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Sorry for responding so late to this. I'll be honest, I'm not really sure what to do about that. If the debug version meant for debugging the Gravitron RNG doesn't match the actual Gravitron RNG then it seems like a really pointless build. I could use the original build but then we're back to the original issue again. Does the old movie file without the timesave in Final Level still sync at the Gravitron in the normal version? If it does, then just use that. If it doesn't, then this whole "debug branch" has completely different RNG and isn't actually useful at debugging. I have no idea why the Gravitron RNG would change even though the game's hash file and the inputs before the Gravitron are exactly the same for both movie files I sent.
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Turns out you can actually flip through the floor in the V room with a different vertical align so here's an updated movie for a final time of 13:25.19
User movie #637956845136804465
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Okay, here's an updated movie file that should *hopefully* sync this time. It also includes some miscellaneous other improvements so the time is now a 13:32.19.
User movie #637946666163030054
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Okay, here's a google drive link with the Xoshiro seeds and the settings.vvv file: https://drive.google.com/drive/folders/1_8HeqYUQtFbqFSdQtREgx1QuIFrk__zs?usp=sharing
On the debugging version of VVVVVV that Info Teddy sent me, I appear to be experiencing the exact same RNG that you two are based on the video she sent me. This means that I think I can actually TAS the Gravitron properly so I'll get right on that!
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Hm that's really strange. Yes, I'm absolutely positive that I uploaded the correct movie file. As far as I'm aware there aren't any specific settings you need to enable in order to sync the movie. I could redo the inputs for the Gravitron but if the RNG doesn't match at all then that's no good.
Just for redundency, here are the options I have on libTAS:
Force Software Rendering
Prevent Writing to disk
System time: 1 second (at Power On)
The only possible thing I can think of is the System time being wrong but that shouldn't be possible since libTAS automatically loads the correct time when loading the movie file. Would it be possible for you to send a video of the TAS desyncing in Gravitron? If I could replicate the desync in libTAS, I could properly redo the Gravitron so that it actually syncs.
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I looked on the rules, and it seems that they have been updated since the ruling of that previous TAS. In my opinion, it's not really a "glitch" but an intended behavior of the game that was most likely unintentionally left into the game and it should count as a cheat code. The moons category is now much less restrictive with the goal and if I understand it correctly, getting a run accepted into moons comes down to entertainment value. All jokes aside, this TAS is terrible to watch so I do think it will be rejected from moons for that reason alone and it would be rejected from Standard due to the aforementioned cheat codes. Maybe one day I'll make a full proper TAS of this game but I'm working on other games at the moment and the idea of a credits warp glitch in an M&M Kart Racing game felt perfect for an april fools's joke.
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It sounds kinda dumb but the main reason I have extraneous mouse inputs is so that if I inserted frames in places, I'd have a much easier time remembering where I inserted them. This helped a lot on the other TAS that had the visible/optimal version. Anyways, I did forget to remove them before publishing so I now properly removed the extra mouse inputs for the 60 FPS version. Currently implementing changes now.
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Okay, I'll update the submission to include that change!
I'm not entirely sure how to render the encode at 1000/17 FPS without going into the input file manually and doubling every input. Since the input file is incredibly short I'll just change it manually for this one but it would be incredibly helpful if there was an easier way to do this.
Also because I'm apparently bad at optimizing, I was able to save 5 frames from better menuing of all things. I'll upload a new video and the faster movie file at 60 FPS as an update to this post once I finish creating it. :)
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Hey, I've been working on a TAS of Super Monkey Ball: Banana Blitz for the Wii and I was wondering what would happen at the end of such a movie. After the movie ends, what orientation should the Wii Remote be set to?
I know that you should end the input file on the last possible frame of input, where the controller is considered "inactive" with no further inputs necessary from the player, but a Wii Remote obviously doesn't have an "off" position. The orientation of the Wii remote is a huge deal in this game so if I could manually set the last values and have it remain those values after the movie ends, that could potentially save a lot of time.
When a movie ends, the game determines the Wii Remote's position based on the current input from the player. Whenever you run Dolphin, the Wii remote is automatically reset to X: 512, Y: 512, Z: 616 so perhaps this should be the assumed default orientation going forward? That way, publishers wouldn't have to worry about setting the orientation of the Wii remote before verifying a movie
Also, I'm sorry if this has been answered before or if this was obvious, I looked through the forums for a little bit and couldn't find anything related to this.
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Thanks EZGames69 for bringing the broken link to my attention, I didn't realize that for some reason ;-;
I believe the double underscore is confusing the Youtube module and it's ignoring the 2nd half of the video ID, which is very strange but whatever. I had to make a playlist with the video in it and then link it to that.
Thank you all so much for the positive comments regarding the TAS! I kind of wish I did a better job optimizing this, there are some sections that are painful to watch because I know that there's a much faster way to do it :(
Hopefully, this is good enough. It's about 4 minutes faster than the current WR which is pretty impressive seeing as there isn't that much room to improve compared to RTA due to the sheer amount of unskippable cutscene-ish sections.
100% is a lot more interesting, I might do a true 100% of that run next with multiple players. There is way more strategy and interesting mechanics to work with there.