I am so extremely confused. I have some stuff that i just don't understand 1: When i installed Vjoy and opened the Vjoy Config (Add Device) does nothing. 2: I installed AutoHotkey but the Read me file never told me what to do with it after i had installed it. 3: When i open the script with notepad++. Pressing f5 only gave me a Run box asking for a Program to Run. I have never used coding programs before so i just have 0 clue what i am doing x,D (Also would i be able to use this Tas tool for any ps2 game? Or is it only for Ratchet and Clank?)
@@SukeSJ hey, yeah it's fairly confusing if you've not used something like this before, I'll try explain it better here: 1- if the number 1 tab is green, then you already have a device activated 2- installing it is all you had to do, yeah, the TAS scripts are written and ran with Autohotkey 3- when you open the Blank Script file (ideally after you've renamed it,) you want to both just double-click the file to run it via AHK, and also open it in Notepad++ to be able to edit its contents Hopefully this can help it work for you! Also yes, it works for any PS2 game, this is how I did the Jak & Daxter TAS and the Sly Cooper TAS'
Okay more updates. I installed a newer version of AHT as well. I guess my PC just don't know what to do with the old versions. Now i just have to figure out how to get the script input to register in game
@@SukeSJ Yeah I'm unsure how it will be compatibility-wise with a newer version of AHK, but hopefully it works fine. The way the scripts work, it goes frame-by-frame to ensure inputs get registered correctly. In the Settings file, at the top, there's a variable called waittime, this is how long in milliseconds the script will wait between advancing frames. The lower the number, the faster it will attempt to do the next inputs, but the higher the chance that an input is missed, this depends on how good your computer is. It's worth testing lower numbers, like around 50, for the waittime, though even having it at 0 can work, but like I said it can give missed inputs as it might change the controller state before the game has registered it.
@@Snugggles I think i managed to get it fixed :D. I installed the 1.7.0-1509 version instead and i had to enable Input Recording for the Frame Advance to work correctly. I am currently trying to optimally select through the menus so it will take a while to learn. but i am getting there. I will make sure to watch the video over and over so i don't miss anything. If it wasn't obvious. I have never worked on a TAS before. But i have some stuff i wanna research :D. This tool will absolutely come in handy if i manage to figure it out. Thank you so much and i apologize for the message spam ,xD
Hello ! Thanks for your video :) I have advanced questions (just curious) : how about TAS optimization? Is there tools to know current speed, coords, distances, character rotation, current FPS, or even geometry ? (Slopes, angles etc) or EVEN things like hitboxes or chunks or triggers that load a part of a level? (For exemple if you can have coords you can calculate distances values with it, with distances values you can calculate current speed with timer or frames counter with Speed = d/t, etc.) Speed would be useful to know what moves are the fastest (running? Spam jump? Idk like it depend your moveset on video game), or to check if your segment is the faster, distances between A and B would be useful to optimize paths and take the shortest one to do a section, current FPS would be useful to check is there is no little frames drop somewhere, character rotation can be useful to continue to move it even while the camera don't allow you to see it, geometry would allow you to see all the spots on which you can theorically jump on or walk on (like repeated jumps on a wall to skip sections, or platforms you can't normally see, or that have hitboxes differents from what we believe it has) etc. Are tools like this exists ? And would it be useful to optimize TAS? Otherwise, how TAS are optimised? ( I know nothing) And how about RNG also?
