Posts for DarkKobold

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sgrunt wrote:
I kept expecting a jump in complexity which I never really saw take place. Perhaps there's more to the game than a TAS allows for, but it just doesn't feel like there's much to watch here other than what amount to route planning.
That is the unfortunate part - Most of the TAS aspect is invisible unless you are familiar with the game - take for example round 8 of the last level - Regular Play versus TAS The chaos that level normally causes is completely avoided. While I doubt this would change your vote, I think it is worth noting that the game gets more complex (for some levels), the TAS avoids this complexity with enemy manipulation and timing.
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Post subject: Re: TAS In The Future
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wimbledonswirl wrote:
amaurea wrote:
Mothrayas wrote:
In the future, all TASes will be made using bots that brute-force for the best possible input combinations.
wimbledonswirl wrote:
How many more or less rerecords will be used?
Several billions of rerecords.
More like 10100000 rerecords for brute force. If it were just a few billion rerecords, we could conceivably do brute force TASes now. I am pessimistic about brute force TASes myself. I think TASes in the future will be done with much more script assistance than now, and perhaps be done completely by a computer, but I do not think they will be provably the optimal solution.
How far in the future are you talking about?
67 years, 4 months, 3 days, 10 hours, 5 minutes, and 38 seconds.
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andymac wrote:
... and heuristic algorithms have always been feasable, but generally unnecessary since it's usually easier to make the run by hand ....
And in some cases, a heuristic algorithm will fail. A heuristic algorithm can't really be programmed to handle novel happenings. For example, no algorithm could have been written to find this: http://www.youtube.com/watch?v=rKZ7AunBKtM#t=3m26s
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This has been brought up somewhere close to like a billion times already, but, for discussion sake - A level of SMB is like 30 seconds long. That means 1800 frames. There are legitimately 6 buttons to worry about (ignore start and select). So, to brute force that, you'd need (2^6)^1800 = (2.3485 * 10^108)^30 So, a bigger number than I can calculate. Don't count on true brute forcing ever happening. Heuristic algorithms are the way to go.
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wimbledonswirl wrote:
DarkKobold wrote:
This movie is almost as old as the site; which accounts for the less stringent requirements. Why'd you necro-bump it?
Maybe even a MEH to a YES as you said it is quite good for it's date :). (Rated as a YES
Why are you rating it? The vote... and even the rating of this movie don't matter, as far as I know. I'd suggest, if you are interested in rating a movie, watch and rate this. Remember, vote doesn't matter. http://tasvideos.org/971M.html
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This movie is almost as old as the site; which accounts for the less stringent requirements. Why'd you necro-bump it?
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This script identifies enemies and characters by their number. It's missing the fun of my SF script, but whateva. Download FE_MoveChars.lua
Language: lua

