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#1 Re: TAS tools » Tutorial: working with gmv files » 2014-10-18 11:06:41

WST

Just correcting myself: as there is no guarantee by the standard that sizeof(char) is always 1 byte, it makes sense to use uint8_t instead. However, I beleive, you will not find any place where sizeof(char) ≠ 1 byte.

#2 Re: Talks » off topic » 2014-10-08 18:49:13

WST

No problem; the forums already died long time ago, introducing this one was mostly formal step to make Sonic TASers from YouTube feel themselves as community and help introduce to each other smile

#3 Re: Please, help me! » A button, only for a button... » 2014-01-13 04:52:56

WST

To be honest, nitsuja wasn’t the first who invented this way of triggering the button, see SprintGod’s TAS. smile

#5 Releases » Sonic Boom [03:03.99] by WST and got4n » 2013-12-29 05:39:49

WST
Replies: 0

The run was rejected on TASvideos

#7 Re: TAS tools » Video encoding » 2013-11-07 09:25:06

WST

I realize most of the possible improvements myself, but I’d like to remind you that everything is made just for fun, and it’s not my primary goal in TASing. Because if you begin to pay too much attention to the details, it will result in loosing time which you could spent TASing. Because my real life is really busy (I am alone working in my family, and my mom is sick [probably deadly] and unable to do anything herself), I prefer just to make the beginning… Like proof of concept. If someone can make a pull request to my github, I do not mind, but I am certainly not going to go that deep myself. smile

#8 Re: TAS tools » Video encoding » 2013-10-13 18:36:51

WST

A new idea for an Atlas encode: comparing 2 different TASes of the same level. Just automated copy-pasting of screenshots from 2 different runs into one map. Will be very good to see where exactly the looser messed up smile

Could be also possible to colorize the second player in different colors. Just replace the colors in the screenshot in the area where the Sonic’s sprite is located. smile and also possible to generate a hud showing how far the leader went from the looser smile

#9 Re: Talks » off topic » 2013-10-12 04:34:41

WST

http://www.youtube.com/user/theyogwog/videos

New Sonic TASer detected, subscribe everyone, friends!!! big_smile

#10 Re: Talks » Electronics » 2013-10-10 21:28:30

WST

I’m building the 4th instance of the transistor amplifier right at the moment. I think it’s going to be the last one. The reason why I made 2 more instances is that I wanted to play with different types of electronic components. The first two instances were built mostly from foreign branded details, while the third one I made mostly from Russian components. It’s worth to mention that I didn’t hear any difference in how they all sound, and it’s normal (it’s not normal when an amplifier brings it’s own specific «color» into the music, like it often happens with ICs like TDA2003 or TDA2005). I hope very soon I will make some high quality photos of one of the built instances. Just for the case you want to see it wink

#11 Re: Talks » About this forum » 2013-10-10 17:19:48

WST

I’m going to add post-registration antispam check: if the user is already registered, the account is newer than an hour, and it’s already detected by SFS RBL, the account will be automatically deleted with all relevant messages.

#12 Re: TAS tools » Video encoding » 2013-10-10 16:56:30

WST

ffmpeg can be used for encoding HD videos. It includes a resampling filter which can use a lot of resampling algorithms, including Lanczos filter and some other algorithm called «experimental», which also looks good for the eye. I’ve wrote a very simple shell script for quick HD encoding:

#!/bin/bash

ffmpeg -i "$1" -c:v libx264 -vf scale=960:672 -b:v 1536k -r 30 -sws_flags experimental output.mkv

However, I don’t really think it makes any sense for the videos whose native resolution is 320×224, and the lossless encoding shown in the very first example, is better. By the way, here is a test video encode made this way: s2ae.mkv

(upd) I’ve just realized that Sega Atlas styled HD encodes can actually be made even much simplier than I described. If we have high quality level maps, we can simply take a screenshot of every frame, and automatically paste it into the corresponding place of the corresponding map fragment. It will probably even not need any complex algorithm of locating the matching place to put the screenshot — the camera position is always known. The only problem will be the hud, but it can somehow be hidden, right?

