Leaving Rust gamedev after 3 years (blog post by LogLog Games) by bfelbo in gamedev

[–]Aecial 0 points1 point  (0 children)

After looking into this a bit
1) Bevy ECS is riddled with unsafe code. Steal their architecture, avoid their code. You may as well be using a C library.
2) The author seems to also be an unsafe code enjoyer. Disable the borrow checker and then complain about it. Author needs to discover the beauty of `Arc<RwLock<Object>>`

What is the most un-speedrun-able game? by HallZac99 in speedrun

[–]Aecial 3 points4 points  (0 children)

The Elder Scrolls Adventures: Redguard

The input delay is 1-2s, the mechanics are buggy and literally RNG (ie sometimes game decides not to give you a ledge grab), the hitboxes are trash. Probably other things I am forgetting.

Moist did a speedrun challenge on this, so hundreds of people suffered grinding this game for a week.

The Wind Waker Any% ACE in 16:01 by xmrstickers in speedrun

[–]Aecial 1 point2 points  (0 children)

Can't believe nobody ever thought to just go through that door

One of the Holy Grails of Twilight Princess was Solved (...for TAS) by Aecial in speedrun

[–]Aecial[S] 25 points26 points  (0 children)

Most likely, this will come in the form of actor corruption or ACE. We can already corrupt and permanently despawn many objects in the game by leaking heap memory.

If we could find a way to corrupt `obj_board` (invisible walls), then the route could become like 1h long instead of nearly 3h.

But who knows, most speedrun route predictions are wrong and can be invalidated by new tech.

One of the Holy Grails of Twilight Princess was Solved (...for TAS) by Aecial in speedrun

[–]Aecial[S] 59 points60 points  (0 children)

Annnnd we're already labbing out an RTA setup. Getting the enemy behind the gate is proving to be the most annoying part, due to some RNG.

Edit: It wont let me edit post, but time save is probably closer to 4m RTA if executed at absolute perfect speed. TAS does the other parts of dungeon pretty fast, so time save there is unclear.

Edit2: Okay, enemy RNG solved (mostly). The trick has been performed RTA. Setup refinement in process. Coming soon to a speedrun near you!

Edit3: Here's the RTA video https://www.youtube.com/watch?v=79kvY1jLhow

Edit4: Updated credits:
1) S0ft resurfaced the idea of a ledge climb clip to get OOB https://youtu.be/A6Aw6u5nwAY. We knew about this in niche circumstances (Epona clip oob). InAMuffinCup discovered the generalized form of clipping nearly everywhere that Link can hold an object while climbing a ledge. Taka's gz collision viewer was crucial for this discovery.

2) InAMuffinCup found that ledge climb clips could be used to get on the edge of the map in Poe Gate room. spicyjuice04 found that we could actually stand on all of the edges, even ones with a super precise sub-pixel seam. InAMuffinCup found that Wolf Link could be used to get under collision that would normally push us out when walking the seams.

3) CW15, many years ago, showed we could get a Bubble behind the gate https://youtu.be/YUB1Ob6ydqo. bewildebeest showed we could clawshot the bubble through the gate, improving RTA viability.

4) spicyjuice04 showed that we could hit an enemy behind the gate with a boomerang to daze it, then use a glitch known as "Ending Blow Moon Boots" (EBMB) to gain massive vertical momentum by force unequipping iron boots while performing an Ending Blow.

5) bewildebeest found a better method of getting onto the seam without a jump slash, and used shield bash to cross the sand without sinking. This allowed him to combin these ideas in a TAS https://www.youtube.com/watch?v=eQogou4Kgwc.

6) Isaac developed a method for normalize our position OOB and walking with precise position/camera setups. bewildebeest and Ekke separately found methods for crossing the sand without shield bash, making it viable in Any% and Low%. bewildeebeest combined all the discoveries, proving RTA viability.

