Posts for Isotarge

Isotarge
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Joined: 7/28/2015
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Solid improvement even while dealing with those pesky stealth lag frames, well done.
Isotarge
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Hey GamersTavern, I am experiencing the same problem in BizHawk 2.3. Thankfully Golvellius seems to run fine on BizHawk 2.2.2, so if you want to play until it is fixed you can download that version at https://github.com/TASVideos/BizHawk/releases/tag/2.2.2 I have posted an issue on BizHawk's GitHub repo so hopefully the SMSHawk core maintainers see it quicker https://github.com/TASVideos/BizHawk/issues/1264 Cheers.
Isotarge
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Isotarge wrote:
If the feedback is positive I will attempt to get the workaround integrated in to BizHawk for the next release.
Due to universally positive feedback from the DK64 RTA and TAS community testing the build I have integrated the workaround in to BizHawk as of version 1.11.8. Thanks a lot to the testers that helped out. Enjoy!
Isotarge
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As some of you may be aware, I have discovered a workaround for the long standing bone displacement issue plaguing high level N64 emulators running DK64. This is an improvement over my previous workaround (used in the 101% LOTAD) as it retains audio emulation. I have created a custom build of BizHawk in which the workaround is automatically enabled when emulating any version of the game. Included with this build is a copy of the latest version of my glitch hunting and TASing Lua script framework, ScriptHawk, and the most accurate emulation settings are selected by default for DK64. I would appreciate the community testing this build, checking for side-effects caused by the workaround. If the feedback is positive I will attempt to get the workaround integrated in to BizHawk for the next release. Here is a link to download the build https://mega.nz/#!3IYVlCwb!0ptpQcJB0Mf0qEYamzdM1_W-m0z7dSOJy1vCzG7yV-w and you can read more about my research here https://docs.google.com/document/d/15XNghhrc-thXJpbKzWWuHXl-NXdzcaDLEf7poFVruh8/edit
Isotarge
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Joined: 7/28/2015
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Small update, I redid level 3 shot spam today saving a few more frames on ratio, and doing this resynced the levels that had previously desynced later in the run! Currently sitting at 5:17.008, very close to 5:16. I'm contemplating posting another WIP but it's pretty much at the point where I'm finalizing levels now so I may just wait until the actual submission.
Post subject: Step 5 Cleanup
Isotarge
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I spent today redoing step 5, bringing it down to 2% ratio from my previous best of 5% and adding a lot more playaround in the process. I might go for 1% but I think it'll require removing the shots at the start that aren't facing straight down and maybe some others that aren't directly aimed at the closest edge. Link to video
Isotarge
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Hi all, I've been working on a run for this game on and off since 2012 and thought it was finally time to reveal my progress. I've made a YouTube playlist available with several WIPs and detailed descriptions for each, a spreadsheet comparing the US and JP versions of the game, and written a Lua script for this game that includes a drag and drop hitbox viewer and some useful watches in the top left. I hope to complete the run some time this year and occasionally live stream the TASing progress to my twitch channel Looking forward to some feedback, especially if anyone spots improvements.
Isotarge
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The inputs "A Up", "A Down", "A Left", and "A Right" are boolean (on/off switch) versions of those analog stick directions designed to be mapped to your arrow keys. If you have an analog stick you'll want to unbind those 4 boolean inputs and instead use the binds in the analog controls tab called "X Axis" and "Y Axis". Hope that helps and glad to hear you're enjoying using BizHawk.
Isotarge
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GoombaHeart wrote:
How well have you guys figured out what causes crashes in PUs? If you have to constantly console test and re-test parts of the run, that'll surely make a ton of extra work.
You can follow the progress of the bug report to the mupen64plus developers regarding the (lack of) crash here https://github.com/mupen64plus/mupen64plus-user-issues/issues/673
Post subject: Updates to ScriptHawk's BT module
Isotarge
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I've fixed a bug in ScriptHawk which caused the module to track the incorrect object during a few circumstances: - Inside Mumbo's skull after the player asks for help but before leaving - Clockwork Kazooie - Split up pads Make sure you update to the latest version asap! https://github.com/Isotarge/ScriptHawk Thanks, Isotarge.
Post subject: Re: ScriptHawk's Telemetry Module
Isotarge
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TASeditor wrote:
Isotarge wrote:
Spot on, this is exactly what it's intended for. I originally wrote it to make a pretty graph of a moonkick in DK64 but refactored the code so that any game could use it.
Why not use a canvas and display the values as a graph for the last 50 frames, Bizhawk has some canvas lua but I'm not sure what the current status on it is.
This is a good idea, I have a lag graph that plots a histogram using lua and will consider using the same/similar code for the telemetry module.
