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RGamma wrote:
MUGG wrote:
Spikestuff wrote:
feos wrote:
Warepire wrote:
Now un-cancel that Kirby submission!
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Post subject: Are usernames keywords for something else?
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<BimmyLee> the TAS bulking program: feed protein powder into spikestuff constantly while he tases, and replace loadstate with a 25 pound weight <BimmyLee> you can simultaneously obsolete the 120 star tas and win mr. universe
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Post subject: Re: dunno about context, just tabbed into irc and saw this
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Mothrayas wrote:
[18:31:26] <BimmyLee> in the Nach species, the feos is vestigial
<BimmyLee> gotta watch for ice cream, all the fat goes straight to the feos
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Post subject: Version confusion!
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Version confusion:
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No fireflies?
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*Nach humbly agrees with Bisqwit and wishes him a nice day. *MuffinMan would like to add that adelipants should wash his hair, the slimeball. (References can be furnished upon request, but popular culture is popular)
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Ice Man's level is super cool, so you'll have to visit it twice. Cut Man's level can be cut out entirely.
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Aqfaq wrote:
TASVideos is obsoleted. Hail ACEVideos!
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He was up all night TASing it. The poor thing, let him get some sleep.
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Notable improvement!
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Tub wrote:
Nach wrote:
I once got all the items in the game to reset just by shinesparking into a particular spot in Crateria. I wasn't even trying to do anything weird.
Do elaborate. I don't believe I've seen a way to trigger memory corruption with the shinespark before.
Getting the game to reset items is a well known bug in the game: http://www.samus.co.uk/super_metroid/reset_glitch_emulator.shtml And I've seen it happen elsewhere in other ways than what is described there. As for what happened to me, I tried doing the Shinespark entry to the Ghost Ship, and I crashed into the pillar that has a missile pack on it in the middle of the room prior (and I think somehow claimed the missile pack at the same time). Next thing I know, the map is all blue, and items I picked up already were now available again. I did not notice any graphical glitches occur or slow downs.
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You need to see if your motherboard has any free slots. If it has no physical free slots, then there's nothing you do to except replace existing RAM sticks with larger ones. However, the memory controller on your board will have a limit on how much capacity it can allow on a single RAM stick. First thing you need to do is see how many RAM slots you have, and what you have in the slots currently.
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The motherboard.
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Warp wrote:
amaurea wrote:
This run does not execute arbitrary code. It just corrupts memory. Corrupting memory is the first step towards ACE, but it isn't sufficient. Arbitrary code execution doesn't mean "runs some nonsense code". It means that you can make the console execute whatever string of instructions you choose.
Does the CPU execute unintended opcodes in RAM that were put there by the runner (usually through glitches in the game, but it doesn't really matter exactly how)? If yes, I'd classify that as arbitrary code execution.
Super Metroid seems to have game ending sequences laying around throughout its code (or lucky coincidences). Shoot certain walls with certain beams, or get Samus into certain walls, and suddenly the game goes into one of its prescripted scenarios/sequences. Regular players trying out certain glitches constantly run into the game doing weird things like this without intentionally trying to put certain values somewhere. I once got all the items in the game to reset just by shinesparking into a particular spot in Crateria. I wasn't even trying to do anything weird.
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Post subject: Mothrayas promoted
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Announcing a new judge change up: FractalFusion has stepped down as senior judge (going back to regular judge status). Mothrayas has stepped up as the new senior judge. Please give Mothrayas a hearty congratulations for filling this difficult role. We've had a bit of a vacuum of late with a senior judge needed to handle many delicate issues. Now with Mothrayas on board, please direct your suggestions and queries to him.
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Post subject: Help Wanted
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Hello editors, I realized we should summarize this moment on our wiki, and also link to it from applicable movies and submissions. Hopefully we'll also see more in 2015. So please, help expand: Wiki: GamesDoneQuick Wiki: GamesDoneQuick/AGDQ2014 Thank you!
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feos wrote:
Fog wrote:
- Does not manipulate the timer in any shape
It uses a game-breaking glitch that the ingame run deliberately avoids.
The current IGT run abuses the IGT, unlike this run. In fact, the entire IGT set of runs seems to solely exist to show the IGT could be abused.
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boct1584 wrote:
This movie uses the X-Ray glitch as a means to the end of arbitrary code execution, completing the game more quickly than both runs using only one or the other of those glitches. ([1978] SNES Super Metroid "X-Ray glitch" by Cpadolf in 21:25.12 and [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf, total in 14:52.88) I agree that both of those movies should be obsoleted.
What is your logic for each of those not obsoleting the other, but that this should obsolete both of them?
