Posts for eien86

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eien86
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Hi Eumeus14, I'll be judging this movie and think it'd be interesting if you could provide an answer to these questions/comments by Slowking.
Slowking wrote:
[...] glitchless allows such an obvious glitch as power crouch stab... just because it's easy to do?
Slowking wrote:
[...] there actually is a version that has this glitch fixed, yet you chose to not use that version, in large parts specifically so you could use this glitch, in your glitchless run.
Slowking wrote:
[...] Don't the rules state "no out of bounds"? Yet you went out of bounds two times in Pinnacle Rock.
Thanks
eien86
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alexheights1 wrote:
My hopeful eyes nearly read you did Budokan because you said Sobokan. I wished it was Budokan, but then again Budokan is probably too complex to TAS without losing sanity. There is no speedrun community for Budokan because it is too hard.
Budokan is in my to-do list
eien86
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Thanks all for your comments!
jeff_town wrote:
how can you be done? aren't there about 253 more friction values to TAS?
Oh heeeeell no ;)
FractalFusion wrote:
Sorry, eien86. The Arkanoid TAS raised the bar so high that 5 Lunar Pool TASes are boring in comparison.
Fair enough! Glad you liked the Arkanoid one ;)
eien86
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alexheights1 wrote:
i tried to watch the video, but it was just 4 hours of eien86 sorting his tas projects in warehouses.
Ha! the struggle is real
eien86
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Patashu wrote:
Preview video is private
Fixed, thanks!
eien86
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Hi arukAdo, I notice you input "AXEARMOR" in the name selection. Per [https://gamefaqs.gamespot.com/ps/196885-castlevania-symphony-of-the-night/cheats], this allows you to start the game with an armor already in the inventory. I am asking because this constitutes the use of an in-game code, which is allowed in certain circumstances, but needs to be properly clarified. Can you explain why you use it and how does that constitute "Normal Mode"?
eien86
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Hi Tigrou, unfortunately I am not able to sync your movie. I have a fresh install of Ubuntu 22.04 for the only purpose of running this. I followed your instructions precisely, but I am still unable. If I remove flash.bin, it seems your movie presses Escape way too early so it never continues through BIOS. If I don't remove it (use the one that comes with the BIOSes), it does progress towards the installation phase but then it desyncs and never loads the game. Can you please do the following: - Give me the exact contents of your .cfg file. Using pastebin or similar is fine. - Have you modified the FPS? It doesn't look like, but still worth asking. - Is there any other setting in LibTAS or PCem or anything else that might be relevant? - Are you 100% sure you can resync your movie without a flash.bin? - Can you give me the md5sum of all relevant files as you have them NOW in your file system. Let's get this movie synced!
eien86
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Twisted_Eye wrote:
ahhh, my favorite kind of TAS: "I have no idea what's happening, but it's clearly very, very wrong, in just the right ways.
Agreed. TaoTao is one of my favorite authors
eien86
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I obtained the specified ROM, but I am having problems making it work with Bizhawk. I downloaded a decryptor tool that produced a new file, but that one also doesn't work. Can you let me know the specific steps to reproduce the movie?
eien86
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Hi dekutony, are you using a French keyboard? When I reproduce your movie, I see "TENTQCLES" being inputted, which of course desyncs. This is typical of french keyboards.
eien86
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Hi Curhob. I'm the new judge for this submission. Seems a lot of water has flown under the bridge and it's hard to recover from the discussion what's the exact state of this submission now. I have a couple of questions to start setting the record straight. Please do answer all of them in as much detail as necessary 1) What exactly is the movie file that you want to be judged? If a userfile, please provide a link to it. 2) Who are the author(s) of that movie? What are their contributions (give percentages, if necessary) 3) What is the FPS of that movie and why was it selected? (I see discussions arguing it's the wrong FPS for this game, so I'd like to know your opinion) 4) What exactly is the command you used to launch the game (e.g., libTAS -r mymovie.ltm ruffle -gl game.swf) 5) What exactly is the name and hash (MD5 or SHA1) of the .swf file you used to launch this game 6) Any additional sync settings I need to know. Please do not link me to them if you've posted them already, just re-paste them in your answer. Thanks
eien86
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GJTASer2018 wrote:
Is the LDM always spawned at the same place, or can it be luck manipulated?
As far as I know, LDM can spawn in at least two different places and it's RNG based.
eien86
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KusogeMan wrote:
could this both co-exist with the ntsc TAS? just curious really, i don't have an opinion for or against.
I'm fine either way too. It'll depend on the judge/staff to determine that. If they can coexist, then I'll TAS that version too lol
eien86
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Darkman425 wrote:
I'll try contacting them now.
The 'original' author never submitted their TAS. If Darkman agrees, I think this one needs to be uncancelled and re-judged.
eien86
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somyeol wrote:
Hey eien86, you probably tried this but im gonna ask anyway because i noticed it... Have you tried a perfect start? Like timing your acceleration at the start of each track to get a "boost"? And for turning corners... did you hold down the direction button or tap it? Thanks in advance for answering!
Hi Somyeol! I didn't approach this TAS super professionally. I did it to have fun and take a rest from the technical grind. So I didn't study the effects of timing the start and perfectly tapping turns. This game is very quirky with physics and probably a more sophisticated touch will find improvements.
eien86
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Alyosha wrote:
I figured out the problem (missed an input adjustment.) Console verification: Link to video Also the timer I was looking for is at 0xF0E in WRAM.
