Posts for FractalFusion

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This appears to be a problem with DirectDraw. To correct the problem, use Direct3D instead (Config -> Video -> Render Method -> Direct3D).
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Hi, ctu. The movie requires an older version of VBA (VBA v22). It does not work on VBA v23 or v24. I am not aware of any other settings that may affect playback.
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arflech wrote:
This one may also be a matter of "looking it up": Find an example of a real-valued function of a real variable that is nowhere continuous and yet still satisfies the conclusion of the intermediate-value theorem (that is, the image of an interval is another interval), thereby showing that the converse of the intermediate-value theorem is false in any reasonable sense.
Correct. It is a matter of looking it up. http://en.wikipedia.org/wiki/Conway_base_13_function If you want it defined on the whole real line, then define the function to be the Conway base 13 function of the fractional part if not an integer, or 0 if it is an integer.
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Is it Liouville's Theorem? Edit: The page also links to the Little Picard Theorem, which is a stronger form.
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I wish the original SMW music was kept. The hack was innovative, and the Special World with the Green Hill Zone and others got me by surprise. That being said, I think that Super Demo World is a better hack.
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Thanks to cstrakm for giving me the VBM file: http://dehacked.2y.net/microstorage.php/info/338836704/pokemonFR_j_cstrakm.vbm In his TAS, Squirtle's IVs are 16/24/21/23/15/20 and has Atk+ Def- nature (determined using my Pokemon script, of course).
thedarkone wrote:
I saw someone that found a GREAT route for speed running through leaf green. Without doing a TAS he got it done in 2:31:39. I was mostly planning to do a test run for the route they gave: http://pastebin.com/TLBhVJLa ...
While speedrunning routes may be helpful, remember that a TAS can do so much more. A speedrunner has randomness as an enemy, a TASer has randomness as a friend. Or enemy, depending on the circumstances. But anyway, with sufficient control, you can do things in a TAS that a speedrunner would dare not to consider.
thedarkone wrote:
I was wondering, how long before making an attack would I have to make a save state so I can keep on reloading and ensure full critical hits?
Use the script I posted a few posts back. As long as you are able to change the alignment of the random stream before it determines a critical hit, that would be a good place to make a save state. Critical hits are usually determined at the first "RNG overclocking" (excess of normal RNG cycles per frame) after the move message "X used Y!", provided that the move did not miss. Edit: In Fire Red/Leaf Green, the first attacking move in the first battle cannot be a critical hit. In other games, tutorial battles cannot have critical hits.
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NitroGenesis wrote:
I tried the most recent version on the SVN and I do not have this bug.
Hm, last time I tried, both r421 and r422 have the bug. The bug appears to occur when you loadstate and then frame advance, or loadstate multiple times. It seems to be possible to switch the parity as well but I do not know for sure what causes it. (I tried stopping the movie directly after loadstate, toggling read/write, and closing VBA, but that doesn't switch the parity.)
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LYF, go and send Nach a private message (http://tasvideos.org/forum/privmsg.php?folder=inbox) about Sina Video Support. Again, you have made a post that no one can understand. Again, you have made a topic that no one can understand. Because the topic is essentially a duplicate of the above post, I have deleted the topic.
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[10:58] -->| exileUT (~ME@c-76-115-216-208.hsd1.or.comcast.net) has joined #tasvideos [10:58] ais523 dwangoac: there it is, can you record the position somehow? [10:58] ais523 oh, it moves around, but it's unlikely to move far [10:58] ais523 also, can you recapitalize your nick? all-lowercase is pretty scary [10:58] =-= exileUT is now known as EXILEUT [10:58] EXILEUT what [10:58] ais523 EXILEUT: I was talking to dwangoac [10:59] EXILEUT OH ID BETTER CHANGE MINE AS WELL [10:59] =-= EXILEUT is now known as exileUT [10:59] =-= dwangoac is now known as dwangoAC [10:59] dwangoAC ais523: Fixed [10:59] ais523 thanks
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Nicely done for a first-time submitter. This game reminds me of Sonic the Hedgehog games for whatever reason. I vote yes.
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Garfield is so lazy that he repels animals just by walking into them. This game did something right at least. Though, considering what kind of animals he has to put up with, I don't want to guess which day in the game is Monday.