#13 Re: Please, help me! » Marble's Glitch sonic 1. How to do ?? » 2013-10-09 18:22:39

WST

I’ve realized that I’ve made a mistake in my explainations.
The walls are actually 16 pixels wide, and the trick is based on skipping them completely.

#14 Re: Talks » About this forum » 2013-10-06 17:18:17

WST

Joseph is now a moderator

#16 Re: Talks » New Members: Masters and what they Master at » 2013-10-04 11:50:47

WST

Anyway I completely agree with feeuzz — for today, only three persons can consider themselves real masters — Aglar, marzojr and Tee-N-Tee. Be sure, each of them can easilly beat you even with your «favorite» character.
Also I do not like where this discussion goes. May I delete it?..

#17 Talks » Raspberry Pi discussion » 2013-10-03 20:17:21

WST
Replies: 1

I know some of the forum members have this gadget.
I suggest to discuss it (and it’s applications) in this thread.
Currently I am using mine Pi as a caching proxy server. My internet connection at home is 3G with low monthly quota, so, saving another megabyte is very important for me.

My Raspberry Pi runs Arch Linux, my favorite Linux distribution.

Sometimes I also use Raspberry Pi to burn firmware into AVR microcontrollers. As my friend discovered, they can easilly be connected to GPIO port.

#18 Re: Please, help me! » Marble's Glitch sonic 1. How to do ?? » 2013-10-03 19:56:35

WST

Gens with solidity viewer, hitbox display, camera hack and slope angle display, is available here: http://ystc.ru/files/emulators/
Just choose the version matching the game you play. Archives include only the executable files, and need to be extracted into existing Gens installation directory.

#19 Re: Talks » New Members: Masters and what they Master at » 2013-10-03 19:24:16

WST

LTRP, by the way, is really good with Knuckles, and deserves be listed in your list, if you dared to list yourself as a master smile

#20 Re: Knuckles in Sonic games » Knuckles in Sonic 1 » 2013-10-02 21:01:40

WST

Friends, any progress on this amazing run? I am impatient

#21 Re: Talks » TAS philosophy » 2013-10-02 20:59:36

WST

Tails is not the best choice for becoming an expert with, but I am happy about your choice, Tails is an adorable character.
The reason making me think that Tails is not the best is that he is certainly the hardest character for optimizing moves. His flight trajectory is incredibly hard to manipulate, and also it needs a lot of practice and talent to see the level map and say where the flight can be abused to save time.

#23 Re: Please, help me! » Marble's Glitch sonic 1. How to do ?? » 2013-10-01 18:25:56

WST

Yeah, this zip is quite tricky, but performing it is all about some try and fail. Basically if you want to understand the machanism of this zip: the game is recalculating your X and Y position each frame, and if you get inside a wall during some frame, wall ejection routine pushes you into opposite direction just enough to leave the wall, and sets your speed to zero. But if you appear close enough to the other side of the wall, wall ejection will not affect your speed. Regarding this zip, in front of you there are 2 walls, which can be easilly visible with «solidity viewer» Gens’s feature. The width of them is 37 pixels each. And glitching through them is all about positioning yourself right. The positioning can be made by varying [>], [], [<] (direction keys) before bumping into that wall. As far as I can see from my own attempts at TASing this game, you need to enter this wall by more than 16 X-pixels deep between 2 nearby frames (sorry, my english is not good enough). The bad side of this maneur is that your Y-pixel position gets slightly increased by wall ejection routine, so very often you just bump into the next wall after glitching through those two. The solution is the same as I’ve already mentioned — making a lot of attempts.

Just remember that it is not the hardest of all TAS tricks, and let this fact be your motivation to try this hard enough and succeed smile
And yeah, if you fail to pull it off, you can always share your gmv and let us see what we can do smile

#24 Re: Talks » So......What's Happening? » 2013-09-27 06:56:18

WST

I think everyone is busy… School, work, etc.

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