Posts for AntyMew

1 2 3 4 5 6
16 17
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Atma wrote:
Assuming that itsPersonnal was tasing with something around 4r5400, it's not really reliable to do a frame precise desync test due to a frame advance bug introduced in builds beyond 5400 or 5402 that causes it to unpause after 2 frames of frame advancing.
I'm aware of this bug. Iirc he started the TAS before 5402
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
itsPersonnal wrote:
Please please please make dolphin consistently emulate enemy movement... please
JMC47 wrote:
We still have no idea what could be causing the desyncs, as no one has been able to narrow down what change caused them, or if it has been afflicting this game all along.
For starters, someone could try identifying which revisions are affected. Unless there's always been desync problems with this game, that'd be the easiest way to pinpoint the issue
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Archanfel wrote:
I wonder, why nobody yet proposed to make own categories for all "all souls" runs of this game ever? "Glitched" "Less-glitched" "Less-less-glitched" "Less-less-less-glitched" Next improvement will be new "More-glitched" category and etc. Samsara, please do not open Pandora's box.
Pandora's box was opened a long time ago with low% Speedbooster
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
ars4326 wrote:
I'd imagine they'd definitely be slower than, say, someone half their size; but I don't think this would be as big of a detriment as you may envision. If we're speaking of sturdier and proportionally sized giants (and not anomalies like Wadlow), then I'd imagine that they'd possess formidable explosiveness and athleticism. Take your 6'4+, 285lb+ linebackers in football. They're big guys, but they can generate major power and speed on the gridiron in a relatively short period of time. Now take a giant-sized equivalent at, say, 12'6", 575 lbs. If giant humans could possess similar athletic qualities as standard ones, then I'd say they could reasonably close in on the speed gap. This is also assuming that they'd still be just as intelligent. So even if they were too slow to close in on prey in close-quarters, I'd bet they could nonetheless adapt by making a mean long-ranged weapon with some vicious force behind it (slings, spears, bows, etc.).
The problem is that speed is all they'd have to rely on. Hunting isn't about outrunning deer, it's about surprising them. I find it very hard to imagine a 12'6" man surprising anyone. Unfortunately for our giants, humans quite simply don't have any speed in the first place. There are some really fast humans out there, but Usain Bolt can't even outrun a house cat. He could barely outrun an elephant. The average human can't get anywhere near his speed, and being any slower than that would be a severe disservice. As for ranged weapons, they need to be invented before a species evolves to rely on them.
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
ars4326 wrote:
I checked out that link. Overall, they present an interesting argument in basically stating that prehistoric animals were large, so why not humans?
https://www.quora.com/Why-havent-humans-evolved-to-be-giants tl;dr: Being bigger would be far from efficient in terms of cost/benefit Dinosaurs could be big because they ate other slow dinosaurs, or they ate leaves on really tall trees. Giant humans, nor anything resembling a human, wouldn't nearly be tall enough to eat anything out of reach from other herbivores, and they'd be hard-pressed to catch any potential prey because they'd be freaking slow. There needs to be big and slow prey before big and slow predators can be efficient.
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
BioSpark wrote:
Finally decided to try the script. The UI is pretty nice. The warp to room feature will be useful if I decide to hack this game more in the future. Also, Display > Basic Info crashes the script:
LuaInterface.LuaScriptException: [string "main"]:310: attempt to call field 'SetClientExtraPadding' (a nil value)
You're using an old version of Bizhawk. client.SetClientExtraPadding is new to 1.11.3
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Yup
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Oh my god why are you still using 4.0.2 Though no harm done, considering I still have the custom textures for Puni glitch fix. If bbox fix desyncs again that might be trouble.
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Why not just put the source up? It shouldn't be a problem for such a simple program
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
CryZe92 wrote:
PSA: This Save State is cheated and contains a NOP (No Operation) instead of the function call that does the precise collision calculation. This is basically the same as Chest Storage (except that Chest Storage causes a BNE Jump from 800a38dc to 800a38ec), but it's cheated in by modifying the Assembly. Most likely from modifying wiiztec's Cheat Code that allows you to walk through walls. Image of the Cheated Instructions: http://puu.sh/kjkwn.png
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Warp wrote:
That didn't make any kind of sense.
Ignore the analogy and it makes a lot more sense
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Patashu wrote:
Note that this TAS is not submittable because it uses savestates to fix desyncs, so don't ask him to :)
Couldn't this actually be publishable? Iirc Perfect Dark was close to being accepted, but it was rejected since it relied on using the TASer's savestates. In this case the savestates can be replicated by anyone
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Bobo the King wrote:
I wasn't able to incorporate emu.speedmode with Bizhawk. I think that function has been obsoleted. I was able to use client.speedmode, but could not set the speed any higher than I could otherwise-- it did not act like emulateframeinvisible. Am I missing something?
client.speedmode sets the speed of the emulator, i.e. what happens when you press plus or minus. The release notes don't say when it was added, so I'll assume it has been around since 1.0.0 emu.speedmode was added in 1.0.5. Maybe it just doesn't work with cores added since then?