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Thanks Fog. What about obsoleting the fastest in-game time run? This is the fastest in-game time, and doesn't do anything particularly crazy aside from messing with the Y coordinates (which our Metroid runs do too BTW). As is, in-game is rather arbitrary.
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feos wrote:
If you feel all existing Super Metroid runs are so freaking similar they all should obsolete each other, no problem.
I don't feel that way, I'm throwing this out there so it can be properly discussed. Since no one else is discussing it, you should be inviting more questions on how people feel this run compares to the other branches, and which it should obsolete (if any).
Cpadolf wrote:
Nach wrote:
And what about [1978] SNES Super Metroid "X-Ray glitch" by Cpadolf in 21:25.12, did it overwrite RAM too? If no, then this can't obsolete it.
It didn't overwrite and RAM, but what you say would only be true if you think that we need a different run for every type of glitch. I've always though that the "glitched" vs "non glitched" was, most of the time, a sufficient distinction even if the specifics are always going to be a little bit arbitrary.
The question is, is the techniques in this run closer to either of the runs you proposed it obsolete. If the old X-Ray run has a reason to be more "legitimate", than this, it shouldn't obsolete it just because both use the same item somewhere. You seemed to propose X-Ray is the decisive factor, and happen to obsolete another based on time. I'm suggesting to look at RAM corruption as the decisive factor, and not necessarily obsolete because of using particular items.
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feos wrote:
Nach wrote:
And what about 1978M, did it overwrite RAM too? If no, then this can't obsolete it. If yes, then 2558M should be obsoleting 1978M.
You've heard of Moons, right?
You realize that Moons isn't an arbitrary dumping ground for every single run which might do something slightly different than another run, right? There has to be clear non-arbitrary reasons which can be applied objectively across the board to differentiate runs.
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Cpadolf wrote:
The run uses a glitch to overwrite RAM in order to trigger a game ending event. I don't think it should obsolete a any% run without any major skips or game breaking glitches.
And what about [1978] SNES Super Metroid "X-Ray glitch" by Cpadolf in 21:25.12, did it overwrite RAM too? If no, then this can't obsolete it. If yes, then [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf, total in 14:52.88 should be obsoleting [1978] SNES Super Metroid "X-Ray glitch" by Cpadolf in 21:25.12.
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Post subject: Let the games begin!
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Great run, I think it should obsolete: [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf, total in 14:52.88, because this movie is faster, and doesn't abuse the game as much. [1978] SNES Super Metroid "X-Ray glitch" by Cpadolf in 21:25.12, because this movie is faster, and doesn't abuse SRAM. Further, [2220] SNES Super Metroid "low%, Speedbooster" by NameSpoofer in 44:18.62 and [2202] SNES Super Metroid "low%, Ice Beam" by Saturn in 42:37.13, since this game gets less percent, and doesn't disqualify itself with rewriting the game or abusing SRAM. And [1908] SNES Super Metroid "ingame time" by Saturn in 39:15.30 and [1368] SNES Super Metroid by Taco, Kriole in 38:41.52, since it's faster than each of them in their respective categories, and doesn't disqualify itself with rewriting the game or abusing SRAM.
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...and we're back. <Masterjun> the rerecord count isn't correct though <Masterjun> it should probably be added onto the current one, so a total of 2280 rerecords
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Warp wrote:
Nach wrote:
Yes, but I don't have time to sit down and whittle down the issue to a base problem and report it, especially when I have a perfect working solution. My boss would never sign off on spending a lot of time fixing problems for something inferior which we don't need.
But then you are perpetuating the problem you are complaining about, instead of helping the project become better.
I'm not complaining about it, I'm telling you why I don't use clang for anything other than the occasional warning/error decipherment.
Warp wrote:
Also, I honestly find your case strange. It's not like clang is used by just an extremely small niche group of hobbyists.
Extreme C++ isn't all that popular.
Warp wrote:
It's used literally by millions of people, many making production code, mostly for MacOS X and iOS. I doubt that all of those projects are just small and simple programs.
You just identified why it's fine for most people. Those platforms use their own C++ libraries. Linux uses libstdc++ which is already known that clang is unable to handle in some cases.
Warp wrote:
Performance results from 2011 are hardly relevant anymore. They do improve the compiler all the time, you know?
I've reran them recently, I didn't see noticeable improvements to the worse cases highlighted there.
Warp wrote:
I'm not saying that clang already produces code that's as fast as gcc. I'm just saying that citing data that's almost 3 years old is hardly relevant anymore.
It's only irrelevant if it no longer holds true. Unfortunately, my recent tests show that it still does. I provided these pages so you can see what is being benchmarked, and why I still don't use clang.
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