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So here's the real question. How do we know the game can *start* in this state? Maybe it can only *reset* to this kind of state?
Think about the following scenario: The PCB initializes certain registers upon power on, but does nothing to them upon reset. The game does nothing itself when it begins. Do we have any data which proves the PCB does not initialize the registers in question?
The video above only proves it can be reset to a similar state.
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And perhaps some other registers or RAM are also filled a certain way when the register in question is set to what you need to here?
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How are these videos definitive of anything? They don't prove the particular start up state you're using is valid. It only proves that one similar to the start up state you're using is.
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Just because various values can be random, it does not imply that every combination of values would actually occur.
We need proof that a particular start up state is indeed possible.
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Okay, this looks quite a bit better, but I'm still fairy certain that there's a couple other places in this run which can be done faster.
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Taking advantage of features not found in the original, I approve.
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Nice job sir! :) :)
Now why didn't you get the energy ballancer? It would save time for the menu switch to refill the rolling cutter.
Also, should've grabbed an Energy Tank in the first level, so you could've used it to refill in the second, and thus take more damage boosts throughout the level.
Those who know this game well will understand the above comments better than those who don't.
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Once you got the feather/cape, was getting Kurbio's shoe really necessary? Couldn't you fly over the spikes and above the thwomps?
Waiting so long for Kamek to convert a block for you? come on! The RNG not manipulable here?
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In any case, votes aren't the key determining factor towards how a run will be accepted, and eligibility will be decided by the staff, with votes being irrelevant for that. There's a reason why it's a discussion thread, and not just pure votes.
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I notice that a bunch of the invisible blocks are missing from those maps.
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New version of ytu (v1.7 beta1) has been uploaded.
What's New in 1.7 beta1:
Text tweaks.
Uploading of captions.
Working with captions:
ytu --caption <video> <title> <captions> <language> <encoding>
video A continuation ID or video URL.
title The title of the caption track.
captions A file containing the captions in a standard subtitle format.
language A two letter code (eg: en) specifying the language.
encoding The character encoding used by the subtitle file (eg: UTF-8).
Example:
ytu --caption "http://www.youtube.com/watch?v=Bsa15vvQd4c" "Commentary" "2462m.srt" en UTF-8
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New version of ytu (v1.6) has been uploaded.
What's New in 1.5:
Libraries updated (Fixes against new TLS attacks, less CPU usage, slightly smoother progress bar).
Added throttling support.
What's New in 1.6:
Version number is now displayed in output, so you know which version you have.
Switched to new SQL library (cleaner code).
Path parsing now looks for / and \ instead of platform specific slash, to ensure various custom scripts work well.
MD5 hashing now displays a progress bar.
Increased file read buffer size. Should speed up hashing on some systems.
Replaced OpenSSL's MD5 hashing algorithm with custom version based on NSRT's. This gives a modest performance improvement on AMD64, and a significant performance improvement on i386.
Windows builds displays hash/upload progress in title bar.
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Probably, although I don't see how that's relavent to this discussion.
I agree with your point, but in regards to the pipe glitch, there's a huge difference between the two runs. One uses the pipe glitch and then walks around trying to find a short cut to the exit, or an exit block floating around. The other uses the pipe glitch, and then proceeds to intentionally modify memory to force a game over block to appear and goes for it.
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SML2 has 6 secret levels.
Edit:
It also has some "out of the way" levels which you don't see in a normal run. Like that one level on the main map in middle of nowhere, or the two alternate paths in tree zone.
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Indeed, you're right.
However what I have seen elsewhere are help threads which someone created to solve some immediate problem, and 5 years later someone posts a solution where the original user is long gone. In this case, the original user no longer cares, so it's a waste to reply, and just annoys everyone else around. Over here, replying is only helpful if someone else runs into the same problem, for example this thread appears on Google results for the issue in question.
Worse than the above case where someone replies to a thread about something that is extremely old and no one cares about anymore. For example, imagine a forum which discusses operating systems, and there's a new thread created announcing new features in a new OS release. Someone now goes ahead and then comments on some new feature items in the Windows 98 release thread.
The above idea can be worse when a thread is about whether something should be done or not, and many years after it was done, people chime in their opinion to say they think it shouldn't be done.