Camera =1; CharacterStore = 0x0202AB78; --CharacterStore = 0x0202BCE8; EnemyStore = CharacterStore + 0x3E * 0x48; SizeX = 24; SizeY = 24; Holding = false; leftclickrelease = true; lbrelease = true; lbrelease = true; Rl = {}; CamPosX = 0x0202AA14; CamPosY = 0x0202AA16; SX = 16; SY = 16; OfX = 0; OfY = 0; SizX = 15; SizY = 16; while true do CamX = memory.readword(CamPosX); CamY = memory.readword(CamPosY); CamX = math.floor(CamX/16); CamY = math.floor(CamY/16); OnScreen = {}; PosX = {}; PosY = {}; Ord = {}; i=0; for c = 0,0x3D,1 do if memory.readbyte(CharacterStore+0x11+c*0x48) > 0 then X = memory.readbyte(CharacterStore+0x0E+c*0x48)-CamX; Y = memory.readbyte(CharacterStore+0x0F+c*0x48)-CamY; if ((X >= 0) and (X < 16) and (Y >= 0) and (Y < 14)) then gui.drawbox(OfX+X*SX,OfY + Y*SY,OfX+X*SX+SizX,OfY + Y*SY + SizY,"clear","blue") gui.text(X*SX+6,Y*SY+4,string.format("%d",c)); end; end; end; for c = 0,0x49,1 do if memory.readbyte(EnemyStore+0x11+c*0x48) > 0 then X = memory.readbyte(EnemyStore+0x0E+c*0x48)-CamX; Y = memory.readbyte(EnemyStore+0x0F+c*0x48)-CamY; if ((X >= 0) and (X < 16) and (Y >= 0) and (Y < 14)) then gui.drawbox(OfX+X*SX,OfY + Y*SY,OfX+X*SX+SizX,OfY + Y*SY + SizY,"clear","red") gui.text(X*SX+6,Y*SY+4,string.format("%d",c)); end; end; end; emu.frameadvance(); end;
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Updated script, with multi-line capabilities. [code = FE_EPhase.lua] require "gd" BattleCheck =100; -- emu.speedmode('turbo'); CharacterStore = 0x0202AB78; --CharacterStore = 0x0202BCE8; EnemyStore = CharacterStore + 0x3E * 0x48; Phase = 0x0202AA57; key1 ={}; key1['A']=true; StartF = movie.framecount(); StatM = {'HpC','Lvl','EXP','Hp','Str','Skl','Spd','Def','Res','Lck','Con', 'X', 'Y'}; OffstC = {0x11, 0x8, 0x9,0x10, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x0E, 0x0F}; EnemyM = {'Alive','HpC','X','Y'}; OffstM = {0x00,0x11,0x0E, 0x0F}; Matcher = {}; newcount = 0; for checks = 0,0x3D,1 do Matcher[checks] = {}; for i = 1,13,1 do Matcher[checks] = memory.readbyte(CharacterStore+OffstC+checks*0x48); end; end; Estats = {}; for checks = 0,49,1 do Matcher[checks+0x3E] = {}; if memory.readbyte(EnemyStore +0x11+checks*0x48) > 0 then Estats[checks] = {}; Estats[checks][1] = false; Estats[checks][2] = false; Matcher[checks+0x3E][1] = true; for i = 2,4,1 do Matcher[checks+0x3E] = memory.readbyte(EnemyStore+OffstM+checks*0x48); end; else Matcher[checks+0x3E][1] = false; end; end; function nextrng(r1, r2, r3) return AND(XOR(SHIFT(r3, 5), SHIFT(r2, -11), SHIFT(r1, -1), SHIFT(r2, 15)),0xFFFF) end rngbase=0x03000000; RNGCheck = savestate.create(); savestate.save(RNGCheck); Unique = 0; FClist = {}; outsl = {}; RNGList = {}; TempC = {}; TempE = {}; Pstat = {}; outs2l = {}; OfX = 5; OfY = 42; SX = 5; SY = 5; for curord = 0,BattleCheck-1,1 do savestate.load(RNGCheck); --RNGLOOP for n = 1,curord,1 do Rtemp = nextrng(memory.readword(rngbase+4), memory.readword(rngbase+2), memory.readword(rngbase+0)); memory.writeword(rngbase+4, memory.readword(rngbase+2)); memory.writeword(rngbase+2, memory.readword(rngbase+0)); memory.writeword(rngbase+0, Rtemp); end; R = {}; for Rl = 0,4,2 do R[Rl/2] = memory.readword(rngbase+Rl); end; --PhaseLoop while memory.readbyte(Phase) == 128 do joypad.set(1,key1); key1.start = (not key1.start) or nil; emu.frameadvance(); gui.text(10,10, string.format('%d of %d done.', curord+1, BattleCheck)); end; outs = ""; for checks = 0,0x3D,1 do Pstat[checks] = false; for i = 1,11,1 do TempC = memory.readbyte(CharacterStore+OffstC+checks*0x48); end; if Matcher[checks][1] ~= TempC[1] then outs = outs .. string.format(' %d %dHP', checks, TempC[1] - Matcher[checks][1]); if TempC[1] == 0 then Pstat[checks] = true; outs = outs .. '-Dead'; end; end; if Matcher[checks][3] ~= TempC[3] then outs = outs .. string.format(' %d %dXP', checks, TempC[3] - Matcher[checks][3]); end; if Matcher[checks][2] ~= TempC[2] then outs = outs .. string.format(' %d +%dLvl', checks, TempC[2] - Matcher[checks][2]); for j = 4,11,1 do outs = outs .. string.format(' %d %d%s', checks, TempC[j] - Matcher[checks][j],StatM[j]); end; end; end; for checks = 0,49,1 do for i = 2,4,1 do TempC = memory.readbyte(CharacterStore+OffstM+(checks+0x3E)*0x48); end; if Matcher[checks+0x3E][1] then Estats[checks][1] = false; Estats[checks][2] = false; if Matcher[checks+0x3E][2] ~= TempC[2] then outs = outs .. string.format(' E%d %dHP', checks, TempC[2] - Matcher[checks+0x3E][2]); if TempC[2] == 0 then Estats[checks][1] = true; outs = outs .. '-Dead'; end; end; if (Matcher[checks+0x3E][3] ~= TempC[3]) or (Matcher[checks+0x3E][4] ~= TempC[4]) then Estats[checks][2] = true; Estats[checks][3] = Matcher[checks+0x3E][3]; Estats[checks][4] = Matcher[checks+0x3E][4]; Estats[checks][5] = TempC[3]; Estats[checks][6] = TempC[4]; end; end; end; FC = movie.framecount() - StartF; IsUnique = true; for n = 1,Unique,1 do if FClist[n] == FC and outsl[n] == outs then IsUnique = false; end; end; if IsUnique then -- emu.speedmode('normal'); Unique = Unique + 1; FClist[Unique] = FC; outsl[Unique] = outs; for i = 1,50,1 do gui.drawbox(0,0,320,240,'black','black'); tx = 1; ty = 1; for j = 1,string.len(outs),1 do gui.text(tx,ty,string.sub(outs,j,j)); tx = tx + 4; if tx > 238 then tx = 1; ty = ty + 9; end; end; gui.drawbox(2,40,159,158, 'black','white'); gui.text(163,40,"Frames:" .. FC); gui.text(163,49,"RNG Dist: " .. curord); gui.text(163,58,"RNGx00 = " .. R[0]); gui.text(163,67,"RNGx02 = " .. R[1]); gui.text(163,76,"RNGx02 = " .. R[2]); for checks = 0,0x3D,1 do if Matcher[checks][1] > 0 then if Pstat[checks] then X = Matcher[checks][12]; Y = Matcher[checks][13]; gui.drawbox(OfX+SX*X,SY*Y+OfY,OfX+SX*X+3,SY*Y+3+OfY,'Green','Blue'); else X = Matcher[checks][12]; Y = Matcher[checks][13]; gui.drawbox(OfX+SX*X,SY*Y+OfY,OfX+SX*X+3,SY*Y+3+OfY,'Green','Green'); end; end; end; for checks = 0,49,1 do if Matcher[checks+0x3E][1] then if Estats[checks][2] then X1 = OfX+SX*Estats[checks][3]+2; Y1 = OfY+SY*Estats[checks][4]+2; X2 = OfX+SX*Estats[checks][5]+2; Y2 = OfY+SY*Estats[checks][6]+2; gui.drawline(X1,Y1,X2,Y1,'blue'); gui.drawline(X2,Y1,X2,Y2,'blue'); if Estats[checks][1] then X = Estats[checks][5]; Y = Estats[checks][6]; gui.drawbox(OfX+SX*X,SY*Y+OfY,OfX+SX*X+3,SY*Y+3+OfY,'Red','Blue'); else X = Estats[checks][5]; Y = Estats[checks][6]; gui.drawbox(OfX+SX*X,SY*Y+OfY,OfX+SX*X+3,SY*Y+3+OfY,'Red','Red'); end; else if Estats[checks][1] then X = Matcher[checks+0x3E][3]; Y = Matcher[checks+0x3E][4]; gui.drawbox(OfX+SX*X,SY*Y+OfY,OfX+SX*X+3,SY*Y+3+OfY,'Red','Blue'); else X = Matcher[checks+0x3E][3]; Y = Matcher[checks+0x3E][4]; gui.drawbox(OfX+SX*X,SY*Y+OfY,OfX+SX*X+3,SY*Y+3+OfY,'Red','Red'); end; end; end; end; emu.frameadvance(); end; print("#".. Unique .. " unique - Distance: " .. curord); gdstr = gui.gdscreenshot(); SS = string.format('C:\\FE\\RNG%d.png',curord); gd.createFromGdStr(gdstr):png(SS); -- emu.speedmode('maximum'); end; end; [/code]
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Post subject: Re: guardian legend
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StarShooter wrote:
Never tried the new ppu on the guardian legend, is it a big difference?
