Posts for feos

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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay then, sounds good to me.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay I guess I'm seeing it. It can be viewed as Mega Man grabbing the ladders early to skip a few pixels ahead, but not clipping into walls or ceilings. Pressing a single button during animation X that forces animation Y to start, and only doing so to avoid stumbling, sounds like fair play. The result looks clean in terms of gameplay, because it optimizes the parts that just work slowly, but never breaks intended game flow. The only question would be, are there any exceptions? From reading the above, I'm not exactly sure if "There's no other way to traverse that area without the corner bug anyway" refers to a voluntary exception or to simply having no way to avoid the glitch.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The rules haven's appeared out of nowhere. There was due thread that led to the current wording. If something from that thread doesn't hold water anymore (in your eyes) point that out. We can't revisit rules without understanding why they are there in the first place.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Borderline tier cases are never easy or clear, so no one should be too annoyed by either outcome. It's only a big deal when it's either Moons or rejection. All the rest can be fixed.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The global level counter resets after going from 0 through 4:
Language: asm

81B4: INC (IX+07h) AF:0044 BC:015E DE:03E8 IX:702E ; increment global level counter ($702E + 7 = $7035) 81B7: LD A, (IX+07h) AF:0000 BC:015E DE:03E8 IX:702E ; load the result to A 81BA: CP 05h AF:0500 BC:015E DE:03E8 IX:702E ; check if it equals 5 now 81BC: JR C, +04h AF:0542 BC:015E DE:03E8 IX:702E ; if true, jump to $81C2 81BE: SUB A, A AF:0542 BC:015E DE:03E8 IX:702E ; else, reset A to 0 81BF: LD (IX+07h), A AF:0042 BC:015E DE:03E8 IX:702E ; write that 0 to global level counter
When that happens you go back to level 1 ($7035 == 0), and barrels speed doesn't seem to change. I player up to level 11 and nothing changes at all. Your speed is the same, enemies speed is the same, enemy spawn speed is the same. The game seems to track how many loops you've played, but I fail to find any difficulty changes.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Manual wrote:
STEP 10: The fun never ends . . . When you reach the top of the elevator screen, the game continues to cycle through the screens-- but the action gets harder as you go! Keep playing until you run out of Marios.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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#5325: £e_Nécroyeur's Arcade Donkey Kong in 01:29.94 About difficulty settings available from the start. If gameplay would look the same, use easiest. If more of the game would be shown or it would be objectively harder to play and to TAS, use hardest.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fixed and rereleased. All links are the same.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This game has an ending guys.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Version 2.3.1 has been released! Downloads: https://github.com/TASVideos/BizHawk/releases/tag/2.3.1 Tons of fixes and updates to cores and tools (took us only half a year). See the release notes for details http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk231
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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MESHUGGAH wrote:
^ Alyosha: On the 1st level of #5093: feos, Alyosha & Samsara's NES Battletoads "warpless, 1 player" in 21:38.38, the stick can be picked up 1 frame earlier. Since it wasn't any revolutionary and pretty sure it would desync the movie, I didn't reported it until now. I only had fun with the first level so I don't know about other possible improvements.
Submission text wrote:
So I used it in Level 1, saved 144 frames, and lost it all to the fucking global timer. Bah.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'll try to check it. Do you have any memory addresses?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Thanks. I don't think "full completion" goal is possible for this game, you just play the fastest route and end up getting full score because you simply do things right. Specifically, you have to do extra actions to lose score, while common understanding of "full completion" is doing extra actions to gain more points. For this reason, I think 400 points are inherent to fastest completion of this game, and the branch label is unnecessary.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fortranm wrote:
The Coleco Adam Super Game version does, but as mentioned in the submission text, the Colecovision release and the Coleco Adam release have major game play differences.
The ending doesn't show up there, but it seems to have an extra level and looks like just an entirely separate port, not a variation (version) of the this submission's game. So I think it can be published separately.
Fortranm wrote:
Now I'm a little confused. Does this mean that [2971] A2600 Donkey Kong by BrunoVisnadi in 00:36.56 and [3429] A2600 Donkey Kong Junior by Fortranm in 00:59.66 would not be acceptable under current rules? Both this movie and the one on Intellivision are done on the highest difficulty choosable from the title screen. Do I need to prove that the difficulty no longer increases afterwards?
Game completion rules for games without ending were defined for Vault since 2012, but not a lot of attention was paid, and some movies that haven't maxed out the difficulty happened to get accepted. Last year we clarified those rules and started paying more attention to them, so yes, you will have to play through maximum difficulty loop. But obviously, only if the difficulty even increases from loop to loop, and only if there are loops.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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c-square wrote:
feos wrote:
You mark this as 100%, are there ways to beat it with lower completion?
Yes. Although getting all 400 points is mandatory, there are three ways to lose points in the game, and it's possible to end the game with fewer than 400 points.
Would that be faster than your movie?
c-square wrote:
- Using single-letter shortcuts where possible ("l" for look, "z" for wait) - Using acronyms ("ATS" for "Advanced Tea Substitute")
List all of these please. I could assume what things mean, but I want to be sure.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Since there's no ending "cutscene" in this game, the movie of it will have to follow these rules: http://tasvideos.org/MovieRules.html#GamesWithoutClearEnding
Manual wrote:
STEP 5: Time is running out... When mario removes the last rivet, Donkey Kong(TM) steals the girlfriend away again! The game continues, and the action gets more and more challenging.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Since there's no ending "cutscene" in this game, the movie of it will have to follow these rules: http://tasvideos.org/MovieRules.html#GamesWithoutClearEnding Does that second version have this cutscene?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Phew, finally I've read it. It was constantly oscillating between horrendously boring and funny, and in the end I didn't like the experience I've had. Questions. What word shortcuts are you using throughout the run? You mark this as 100%, are there ways to beat it with lower completion?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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After a few hours of brainstorming, Corey and I got stuck. There's no way to make interlaced PSX scenes look accurate to hardware and pleasant to watch at the same time. Since TV doesn't output blade sharp pixels, blurring the footage a little bit looks like the closest replication of TV to me, but it doesn't feel like good experience I should say. The best result is provided by using the entire 480p framebuffer that PSX actually renders but never displays on TV. Examples by Corey: https://www.mediafire.com/file/kcppp0redeafs4v/test_psx.zip/file
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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fsvgm777 captured TV output and it almost perfectly matches this function if I run it on 576i footage from tuner:
Language: avisynth