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The above post cannot be understood. To embed a video on the forum, just put the video link in between video tags like this:
[video]http://www.youtube.com/watch?v=precqsbR2H8[/video]
and you will get Link to video The video tag only works with supported streaming sites, for which I don't have a list. If it doesn't work, or you don't want to embed it, then just link it. No harm in doing so.
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I assume by 1^∞ you mean lim(n->∞) 1^n. Of course lim(n->∞) 1^n = lim(n->∞) 1 = 1. That being said, you should not use 1^∞ for this purpose. What some people mean by 1^∞ is lim(x->c) f(c)^g(c) for real functions f and g with lim(x->c) f(c) = 1 and lim(x->c) g(c) = ∞. This is an indeterminate form. Anyway, f(x)=x^∞ really should be written f(x)=lim(n->∞) x^n, and I am assuming that "lim(n->∞)" denotes the limit of a sequence instead of a real function, since that appears to be your intention. The function is as follows. - f(1)=1, - f(x)=∞ for x>1, - f(x)=0 for -1<x<1 - f(x) is undefined otherwise If "lim(n->∞)" denotes the real function limit, then f(x) is the same as above except that f(x) is now undefined for all negative x.
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Link to video Mediafire download: (~25.8MB)
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Marx: Please use the edit button (top right corner of post) instead of posting multiple times in a row within a short period of time.
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Congratulations, you have discovered my hidden warp.
This game is hilariously bad, which I guess makes it good. It's definitely better than Dr. Jekyll and Mr. Hyde, and some posters wanted that one published as well. Even if only because it was such a bad game. :) That being said, I have no clue what this game was trying to achieve.
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F, in the future, please use the edit button (upper-right corner of the post) instead of posting many times in a row within a short time.
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This is the current screenshot. I plan to replace it with this one: If you have any other suggestions, post here.
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Marx wrote:
well then sda is cheater all their windows game movie were cut at loading scenes.
SDA uses different timing rules. Note that some SDA runs are segmented (saving at some points throughout the run). Those runs are allowed to "cut" at some loading scenes, if that's what you mean. Also, do not ever call SDA as cheaters. You are making yourself look very bad right now.
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Marx, stop making useless posts. This forum is not a place to speculate about beating SDA runs. I'm locking the topic.
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sameasusual wrote:
Goemon wrote:
[Redacted post from banned user.] DarkKobold.
What the?
Banned user's alt account supported his own movie.
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ALAKTORN wrote:
but Fractal hasn’t made any such post in defense of not hexing it, that’s what I was complaining about
I thought I already gave my views on hexing this run on IRC, but anyway, I'll post about it. Bottom line is, I don't care about hexing for this run. I intended this run to be just for fun. I have better things to do than worry about hexing in a password improvement. There are other, more important gameplay-related improvements that I glossed over because it would have taken way too much effort for this type of run. Besides, I only learned about the password after the run was accepted, and in process of publication. By the way, it turns out that the RNG runs heavily during the password (more than 9 values per frame, though the number decreases temporarily as you go around changing the numbers quickly). Hexing in the password will affect all future things depending on the RNG like item drops and boss behavior.
Post subject: Rerecording count bug in VBA-rr svn421 and svn422
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There's a bug in the rerecording count in the two latest versions of VBA-rr (svn421 "v23" and svn422 "v24"). Every time a savestate is loaded during recording, the emulator adds 2 to the rerecord count, instead of 1 as it should. Therefore, if you use these versions, your rerecord count is twice as much as it should be. This bug does not exist in svn203 "v23" or before. This is for everyone's information.
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arukAdo, I'm sorry that I did not realize how rude and offensive my posts were. Had I known that this would have been the case, I would never have made those posts. Please note that the last post I made was only giving my personal interpretation of the matter and is by no means "official". You are entirely free to uncancel this submission and/or the Resident Evil 2 submission. If you uncancel this submission, I will withdraw my intention to judge the run. In that case, the next person to judge your run may accept it.
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Left must be released before it can be pressed again. So it would go something like this: 1. downleft to 8 2. nothing 3. upleft to 8 4. nothing 5. downleft to 2 6. upright to 7 7. nothing 8. to 6