Old PPU is required/preferred for creating runs.
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NitroGenesis wrote:
Now some stupid thoughts... Since the movie was well recieved as it is, maybethis could be published and have a good ending run obsolete it later? Or if the runs are gonna be identical basically, maybe I could replace the submission file? :/
Are you worried about it not getting published? My suggestion, submit the new movie, and leave this one on the WB. If people go "WHARRRGARRBL this is horrible" to the new movie, I'll accept this one instead. Does that sound like a plan?
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Uh, I should note, that is my funny screenshot. Click it for some mendel palace amusement. I should put up a real one, so there isn't confusion.
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My vote in this matter is obvious - go for the good/real ending.
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adelikat wrote:
Rerecords are calculated differently on openMSX since it uses the concept of replay files & "rewinding". MSX rerecord counts are going to be significantly lower than on other emulators.
Are we going to exclude MSX games from the statistics tables then?
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Cardboard wrote:
DarkKobold wrote:
Kofiman wrote:
I object to their use of the word 'still'
I'm just glad they can say 'TAS' without explanation, as if the gaming world in general knows what it is.
Or do they?
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benbenrx8 wrote:
if u beat mine by 300frame just do one then
... Ok. On it.
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Kofiman wrote:
I object to their use of the word 'still'
I'm just glad they can say 'TAS' without explanation, as if the gaming world in general knows what it is. Also, the nostalgia gamer has some interesting stuff, but his voice sounds dead and banal.
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I beat this run by 300 frames in just the first two levels, playing as 1 player. http://dehacked.2y.net/microstorage.php/info/1762283936/Mendel%20Palace%20%28U%29-0.fm2 While not a bad game choice, this run is clearly suboptimal, from very little work. This is why I'm rejecting this run. Additionally, this run would be much better as two players, as has been stated numerous times. I personally think it would make an interesting run, especially in the later levels.
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I'm not really seeing 'entertainment lost' with this new video. The previous video looks to be nearly the same combo repeated numerous times. Also, I laughed every time during the knockout round, when the enemy would stand up and hit his head against the player's elbow.
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Even the fighting mechanics are identical.
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I was surprised by this - it definitely had its funny moments, and the round glitch is very cool. I also laughed, audibly, twice. It does offer something extremely different than the last published MKII run. The final fight left a lot to be desired, as it is too repetitive, but that doesn't stop my yes vote.
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voted yes on Hydlide Rambo!
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Post subject: Re: A WIP!!! FROM TEAM5!!! CHECK IT OUT NOW!!!
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pirate_sephiroth wrote:
We dedicate this WIP to Truncated.
Damn, you got me, I kept clicking it furiously, starring at it, going "GIVE ME THE TRICK!"
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Yeah, I vote NO on having to make Aktan redo all that hard work for 1 stinkin frame.
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What are the possibilities of an SD encode like this: [Normal | | Camhack] i.e., something where we could watch both side by side or top and bottom?
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Post subject: Re: dtm i'm from gothenburg, Sweden
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JXQ wrote:
Fabian, Let's say that we exist in a world where all of our perceptions of color are different - for example, a photo negative, although that doesn't have to be the permutation from current color to new color. We could just as easily "cycle" up the rainbow one color and leave brown, black etc. the same.
Nothing guarantees that my perception of any single color is equal to what you perceive, within your brain. However, because color is simply light reflected off an object at a given wavelength, we define a certain (range of) wavelength as being a certain color. Thus, the actual brains interpretation of a perception doesn't matter, simply the naming convention for the perception of a given range of wavelength. That said, there are humans that can already attest to perceiving differently, however, there is a physiological reason behind it. Some people lack one of the three (major) different cone types, while a rare set of females actually have a 4th distinct cone type. (Cones are split into the wavelength of light they respond to, however, recent research has shown that there are actually hundreds of cone types in an individual's eye.) So in summary... URANOOB
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