Post subject: Re: ScriptHawk's Telemetry Module
Isotarge
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Joined: 7/28/2015
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clanker_iii wrote:
Isotarge wrote:
ScriptHawk's Telemetry Module is essentially the same as a black box recorder for airplanes. Once you click 'start telemetry' it records everything you see on screen, the values you listed above, once every frame. When you click stop telemetry, it outputs these values in bulk to the lua console in csv (comma separated values) format. Eventually I'd like to automatically save the values in .csv files but I haven't got around to that yet.
so if i ctrl+c + ctrl+v the telemetry output from the console into like notepad and save it as .csv, i can open it in (i assume openoffice / libreoffice / ms office) another program to gather data? sounds sweet
Spot on, this is exactly what it's intended for. I originally wrote it to make a pretty graph of a moonkick in DK64 but refactored the code so that any game could use it.
Post subject: ScriptHawk's Telemetry Module
Isotarge
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Joined: 7/28/2015
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Location: Australia
ScriptHawk's Telemetry Module is essentially the same as a black box recorder for airplanes. Once you click 'start telemetry' it records everything you see on screen, the values you listed above, once every frame. When you click stop telemetry, it outputs these values in bulk to the lua console in csv (comma separated values) format. Eventually I'd like to automatically save the values in .csv files but I haven't got around to that yet.
Isotarge
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Welp, I got a stair clip in 810 room... Link to video I TASed it twice to try and get button files but both times the movie files desynced at ~-1800 Y velocity, if anyone can tell me what I'm doing wrong I'd hugely appreciate it. Twitch VOD is here http://www.twitch.tv/isotarge/v/46457800 first clip is at 1:45:00 in. Current plan to turn this into an 810 door skip is to: - Stair clip - Talon Trot full hop - Peck - Ground Pound into Cauldron trigger - Activate Cauldron (with FF cauldron activated) to reset Y position - Jump back inbounds past the 810 door Currently I'm about 200 vertical units too low for the plan to work.
Isotarge
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Phallosvogel wrote:
RingRush wrote:
(3) Fixed graphical spiking - This doesn't have to be 100% fixed, but with the version of Bizhawk I use it can get really bad in certain areas ( https://www.youtube.com/watch?v=jLdZZn19uVw for example ). This isn't an absolutely essential fix, but it is extremely distracting sometimes, especially with Tiny. It invites the viewer to question the validity of the run and distracts the knowledgeable viewer from what is going on. If graphical spiking was just one or two frames every 30 seconds that would be acceptable, but in a lot of areas there are more spiked frames than unspiked frames. Apparently some emulators are better than Bizhawk in this regard, but I have't verified this myself.
I always thought this was a videoplugin problem, isn't it?
"Graphical Spiking" or more accurately "Bone Displacement" is not a problem with current video plugins but rather a core timing issue. You can read more about it here I have reported the issue to both the Mupen64plus and Project64 development teams
Isotarge
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Thanks for the feedback everybody, very happy to see the hard work pay off.
Post subject: Joining the BK Science crew
Isotarge
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Joined: 7/28/2015
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Hello everyone, posting here firstly to introduce myself to the TASVideos community and secondly to inform you of some recent findings I have made regarding BK. My name is Isotarge, I work as a developer for a small game studio in South Australia. Recently I have been working on several projects to do with speedrunning and TASing N64 games, specifically Donkey Kong 64 and Banjo Kazooie. As a result Cronikeys, Exchord, Hyper and RingRush have been in touch with me regarding these games. I've been doing extensive research into several aspects of these games, posting my findings to a small project on GitHub, currently called ScriptHawk which includes Lua scripts and RAM watches for use with BizHawk and extensive documentation for several games. My biggest find in BK so far is explaining how the "random trajectory" value is interpreted by the game, originally documented by Kirkq in 2013. It's a float, not an unsigned long and gets set to whatever Banjo's current facing angle is (between 0 and 360 degrees) when you destroy something. There are at least 3 parameters which determine trajectory: Angle, Horizontal force and Vertical force. Horizontal force is located right after angle in memory, it is also a float and is always set to 1 when something is destroyed. You can set this value higher to perform interesting shots like shooting the Jiggy that the last hut in MM spawns straight into Ju-Ju's mouth, as shown here. I have not yet figured out where vertical force is derived from or even where it is in memory but it certainly does vary, possibly being set by the PRNG. I will be working closely with Hyper during the BK 100% TAS process and look forward to seeing our understanding of how this game works progress. If you would like to chat with me live, I regularly stream BK/DK64 research to my twitch page. Cheers, Isotarge.