Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
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Location: Germany
Before starting this run, I realized that this was a huge problem in my other longer TAS of this game, but I felt like not doing that at all would be boring too.
I decided to adjust it to the background music, meaning that I could do it in fast paced rooms with loud action music in the background, but avoiding it in quite places (e.g. the area right before Gravitron).
I honestly thought that the graphical glitch would go away after a transition (like after you saved a crew member or something), but when it didn't I decided to go with it. At least it happens at around the middle of the run, so you have a good look at both of the graphics.
My idea of a suggested screenshot was maybe using something unique to this run, or this branch in particular. What could fit better than showing the room with the removed spikes and the existing trinket (showing both the no death mode and the goal to collect the trinkets).
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
Well you are comparing 2 completely different branches. Of course stuff would go faster, but people wanted to see a clean 20 trinkets run of this game, so glitching your way to the trinkets wouldn't be as entertaining to watch.
Skipping cutscenes is just a side effect of the no death mode.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
Thank you, guys, for the good feedback :D.
Eszik wrote:
Though, do you think telejump + save warps would have saved enough time to be worth it against skippable cutscenes? Has telejump 100% ever been routed?
Since this is no death mode, all that doesn't work here, but this "telejump 100%" would probably look crazy (not in a positive way, though).
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
Hurray for PAL games?
Off-topic I know :P
Edit: It looks like Youtube is bad at being good.
Currently, choosing 240p gives you the 360p video, when choosing 360p it gives you 480p and so on (look at rightclick -> "Stats for nerds").
This might be the reason why we suddenly have 480p60, as it is actually 720p60!
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
Parse Error Row 0 Column 1
This implies X position of the first row, which is indeed not a number. (It's empty!)
I think you first have to enter X and Y positions before you can proceed.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
You could look at the proof shown at numberphile and convert each
and you would still get
1+(1/Δ) = Δ
where Δ turns out to be the golden ratio.
Another way of looking at this is using Scepheo's approach.
Scepheo wrote:
You can consider the series as two separate series: one for the real part, one for the imaginary part. Both will converge to the golden ratio
So for n -> ∞ that ratio
or for the sake of simplicity
has the property that a/c = b/d = golden ratio (since both parts can be seen as separate series).
Multiplying that equation with c and d we get ad = bc.
By following this tutorial on how to divide complex numbers I was able to form this equation:
(wolfram alpha)
Take a look at the imaginary part. We already said ad = bc which means bc - ad = 0 so it will indeed converge to 0.
Now to the real part. Multiplying a/c = b/d with c² will give us ac = bc²/d. Now we replace that ac with the one in the real part, giving us:
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1973)
Joined: 10/12/2010
Posts: 1181
Location: Germany
Which then means that the bsnes core that runs in BizHawk emulates every opcode correctly and shouldn't crash at all. If you are uncertain then try recreating the crash in bsnes instead of in BizHawk.
Crashing games should never lead to crashing the emulator! That would be a bug in the emulator or the emulation core.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)