Posts for Randomno
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Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
I understood less about fractions after watching this.
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Thanks for pub What puts this in Standard?
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1080p 1200p (2*native) Also I would prefer if the audio was shifted by about -400ms, but that's not an emulation issue, it's just how the game is.
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I've been looking into that a fair bit. The code for the music calls functions from Club Penguin's shell, which isn't being used when running games on their own. I've tried replicating the shell functions inside the game SWF and tried asking people who know ActionScript better than me but nothing so far :( As a side note, I got the official Club Penguin version working on its own. I thought it was complicated but turns out I just had to change 1 variable. The Disney version is faster though (even though the resolution is wrong, the audio is broken... etc).
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My encode has audio shifted by -400ms. I'm not sure what the cause of the lag is. Edit: The audio lag seems be present when playing normally. I shifted it to be closer to the official Club Penguin version.
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Looking at the header in FFDEC they are 750x600. menus.swf is 760x480 but I don't think that matters. I guess use --width and --height to force it then. Also, I forgot but the swfs are still up for now: https://a.dolimg.com/media/en-US/games/clp_spl_puz_pufflelaunch/cp_pufflelaunch.swf
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The files are from here. I don't think any of the archived versions are different https://web.archive.org/web/*/http://a.dolimg.com/media/en-US/games/clp_spl_puz_pufflelaunch/*
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It was available on the Disney lol site for free. There's a domain check but it's not baked into the swf
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I will happily give more info on finding the game files if it doesn't break the site rules.
Info Teddy wrote:
It's clicking on the "Visit Club Penguin" button instead of "Start Game". Seems to be an issue related to mouse coordinates and window size that affects the entire movie even if I fix the first mouseclick.
I don't understand this since they're on opposite sides of the screen. The game is 750x600 which is what I'm running it at. The first mouse coordinate is 550, 530. How does that click the left side of the screen? I have another version for 1500x1200 if that helps. I double checked the ruffle version and the file I uploaded and they're correct.
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The videos in the OP are available again (thanks Vampier).
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Great list
FractalFusion wrote:
From discussion so far, it seems that the eyes should be deemed touching whichever regions make up the sclera? Or anything nearby? In that case, the rule would need a bit of updating. (The goal is to have a rule that aligns with common sense.)
I'm not sure what discussion you're referring to. I've only been considering the inner eye, but I suppose if you ignore the sclera, you're starting to treat black as a fifth colour.
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I'm not fussed if the original submission gets removed from Playground, unless you're proposing something else. It would be nice to have the level skip record noted somewhere.
feos wrote:
I also wonder if there's a way to run this on an unmodified game (like is it possible with some tweaks, or not at all)?
I experimented a bit with the ruffle parameters but couldn't get anything to work. Definitely might be possible though. The modifications remove the domain check from each swf, and the member check (checking if you have paid membership on Club Penguin) from the main swf.
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After discussion on Discord, movie that starts at level 10, finishes secret levels, resets game, goes to level 30, finishes expert levels: User movie #638226358231730550 Link to video
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Can you explain this like I'm the intended demographic for Color a Dinosaur? Thanks though, seems sufficient for an answer.
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Any encode? Did you make the .uze from a .hex? (game is spelled wrong btw)
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Had another look through These eyes in dino 2 are definitely touching. This was discussed (for far too long) on Discord whether the pink segments are touching. I think we concluded that they are as they share an adjacent pixel, with adjacent including diagonals (or, there are other ways to come to that conclusion). If anyone has a rigorous method to determine this I'd like to know. I think it's somewhat unanswerable, as the four color theorem applies to abstract shapes, rather than pixels, especially pixel art with an outline.
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To throw another thing into the mix here: I would like to do a max score TAS at some point. I haven't fully figured out the route but it would be extremely similar to this secret levels TAS, but show off some more tricks. There would be more shots that hit multiple targets, 1-ups would be prioritised, and the bug to go from level 31 to expert level 2 would be used. If it was between the two, I would rather max score be published.
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I'm requesting acceptance of this fork of Ruffle which fixes Astro Barrier. The pull request that implemented the fix is now over 2 years old; it was not merged due to potential side effects. Last month I asked the Ruffle developers if there was any possibility of some sort of official fork or development build, and they said they couldn't help. This unofficial fork is hosted by TASVideos and easily available.
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Fixed the two drawings. I hope. For the record I did this because there was a lengthy discussion about the mistakes in Discord. It's likely improvable time-wise.
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eien86 wrote:
This looks like a great shooter and truly hope Doom experts get to TAS it and submit a run.
Would a demo file of this game be submittable currently? Don't really know anything about demos.
Editor, Experienced Forum User, Published Author, Active player (403)
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Seems quite similar in circumstances to #2990: Ryuto's DS Brain Age in 06:33.66.
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Note on consistency, this is the only publication that has the branch "Playaround" rather than "playaround".
Editor, Experienced Forum User, Published Author, Active player (403)
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Wow, awesome. Jaffar can't be stopped.
This is the thing: their approach to this game and mine are not entirely mutually exclusive; if we were to join forces in the future, we could even be talking about optimality here.
Would that be using a brute forcer on the simulated version of the game?
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25 frame improvement (0.5s) keith improved level 25 by 3 frames. I wanted to try resetting level 47 once to avoid resetting 48 twice, and save a frame or two. Doing this I accidentally found another improvement, which was the tack bloon hitting the last pac-man, due to the different angle of the bloon after resetting. This surely means there are more improvements from having a different orientation of bloons, but I don't want to go back over the whole thing at this stage. Link to video
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I think there are so many questions that need answering that any progress on this is unlikely to happen as it is. If someone approached TASVideos with a custom TAS tool, an input file, playback instructions, and the best way to record video, then maybe it could go from there. One other concern I have is with TAS tools that are direct modifications of the game, and how you would go about distributing that tool without also distributing the game.
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