But in general Warp, you're right. I don't know why in most cases people act like this. If the reply is on topic and relavent, I don't get the fuss. I once ran into a problem which after a Google hunt brought me to a thread which was 4 months old. None of the solutions worked. I replied to the thread explaining that I was having the same issue, and detailing why none of the suggested solutions worked, does anyone else have any ideas? Next thing, an admin locks the thread with a reply regarding thread necromancy, and that I should make a new thread. Real intelligent...
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It could also indicate that a lot of players were busy leading up to this time, but then suddenly weren't. Going back to school, then having vacation could lead to that.
And while a ton of fantastic games were expertly TAS'd, which will mean overall less submissions for them as time goes on, there's still a lot of excellent games that don't even have a single TAS yet.
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Just think about touch devices. It's still a cursor, and you can teleport it anywhere. Mouse input on Windows doesn't strictly mean it's a mouse.
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We need to come up with a suggested rate list?
Here's something to start, comments welcome:
(Names taken from Wiki: EmulatorResources)
32x: 56
Arcade: Pre 1987: 32. 1987-1990 48. 1991-1998: 56. 1999+ 64.
Atari 2600: 32
Atari 7800: 32
ColecoVision: 32
DOS: Pre 1994: 48. 1994+ 56.
GameCube/Wii: 64+? (We need testing)
Game Gear: 48.
GB: Pre-1993: 48. 1993+: 56.
GBA: 56
GBC: 56
Genesis: 48
Master System: 32
MSX: 32
NES: 48
Nintendo 64: 56
Nintendo DS: 56
PCE/PCE-CD (TG-16)/SGX: 56
Playstation: 64? (We need testing)
Saturn: 56?
Sega CD: 56
SG-1000: 48.
SNES: 56
Virtual Boy: 48
Windows: Pre 1996: 48. 1996-1999: 56. 2000+: 64.
Thoughts on these welcome. I probably did make a mistake somewhere here, so please go over and look for issues.
In any case, some games could probably use adjustment in one direction or the other.
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creaothceann wrote:
If MKVs are problematic, just use MP4.
MP4 does not support Opus.
creaothceann wrote:
Is it really needed for high-quality encodes? How much space would be saved e.g. per minute? EDIT: If 128kbits is used instead of 192kbits
128 is overkill. See the quality testing thread. Most games should sound fine with less than half that.
To put it in more quantitative terms. We can probably cut sound size in half in our videos, and raise quality at the same time.
feos wrote:
Nach wrote:
feos wrote:
If we drop 10bit444 tag for these encodes, it will cause huge confusion between the old encodes without tags that were 8bit420 and the new ones.
But we should drop that tag, and replace it with something more fitting. Or drop the tag on this, and add a tag to the other. If both are appropriately labeled, no need for confusion.
Adding a tag to the other? You mean the encodes that already exist and are 420?
Whatever encodes are listed on the movie page should be labeled in a descriptive fashion to indicate that one is very compatible, and the other is modern technology.
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feos wrote:
If we drop 10bit444 tag for these encodes, it will cause huge confusion between the old encodes without tags that were 8bit420 and the new ones.
But we should drop that tag, and replace it with something more fitting. Or drop the tag on this, and add a tag to the other. If both are appropriately labeled, no need for confusion.
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natt wrote:
Do we want to Opus up only the 10bit444 encode, or both? Of course, now that we're talking about it, 10 bit should probably be added to regular encodes and the current specialty "10bit444" should be retired, to be replaced by hevc at some point.
See Post #354486 and my post above yours.
We should rename the 10bit444 to some more appropriate name now, which is the main encode, and marked as cutting edge.
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Since feos has decided that our downloads should now consist of 512kb MP4s (H.264 with more compatible video settings and AAC) and high quality MKVs (H.264 bleeding edge, Vorbis), I think we should start switching our MKVs to use Opus instead of Vorbis. There's plenty of software here to point people to a compatible player, and otherwise, they can get a more compatible MP4.
Ilari: Do you think we should hold off to libopus-1.1 release? Any idea when that will be? Or is the beta fine?
Any other thoughts?
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