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
xy2_ wrote:
How would you go about making this script work with touchscreen inputs in DeSmuME?
My guess is, unless the script is heavily accommodated for a specific game by the TASer, the touchscreen would add an extra googol years or so to the search
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
£e Nécroyeur wrote:
dekutony & solarplex's DS Club Penguin: Elite Penguin Force: Herbert's Revenge in 27:40.1 Submitted at: 2015-06-12 02:21:56 megajohnman Joined: 2015-06-13 08:18:16 Last online: 2015-06-13 09:37:55 Total posts: 1 This sort of ruse has occurred with other users in the past, with the frauds being promptly revealed as such (as it should be). In this case, I was the only user who cared to mention it. Certainly I could have waited 2 months before my first post about it, but why tolerate for so long that which was immediately apparent to me? This is just a confirmation for those less inclined to act on instinct. I won't ask for an apology; the life lesson is the important thing.
...What are you even talking about?
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Bobo the King wrote:
Download bruteforce.lua
Language: lua

local function getframeadvancefunction() if FCEU or bizstring then return emu.frameadvance elseif gens then return gens.emulateframeinvisible else print("Unrecognized emulator.") end end
Desmume has emulateframeinvisible as well. Psxjin, FCEU(X), Snes9x, MAME, Mupen, Bizhawk, and possibly others have emu.speedmode (not to be confused with Bizhawk's client.speedmode). Using emu.speedmode("maximum") will cause frameadvance to act similarly to emulateframeinvisible.
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
goldenband wrote:
Heh, RoboCop is listed on the Examples Of Bad Game Choices page. I think this run (and, for that matter, FerretWarlord's post) does a nice job of refuting that.
That page predates the vault; it was listed there solely for being boring
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Oh, I forgot to mention I used NesHawk. IGT 3:46:44 (above is IGT 4:00:12)
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
I got 5:27.6, but half an hour late :c
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
kirbymastah wrote:
The problem is it wouldn't really be very impressive. Even TAS can't do much about getting around both games going in opposite directions about 1/3 of the time.
Er, that's my point. Samus can go in opposite directions if she is facing opposite directions and left+right is held. Jumping is another problem, but the creative solutions to that are what TASes are for :) If just walking in opposite directions was difficult, of course there would be little chance for a decent TAS
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
kirbymastah wrote:
ohey that's my video It wouldn't work very well for fusion+zero mission, since they aren't straightforward level-based platformers like mario & megaman (i.e. not left-to-right). Also fusion is longer than zero mission and has a lot of extra text. This video was just something for-fun I did, but it wouldn't really be worth doing an actual TAS of and wouldn't look that impressive.
Fusion and ZM have a left+right quirk which makes Samus move in the direction she's facing, which would make a TAS of it look more optimized compared to RTA than usual
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Why does everyone hate lua so much? :( Anyway, in terms of fitness, implementing the distance from the end of the level seems like a decent idea imo. As in using a pathfinding algorithm, not a straight line
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
jlun2 wrote:
How come anti virus software keeps picking up certain dlls from BizHawk? I know its not a virus, but is there any reason why dlls keep getting targeted?
Because your antivirus doesn't recognize them and fails safe
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Beed28 wrote:
I kinda forgotten what codec I used. But I tried another one and it worked fine. Just have to experiment, I guess. Some codecs though seem to crash BizHawk when I try using them to capture, which is frustrating. But now I have a new dilemma. I want to change the video size (like HD), but regardless of the method I use, it ends up being "lossy" afterwards. Anything I'm not getting? EDIT: Regarding codecs, it seems to hate Lagarith Lossless Codec, so that one is out of the question. EDIT 2: Okay, I don't know how, but I seem to have permanently broken the ability to use the AVI writer. BizHawk crashes every single time I try to record with it now, regardless of the codec. And it turns out that Avidemux hates anything captured with the FFmpeg writer. I am having such a fun time. >_<
Personally I've never had any trouble whatsoever with Bizhawk and Lagarith
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Kinnin11 wrote:
So, i've been running KSSU for a while, and it seems a certain glitch in MKU isn't either known or used. It's pretty useful and saves around 10s throughout it(only for IGT). We call it a megajump and if you see it you should instantly understand how it works. https://www.youtube.com/watch?v=5-m250oOJBw you basically interrupt a lunging slice with knight call and jump, you can also run first to make the jump even longer.
It's known. Someone mentioned it in the SDA forums, but I forget exactly which thread. Thanks for mentioning it, though :)
Just a Mew! 〜 It/She ΘΔ 〜
1 2 3 4 5 6
16 17