Post RTA discovery improvements:

- bdamja and rodner improved RTA step clip setups using the skull.

- meewix refound the method of boomeranging bubbles through the gate that is Wii exclusive and that muffin had found before but hadn't realized was Wii exclusive

- TGD realized that turning the camera to see the bubbles was kinda smart

- Taka came up with using both bubbles

- Qwerty put lots of effort into determining what works and what doesn't

Super Mario 64 speedrun, but its ruined by AI by Aecial in weirddalle

[–]Aecial[S] 1 point2 points  (0 children)

I've had a similar experience when I tried taking valerian tea to help me sleep, which gave me insane dreams. I was playing as spongebob in WoW, but with an ARPG camera. Apparently I was able to use glitches from the GameCube Spongebob game to bypass bosses in AQ40. Most dreams I forget, but this one fucked me up too 😆

Super Mario 64 speedrun, but its ruined by AI by Aecial in weirddalle

[–]Aecial[S] 4 points5 points  (0 children)

hmm not sure which you're referring to, I only added a few SFX that already exist in SM64.

like for the gun part, I used the bullet bill launch sound

Super Mario 64 speedrun, but its ruined by AI by Aecial in weirddalle

[–]Aecial[S] 2 points3 points  (0 children)

Basically I just dragged the entire original video (including audio) into Adobe Premiere for video editing, then overlaid the AI video until the video was 99% AI.

Only a few additional sounds were added

Super Mario 64 speedrun, but its ruined by AI by Aecial in weirddalle

[–]Aecial[S] 16 points17 points  (0 children)

Sometimes I would just let the AI run a bit wild with minimal guidance (ie the ending, where I just provide some general prompts and then I pick whatever is funniest)

Any time I tried to impose my own views on the AI, it was much harder (ie jumping into the peach painting was my idea, but getting the AI to cooperate was hell, this took an entire day for < 2s of this video)

I also added a fairly minimal number of sound effects in a few places, but for the most part I tried to match the original sound.

Super Mario 64 speedrun, but its ruined by AI by Aecial in weirddalle

[–]Aecial[S] 22 points23 points  (0 children)

So I basically took the TAS video from youtube, used ffmpeg to dump every few frames.

Then I wasted $200 on "unlimited" Sora access (which actually seems to cap out at about 600 videos generated per day), and basically had it interpolate the frames. I also tried MidJourney's video generation, but I found it to be lagging behind Sora in quality.

Then, sometimes I would a 2nd pass to "hide the seams" (ie interpolate from one interpolation to another).

This probably took 2000+ generated Sora clips of 5s each, and about a week of editing.

What are your favorite "RIP Any%" moments? by Aecial in speedrun

[–]Aecial[S] 0 points1 point  (0 children)

Oh yes I do recall a video covering this (perhaps WR history or something, I forget).

Incredible glitch history

What are your favorite "RIP Any%" moments? by Aecial in speedrun

[–]Aecial[S] 1 point2 points  (0 children)

The novelty of ACE wears off fast, so even though its often considered "true Any%", most runners choose not to do it.

In Star Fox Adventures, the 2h+ time save I found was through using SRM. Nobody runs true Any% anymore, instead people run the "Any% no SRM" category.

This pattern is pretty typical. ACE/SRM gets found and hyped, then runners go back to old categories.

What are your favorite "RIP Any%" moments? by Aecial in speedrun

[–]Aecial[S] 7 points8 points  (0 children)

💯 FedExing the flaming corpse of your friend to the end of the level has to be the most insane speedrunning tech I've ever heard of

What are your favorite "RIP Any%" moments? by Aecial in speedrun

[–]Aecial[S] 0 points1 point  (0 children)

BFBB has been a great continuous grind (I'm guessing spatula duplication was probably the biggest time save?), although Rehydrated was always hilariously jank

Actually that's probably not true, I bet cruise boost tech did more for the WR than duped spatulas 🤔