AssumeBFF() # or AssumeTFF() SeparateFields() PointResize(last.width, last.height*2) clip1=SelectOdd.Crop(0,0,0,last.height).AddBorders(0,0,0,0) clip2=SelectEven.Crop(0,0,0,last.height-1).AddBorders(0,1,0,0) Interleave(clip1,clip2)
But there is one problem. The previous feld doesn't instantly fade out because of how luminophores work. Because of that, after dumb separation of fields, you don't see these frames: But these instead: Notice how it only partially shows letters L and E, but the previous frame (or field if you will) bleeds in, compensating for partial display! How do I make the above script bleed the previous frame?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Just "max kills" really. You can't kill some enemies.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: PlayStation (One) interlaced mode in Bizhawk
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Wow this was a crazy trip, but we've made it! When you play PSX games that have interlaced footage, or just the BIOS sequence, you see that it runs at approximately 60fps (50fps for PAL), that can also be seen if you dump video of that mode. But it is also 480 pixel high (576 pixels for PAL), which is confusing. PSX doesn't support 480i 60fps mode. Only 480i 30fps. Moreover, on TV those interlaced video fields don't magically increase resolution, instead they become alternating 240p frames running at 60fps! Actual 240p modes also run at 60fps and in steady scenes using that mode, on a tv you see perfectly steady images. But when you closely look at how tv shows steady footage in interlaced modes, object edges visibly flicker as the 480i fields alternate. Footage might be posted later. Now guess what bizhawk (actually mednafen) is doing? It sets the resolution to 480p. It shows the first field at odd scanlines of that framebuffer, even scanlines remaining black. Then it shows the even scanlines of the next frame, while the odd scanlines simply persist through the next frame. Then the odd scanlines update and the even scanlines persist. This means it takes every field and keeps it on the screen for two 60fps frames, while updating fields at 60fps, simulating 480i 60fps interlaced mode. This is done for UI convenience and doesn't correspond to how the real console works. This means that when we want to deinterlace whatever octoshock is doing for this kinda footage, we need to take only first field from every first frame, and only second field from every second frame. And make them 240p as the TV shows it.
tl;dr: PSX in 480i doesn't magically increase resolution, 480i fields show up on tv as 240p frames one by one at 60fps. It arguably just makes the object borders slightly smoother. Probably that's why the interlaced mode wasn't that popular?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Хоковский ресайз вроде мылит немного. А гайд чо делать есть ващет. http://tasvideos.org/EncodingGuide/CustomEncoding.html
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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