack 3
Tell me one thing that makes Family Feud stand out. It's just text being entered quickly. Not very outstanding when compared to the rest of the TASes there.
Obsolete Family Feud with an even more funny entertaining TAS and I'll agree with you.
Many n64 VC titles do run well on dolphin already.
Wow, really? What happened to N64 emulation that caused Dolphin, an emulator 2 generations ahead to be more compatible with N64 games than the N64 emulators themsleves? 0_o
Is the N64 just inherently hard to emulate or is it lack of developers interested compared to other consoles?
So (whatever that game might be) playing with a certain style will get you permanently banned? Sounds fair.
Actually, the moderator simply banned everyone dressed like this and didn't talk.
And to make sure this post has a use, here's a random video:
Link to video
I think that it would be acceptable, even for a "generic" bot, if it's given a specific condition that it has to reach in a game-by-game basis. In other words, it's told "in this particular game, when these memory addresses contain these values (iow. a game over state), you are done."
I hope this doesn't lead to those arguments similar to the ones in the SMW/Pokemon Yellow/Chrono Trigger/Earthbound/etc movies. :O
I don't understand how a video with as few as eight votes (three of which are "no") gets into moon tier, when other movies with imilar votes end up in the vault, and movies like this get vaulted with fifteen yes votes.
I'm not sure how to say this, so I'll use an already existing quote:
Nach wrote:
Did you find this movie entertaining? - I most certainly did!
...but not in the classical sense.
but ultimately the timers would loop anyway, so as long as you're willing to wait it shouldn't matter.
It depends on the size of those timers. In typical NES games they are probably 16-bit so they loop over pretty quickly. However, if any game in some console used eg. 32-bit timers, and even if it incremented it on each frame (ie. 60 times per second), it would take over 2 years to loop over.
According to Wiki, by the 5th generatin of consoles, there were already 64-bit consoles.
Although I'm not sure why would a game need a timer that runs each frame for 264 − 1 integers.
It's not, but since other people are pretty much posting anything here I thought "crappy" was used in a.....casual, not-really-negative sort of way.
Now on-topic: Getting banned for looking like a bot!
Link to video
Member rank depends on how many comments the one has posted(see here).
Two types of rank are automatically generated - player ranks (which will appear in conjunction with manually assigned ranks) and member ranks (which will not).
:P
But anyway, now that's fixed, I wonder if Tehh_083 had the same problem.
One hard thing to do would be to have the bot know when the end of the game is reached. I'm talking about a bot aimed to work with any game of course.
Some games don't even have a clear ending, and people are arguing about what truly means "completing" a game sometimes with special submissions here.
But... Even with obvious endings (credits, a "the end" screen, etc...) I don't know how a bot can consider the game beat.
I think the easiest solution would be to manually give a goal to the bot, depending of the game. And that would be something like "reach this value in this part of the memory" most of the time. Because I really can't think of a global way to tell the bot when to stop ^^
If the bot can one day not only know where to end input, but also endearlyinstyle, that would be incredible.
Congrats on getting this moon'd! I never thought I'd see this day considering my run was initially rejected for bad game choice lol.
But I have one question. Why is Happy_mario still a "newbie"? Or does he already have the "player" rank and it's just not showing for me? 0_o
Oh, and I can't seem to find Happy_mario through the "Memberlist" for some reason. 0_o
Hello gentlemen. I am trying to encode this movie, but the run is desyncing every time. jlun2's run works perfectly. If anyone who can get it to sync can upload their .ini file, that would be great.
The rom is different. Please download the rom in my submission.