Hey! Thank you for the questions!! I'll answer them to the best of my ability, but I'm still a fairly new TAS maker, so I may unfortunately disappoint you with my answers. Finding things like speed, player/camera facing angles will be possible in most games, but there won't be anything that can be made to do so for EVERY game. It would have to be a game-by-game basis, made just for that game, simply due to the values being stored in different places for each game. As for geometry and current FPS (or a lag counter on the other end of things,) that is far beyond my own experience, but it wouldn't be impossible, I've seen it done before for other games, but again it would be a game-by-game basis. TAS optimization is all just essentially brute-forcing things to find the best options, e.g. in this video, I could have just done a lot of Long Jumps with a single frame of time difference, but that felt slower to me, so I found the max delay between reps which seemed to give the most speed. I could be wrong with this, and this is where tools showing Speed like you asked about would be amazingly useful. A lot of it is knowing tricks/glitches in the game already and being able to figure out places you can implement them to the biggest advantage. tl;dr ram your head against a wall until you get a thing that works and might be 3 frames faster. RNG can be handled differently between games, but I'll use Sly Cooper as an example. For Sly 1, RNG is changed every time it is called, and it's called on multiple things per frame (each instance of a particle effect, how many coins a guard will drop, and some other things I can't remember at the moment.) One important thing that calls the RNG value is certain controller inputs like square, so if the RNG isn't in a good position, I can press square a few times to change the RNG and try to see if it's more useful to what I want to accomplish. If not, I'll change the RNG some more until it's as good as I can get it. An example, say I want to have an enemy drop as many coins as possible, I'd keep track of how what the highest amount is and how many times I had to manually advance the RNG value until I get to it either being slower than another strat in which case I'd use the highest result, or until I get the maximum amount of coins. A whole lot of making a TAS is tedious and time-consuming, and just trying all sorts of things until something works. Hopefully that answered your questions well! I know that it's not exactly the answer that would be ideal, and I'm as disappointed as your are at that.
For current speed and positioning data, it is possible to find that through Cheat Engine. I won't go over the specifics of how CE works or whatever but essentially you can scan the game's memory to see where the game stores all that data. For example, you can run around ingame and scan the memory for an unknown value. Then try and use a different form of movement, i.e. walking and perform another scan for a changed value. Do so until you find the correct address and values. The address may vary, in cases such as going into a new level but they should remain consistent per area.
Is it normal that every time I press the "insert" key the speed is reduced to 10%? All my commands are recognized but the speed of the game drops too much, is that normal ? Thanks in advance.
Hey! Yeah, to increase consistency of inputs, it plays through them one frame at a time by advancing the emulator with the spacebar. I'm unfortunately not clever enough to make it work in realtime with 100% reliability - if it just plays through the inputs at normal speed, then there's a good chance that it will miss a lot of inputs, especially at points where it's multiple different ones within a few frames
@@Snugggles ah... ok ok then it is an advantage for the emulator to slow down to archieve a better precision in the inputs, perfect !! another question, I plan to do a TAS of around 2 hours, is it possible to put all the inputs in phase 1 or is it advisable to use the other phases, thanks for the quick response.
@@Swordless_RaXx ooh, 2 hours is gonna be a tough one, best of luck with it! The way I do my TAS projects is that I create an entirely new file for each segment that I do, just for ease of editing in case I find something else that I can improve an older script. If you can do it all entirely in a single script - even a single Phase, really, then feel free to! The scripts can be used like that as well, so it's however you want to use them
@@Snugggles I've already done TAS of an hour and a half, 45 minutes, 10 minutes but I use the bizhawk emulator, it's a bit easier but unfortunately it doesn't have support for PS2 and that's when I discovered your YT channel and saw it as an alternative to create a TAS PS2, And yes, it will be a long way but I still plan to finish it. Thank you very much for your attention and time. Greetings from Mexico have a good day.
@@Swordless_RaXx ahh, it's always good to have done experience already! I hope that you have fun with your new project! Please let me know once you've completed it, I would love to check it out! You are more than welcome, hopefully I helped you a bit. Wishing all the best!
Hi thank you for the in depth tutorial! I just have a question. So I got Notepad++ up, I imported the script and everything, when I press F5, F3, import on PCSx2, nothing at all happens. (Trying to make a Jak 1 TAS, inspired by you) Any suggestions on what I might be doing wrong? Sorry i might not have explained it well lol
Hey there! There's a couple of things that could be going wrong with it, first thing to check is if the version of PCSX2 that you're using has things like Frame Advance enabled. I'm not at the PC right now, but I think it's in the File menu somewhere. What is the version of PCSX2 that you're using?
Also Jak 1 is a fantastic game to TAS! it's one of the few that I've messed around with that is quite consistent and works well. What project are you doing on it?
@@Snugggles I don’t know the version that I’m using at the moment. I’ll try to uninstall the one I have and reinstall the one you have linked in your video. I’m trying to do a 100% TAS. It’s the category I run currently and I just wanna see how low the time can be brought down. Thank you for your timely response by the way I really appreciate it!
@@Legitzombieguy No problem! I do recommend any of the 1.7.0 builds that have TAS support, as they are the most stable and consistent, it seems. I personally use 1.7.0-1509, which my tools have full functionality for. 100% is a crazy task, I hope that you have fun with it!