This is great, thanks for the verif! I was planning to take a look after your previous post, but you beat me to it.
eien86
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warmCabin wrote:
I fear no man, but this indentation...
Language: cpp

try { config = nlohmann::json::parse(configFileString); } catch (const std::exception &err) { JAFFAR_THROW_LOGIC("[ERROR] Parsing configuration file %s. Details:\n%s\n", configFile.c_str(), err.what()); }
It scares me.
eien86
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BlackWinnerYoshi wrote:
"2dce9e0c8b9f4110942eb72e2f1c5947" is the MD5 hash for the Linux "ruffle" executable, available here: https://github.com/ruffle-rs/ruffle/releases/tag/nightly-2024-12-15 Game starts from "AdFree.swf" - this and other required files can be found here:
395809fc740ea76750aa934533799c2a http://www.prince-of-persia.com/minigame/flash/AdFree.swf
fe0d8376435bf5cb23f34bb403576617 http://www.prince-of-persia.com/minigame/flash/Boss_Music.swf
bfb7e075ac0e85ae3e6a252a99edce5d http://www.prince-of-persia.com/minigame/flash/Ending_Music.swf
de99081657fda18cb1c092a2e18cced2 http://www.prince-of-persia.com/minigame/flash/Initial.swf
f4f875ebe997b26c141deb795f8ac4a7 http://www.prince-of-persia.com/minigame/flash/Intro_Music.swf
55fe4d3d0953ca9f9eaad9953889ff14 http://www.prince-of-persia.com/minigame/flash/Level_Start_Chime.swf
006a43892b2907f4fb699f1bae877cd3 http://www.prince-of-persia.com/minigame/flash/Postcard_Thumb.swf
9de3cb4ef4dcc93a421e32d1f480f363 http://www.prince-of-persia.com/minigame/flash/PreOrder.swf
04782cce4900c2c93fb0969a2dcf585c http://www.prince-of-persia.com/minigame/flash/Title_Music.swf
"http://" may need to be replaced with one of the following:
https://web.archive.org/web/0id_/http://
https://unstable.life/updater-data/12-1/Legacy/htdocs/
https://archive.org/download/FP90Data/FP90Data.zip/htdocs/
https://infinity.unstable.life/Flashpoint/Legacy/htdocs/
Thanks, this solved the issue
eien86
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Unfortunately I am getting a desync. jaffar:~/ruffle-nighly-2024-12-15$ libTAS -r PoP_SEv2.ltm ./ruffle --no-gui -g gl PoP1_SE/Swf/Prince.swf I noticed the file I used: PoP1_SE/Swf/Prince.swf has MD5: 7184c60f5dfc957d1a405fc2791ff83d SHA1: 51582b3e1659a637e21c516f9ec9f79a404f90e1 Which doesn't coincide with the ones you indicate in your publication 395809fc740ea76750aa934533799c2a 2dce9e0c8b9f4110942eb72e2f1c5947 Please tell me exactly the command you used to run the movie, which swf file you used, and its SHA1/MD5 hash value.
eien86
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Had to create a comparison video to better understand the differences wrt the previous publication. I might as well upload it: Link to video
eien86
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CoolHandMike wrote:
Is something like this possible with the normal friction with perfect score after perfect score?
Yep, I have that exact movie finished, waiting for submission. One difference though is that the 'minimum strikes' and 'max score' goals differ when you introduce friction. There might be a table where you can pocket in two turns in a 3/3 or 0/6 configuration. Zero is possible thanks to friction, as you can re-locate the cue ball to a more favourable position. In this case, I configured the bot to go for 0/6, to reduce frame count, as it resets the rate. Had I wanted to go for max score, the bot would've chosen the 3/3 route. This dillemma happens only a couple of times, but its enough to insert a considerable wedge between the two categories. Stay tuned!
eien86
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CoolHandMike wrote:
eien86, should I go ahead and judge this as is, or are is there work being on this and I should wait?
Hi CHM, as far as I'm concerned you can go ahead an judge as is. The work that Alyosha and Bigbass are doing may result in a proof-of-sync movie, but not necessarily one that replaces the submission. But perhaps it's better to wait and see what's their opinion on this.
eien86
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Alyosha wrote:
https://tasvideos.org/UserFiles/Info/638736697723459056 Here's the partial resync.
If you guys need missing callbacks in quickerNES, I can add them. Just let me know exactly what's needed
What's needed is an IInputCallbackSystem callback that fires on controller latch. Having this allows poll based dumping. In this case it would also help in conversion to SubNESHawk using lua. EDIT: for quickerNES it would be inside this if check on line 838 of core.hpp: if (input_state.w4016 & 1 & ~data)
See: https://github.com/TASEmulators/BizHawk/pull/4200
eien86
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If you guys need missing callbacks in quickerNES, I can add them. Just let me know exactly what's needed
eien86
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Dimon12321 wrote:
Why did you sometimes shoot you ball into a hole slowly? Like, you could gain more power and save a couple of frames. So concerns shooting other balls and "dying" as a result. Stage 47 is very representative on this regard
It's hard to tell, but my theory is that I think it boils down to the emulation aspect. The game being so finnicky, perhaps this weird move enables the perfect setup for the next shot.
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