Has anyone thought of developing the "input animation" thing further?
Animated Input (For Real)
One idea I had is to create something similar to Star Control, where the cockpit view of the ship pilot is animated to correspond the player input:
Currently, FCEU has nice and informative image of a NES controller that shows the active input, but adding hands to it might make it funnier to watch. For a more interesting result, a unique image for every 256 button combinations could be made, so that the input display would look more versatile with all the different hand movements. It would take some work to draw all the 256 images, but mostly they should be based on each other, so that the animation would not get too jerky and hard to follow.
There are many possibilities for drawing 256 images, so it would not necessarily need to be the player hands. For a purely visual experience, any 256 images could be used. Use your imagination for funny results here.
TAS Music
Same as above, but with 255 different sound effects. (For a poorer experience, 8 sound effects could be used, one for each button.)
Assigning various instrument samples for the buttons might be a good idea. Afterall, TAS input files resemble MIDI tracks and usually have some repeating rhythms. Lots of drums and percussions might work to avoid cacophonic or monotonus melodies.
Additionally, this could be combined with 256 (or 8) images of a musician.
MorTAS Kombat
This is another idea I got from Star Control: How about making two TAS input files fight against each other with space ships? This would require some serious work from the coder, but the resulting program might be hilarious. The program, preferably called
MorTAS Kombat, would load two input files and use them to move two simple player characters or space ships. The buttons could be assigned for something like this:
D-Pad: Movement
A: Fire weapon 1
B: Fire weapon 2
Select: Something special
Start: Something special 2
For additional fun, left-right combination should be made to produce super speed.
For even more additional fun, long wobbling patterns on D-Pad should activate a powerful self-destruct attack.
Maybe some fighting game hack would be easier to make for this purpose than a completely new game?
Color a Dinosaur!
Number of frames in the TAS (movie size) = Number of pixels in the dinosaur (image size)
Number of available input patterns on a single frame (256) = Number of available colors for each pixel (256)
Number of existing TAS movies (thousands!) = Number of different dinosaurs (thousands!)
Replay-Generated Meta-TAS (Oh-yes!)
First, generate a continuous real-time stream of random input for the controller. Or preferably, use an existing TAS input.
Then, assign additional replayed input of an existing TAS (a meta-movie) for emulator functions:
D-Pad: frame advance
A: save state
B: load state
Select: switch save slot
Start: fast-forward
Then, replay some movie and watch how the input of an existing TAS uses the emulator to record a new TAS. In other words, the result would be
TAS input visualized as a TAS-making process.
Generally
Input -> Input Visualization Tool -> Output
Just think of ways to use the input to produce surprising, artistic, informative, funny or redundant output. Please, go ahead and develop your own ideas. Have fun!
I have no experience in graphics design or coding, so I could not implement any of these things. These are just ideas that happened to come to my mind. Nothing useful, but hopefully funny. I'm not expecting anyone to make these silly things reality, but if it happens for any of these ideas, I will LMAO and donate 1500 rerecords (for any game on FCEU or Gens) for the author of the tool.