Hi there, This video has hlped me alot in setting up for creating tas runs, but any input I do after my first one doesnt do anything. I can only get one input per script. Another problem that cropped up, is that since adding the Lily Config File, I can no longer use my controller with the emulatoor in the intended way. Any suggestions on what I could do?
Hey! I'm glad that it's helped you so far! For the TAS Lily Config file, it overwrites your current settings, so if you have a controller that isn't a DS4 (Which is what I use,) then you just have to redo the setup for your controller after loading in the .lily file, then save it. That will make your emulator have the vJoy inputs, along with your physical controller inputs. As for the scripts only running one frame of input, that will be to do with either your emulator version, or with the name of the emulator. I'm going to very quickly do a video explaining how to fix that for you!
Thank you so much for the help! I have been using a ps3 controller, so that must be the problem. I will be waiting paitiently for your video to release so I can really get started on this TAS
@@danieltopp2595 ruclips.net/video/bcgOs51guxU/видео.html There you go! Hopefully that fixes any issues that you're having, but if not, let me know exactly what version of emulator you are using, and I'll download it and make the tools compatible with it for you! Happy TAS-ing!
@@Snugggles I've had no luck. My controller issue is fixed, but I'm still only getting one input per script. I'm running PCSX2, specifically the version in the download.
@@danieltopp2595 the 1.4.0-rr version? If you open Comtrols.ahk and find the line that says "PCSX2Version = ", make sure that after the equals sign is 140, no dots. I'll set it up to work for that version and upload it for you once I'm able to
@@Snugggles I'm awear that they used pcsx2 as a base model for aether sx2. Essentially I think they just android ported pcsx2. So it should be quite similar. Do U think U could have a little check as I won't be able to be on my main device. That I play games on for a week.
I am so extremely confused. I have some stuff that i just don't understand
1: When i installed Vjoy and opened the Vjoy Config (Add Device) does nothing.
2: I installed AutoHotkey but the Read me file never told me what to do with it after i had installed it.
3: When i open the script with notepad++. Pressing f5 only gave me a Run box asking for a Program to Run.
I have never used coding programs before so i just have 0 clue what i am doing x,D
(Also would i be able to use this Tas tool for any ps2 game? Or is it only for Ratchet and Clank?)
@@SukeSJ hey, yeah it's fairly confusing if you've not used something like this before, I'll try explain it better here:
1- if the number 1 tab is green, then you already have a device activated
2- installing it is all you had to do, yeah, the TAS scripts are written and ran with Autohotkey
3- when you open the Blank Script file (ideally after you've renamed it,) you want to both just double-click the file to run it via AHK, and also open it in Notepad++ to be able to edit its contents
Hopefully this can help it work for you! Also yes, it works for any PS2 game, this is how I did the Jak & Daxter TAS and the Sly Cooper TAS'
Okay more updates. I installed a newer version of AHT as well. I guess my PC just don't know what to do with the old versions. Now i just have to figure out how to get the script input to register in game
How do i make the game not stuck on a frame? Like it goes with the FrameAdvance but i can't disable it to make it run at 10% speed or whatever.
@@SukeSJ Yeah I'm unsure how it will be compatibility-wise with a newer version of AHK, but hopefully it works fine.
The way the scripts work, it goes frame-by-frame to ensure inputs get registered correctly. In the Settings file, at the top, there's a variable called waittime, this is how long in milliseconds the script will wait between advancing frames. The lower the number, the faster it will attempt to do the next inputs, but the higher the chance that an input is missed, this depends on how good your computer is. It's worth testing lower numbers, like around 50, for the waittime, though even having it at 0 can work, but like I said it can give missed inputs as it might change the controller state before the game has registered it.
@@Snugggles I think i managed to get it fixed :D. I installed the 1.7.0-1509 version instead and i had to enable Input Recording for the Frame Advance to work correctly.
I am currently trying to optimally select through the menus so it will take a while to learn. but i am getting there. I will make sure to watch the video over and over so i don't miss anything. If it wasn't obvious. I have never worked on a TAS before. But i have some stuff i wanna research :D. This tool will absolutely come in handy if i manage to figure it out.
Thank you so much and i apologize for the message spam ,xD
Great Tutorial!
