Post subject: Rerecord Count Counter
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
I was wondering. Is there a possible way to have the rerecord count visible while rerecording? I think it might be somewhat cool to see how much your rerecord count increases as you progress in a game. Any thoughts?
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Lua?
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Most every lua capable emulator has movie.rerecordcount() it could be very trivial to make a lua script to display this, some like: while true do gui.text(1,1,movie.rerecordcount()) end
It's hard to look this good. My TAS projects
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
What would be more interesting is if lua could be used to keep track of when a rerecord is used on a frame. Then, on playback, the viewer could see which areas required the most rerecords to optimise. (Though it would probably get quite messy when the count is very dense.)
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Mukki wrote:
What would be more interesting is if lua could be used to keep track of when a rerecord is used on a frame. Then, on playback, the viewer could see which areas required the most rerecords to optimise. (Though it would probably get quite messy when the count is very dense.)
Even better than that is the technology used for quantum Mario.
Joined: 7/2/2007
Posts: 3960
A graph of rerecords over time could be quite neat to look at. You could even have it as a running display in an "augmented" encode. I'm envisioning a bar graph where each bar is the total rerecords used in a 30-frame span, and the viewer sees 10 seconds' worth of the graph at any time, scrolling as the encode progresses. Obviously this becomes problematic when entire branches of the TAS are tried and rejected (e.g. because of route changes). It's hard to say which rerecords are actually "in" the final movie and when exactly they occur. Perhaps all rerecords for a given rejected route occur at the point that the route split off from the final route? So you see a spike in the rerecord count and say "Ah, this must be where the runner found out that the top route was too slow."
Pyrel - an open-source rewrite of the Angband roguelike game in Python.