Has anyone found a way to Bind the Hotkeys to the Controller?
Or perhaps Change the Hotkeys?
Hello !
Thanks for your video :)
I have advanced questions (just curious) : how about TAS optimization?
Is there tools to know current speed, coords, distances, character rotation, current FPS, or even geometry ? (Slopes, angles etc) or EVEN things like hitboxes or chunks or triggers that load a part of a level?
(For exemple if you can have coords you can calculate distances values with it, with distances values you can calculate current speed with timer or frames counter with Speed = d/t, etc.)
Speed would be useful to know what moves are the fastest (running? Spam jump? Idk like it depend your moveset on video game), or to check if your segment is the faster, distances between A and B would be useful to optimize paths and take the shortest one to do a section, current FPS would be useful to check is there is no little frames drop somewhere, character rotation can be useful to continue to move it even while the camera don't allow you to see it, geometry would allow you to see all the spots on which you can theorically jump on or walk on (like repeated jumps on a wall to skip sections, or platforms you can't normally see, or that have hitboxes differents from what we believe it has) etc.
Are tools like this exists ? And would it be useful to optimize TAS?
Otherwise, how TAS are optimised? ( I know nothing)
And how about RNG also?
Hey! Thank you for the questions!! I'll answer them to the best of my ability, but I'm still a fairly new TAS maker, so I may unfortunately disappoint you with my answers.
Finding things like speed, player/camera facing angles will be possible in most games, but there won't be anything that can be made to do so for EVERY game. It would have to be a game-by-game basis, made just for that game, simply due to the values being stored in different places for each game. As for geometry and current FPS (or a lag counter on the other end of things,) that is far beyond my own experience, but it wouldn't be impossible, I've seen it done before for other games, but again it would be a game-by-game basis.
TAS optimization is all just essentially brute-forcing things to find the best options, e.g. in this video, I could have just done a lot of Long Jumps with a single frame of time difference, but that felt slower to me, so I found the max delay between reps which seemed to give the most speed. I could be wrong with this, and this is where tools showing Speed like you asked about would be amazingly useful. A lot of it is knowing tricks/glitches in the game already and being able to figure out places you can implement them to the biggest advantage. tl;dr ram your head against a wall until you get a thing that works and might be 3 frames faster.
RNG can be handled differently between games, but I'll use Sly Cooper as an example. For Sly 1, RNG is changed every time it is called, and it's called on multiple things per frame (each instance of a particle effect, how many coins a guard will drop, and some other things I can't remember at the moment.) One important thing that calls the RNG value is certain controller inputs like square, so if the RNG isn't in a good position, I can press square a few times to change the RNG and try to see if it's more useful to what I want to accomplish. If not, I'll change the RNG some more until it's as good as I can get it. An example, say I want to have an enemy drop as many coins as possible, I'd keep track of how what the highest amount is and how many times I had to manually advance the RNG value until I get to it either being slower than another strat in which case I'd use the highest result, or until I get the maximum amount of coins.
A whole lot of making a TAS is tedious and time-consuming, and just trying all sorts of things until something works.
Hopefully that answered your questions well! I know that it's not exactly the answer that would be ideal, and I'm as disappointed as your are at that.
@@Snugggles thanks you :D
For current speed and positioning data, it is possible to find that through Cheat Engine. I won't go over the specifics of how CE works or whatever but essentially you can scan the game's memory to see where the game stores all that data. For example, you can run around ingame and scan the memory for an unknown value. Then try and use a different form of movement, i.e. walking and perform another scan for a changed value. Do so until you find the correct address and values. The address may vary, in cases such as going into a new level but they should remain consistent per area.
Is it normal that every time I press the "insert" key the speed is reduced to 10%? All my commands are recognized but the speed of the game drops too much, is that normal ? Thanks in advance.
Hey! Yeah, to increase consistency of inputs, it plays through them one frame at a time by advancing the emulator with the spacebar.
I'm unfortunately not clever enough to make it work in realtime with 100% reliability - if it just plays through the inputs at normal speed, then there's a good chance that it will miss a lot of inputs, especially at points where it's multiple different ones within a few frames
@@Snugggles ah... ok ok then it is an advantage for the emulator to slow down to archieve a better precision in the inputs, perfect !! another question, I plan to do a TAS of around 2 hours, is it possible to put all the inputs in phase 1 or is it advisable to use the other phases, thanks for the quick response.
@@Swordless_RaXx ooh, 2 hours is gonna be a tough one, best of luck with it!
The way I do my TAS projects is that I create an entirely new file for each segment that I do, just for ease of editing in case I find something else that I can improve an older script. If you can do it all entirely in a single script - even a single Phase, really, then feel free to! The scripts can be used like that as well, so it's however you want to use them
@@Snugggles I've already done TAS of an hour and a half, 45 minutes, 10 minutes but I use the bizhawk emulator, it's a bit easier but unfortunately it doesn't have support for PS2 and that's when I discovered your YT channel and saw it as an alternative to create a TAS PS2, And yes, it will be a long way but I still plan to finish it. Thank you very much for your attention and time. Greetings from Mexico have a good day.
@@Swordless_RaXx ahh, it's always good to have done experience already! I hope that you have fun with your new project! Please let me know once you've completed it, I would love to check it out!
You are more than welcome, hopefully I helped you a bit. Wishing all the best!
Hi thank you for the in depth tutorial! I just have a question. So I got Notepad++ up, I imported the script and everything, when I press F5, F3, import on PCSx2, nothing at all happens. (Trying to make a Jak 1 TAS, inspired by you)
Any suggestions on what I might be doing wrong?
Sorry i might not have explained it well lol
Hey there! There's a couple of things that could be going wrong with it, first thing to check is if the version of PCSX2 that you're using has things like Frame Advance enabled. I'm not at the PC right now, but I think it's in the File menu somewhere. What is the version of PCSX2 that you're using?
Also Jak 1 is a fantastic game to TAS! it's one of the few that I've messed around with that is quite consistent and works well. What project are you doing on it?
@@Snugggles I don’t know the version that I’m using at the moment. I’ll try to uninstall the one I have and reinstall the one you have linked in your video. I’m trying to do a 100% TAS. It’s the category I run currently and I just wanna see how low the time can be brought down. Thank you for your timely response by the way I really appreciate it!
@@Legitzombieguy No problem! I do recommend any of the 1.7.0 builds that have TAS support, as they are the most stable and consistent, it seems. I personally use 1.7.0-1509, which my tools have full functionality for.
100% is a crazy task, I hope that you have fun with it!
Hi there,
This video has hlped me alot in setting up for creating tas runs, but any input I do after my first one doesnt do anything. I can only get one input per script. Another problem that cropped up, is that since adding the Lily Config File, I can no longer use my controller with the emulatoor in the intended way.
Any suggestions on what I could do?
Hey! I'm glad that it's helped you so far!
For the TAS Lily Config file, it overwrites your current settings, so if you have a controller that isn't a DS4 (Which is what I use,) then you just have to redo the setup for your controller after loading in the .lily file, then save it. That will make your emulator have the vJoy inputs, along with your physical controller inputs.
As for the scripts only running one frame of input, that will be to do with either your emulator version, or with the name of the emulator. I'm going to very quickly do a video explaining how to fix that for you!
Thank you so much for the help! I have been using a ps3 controller, so that must be the problem. I will be waiting paitiently for your video to release so I can really get started on this TAS
@@danieltopp2595 ruclips.net/video/bcgOs51guxU/видео.html There you go! Hopefully that fixes any issues that you're having, but if not, let me know exactly what version of emulator you are using, and I'll download it and make the tools compatible with it for you!
Happy TAS-ing!
@@Snugggles I've had no luck. My controller issue is fixed, but I'm still only getting one input per script. I'm running PCSX2, specifically the version in the download.
@@danieltopp2595 the 1.4.0-rr version? If you open Comtrols.ahk and find the line that says "PCSX2Version = ", make sure that after the equals sign is 140, no dots. I'll set it up to work for that version and upload it for you once I'm able to
Can I get tas on aether sx2 android
I'm unsure, I've not used Awther sx2 myself, so I don't have knowledge on what tools are in it, like savestates and frame advance
@@Snugggles I'm awear that they used pcsx2 as a base model for aether sx2. Essentially I think they just android ported pcsx2. So it should be quite similar. Do U think U could have a little check as I won't be able to be on my main device. That I play games on for a week.
Thanks, works for me jeffrey
Que formato son los juegos de ps2