Posts for Boco

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SDA = Speed Demos Archive, the best place to find unassisted speedrun videos. So basically, you want videos of games played well but in no particular hurry, with no glitch abuse etc? Do you want the videos to be 100% walkthroughs (find all the items and do it in an order that someone can recreate even without that much skill; talk to everyone whenever their dialogue changes; watch every plot cutscene; etc) or do you want the games to be "completed but meandering"? And what games do you want videos for? Sounds to me like an excuse for me to play some old games that I like and just happen to record it, with almost no pressure in how to make the video, so I'd be willing to make a few if I had time.
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gbagcn wrote:
Ok I think I messed up my explanation of what 2^X = Y actually means. X represents the number of numbers in the bit sequence (in base 10 this is known as the number of digits in a number) and Y represents the number of bits in the bit sequence.
Bit means "binary digit". X is the number of bits. Y is the number of possible values.
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I also had a non-matching checksum but it played fine. This route is really super boring to watch. I'd like to see an improved full-game route that doesn't warp around. Thanks for using the U version though.
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RT-55J wrote:
How many angels can dance on the head of a pin? a pen? a pan? a pun? I never understood the point of that question...
The theological question is whether angels, being at times immaterial, could nevertheless occupy the same space as other angels, and comes from Aquinas. The answer he gave is "no", they cannot occupy the same space. The exact question comes from Isaac D'Israeli, who thought Aquinas's theological inquiries were frivolous and parodied them, saying "The reader desirous of being merry with Aquinas's angels may find them in Martinus Scriblerus, in Ch. VII who inquires if angels pass from one extreme to another without going through the middle? And if angels know things more clearly in a morning? How many angels can dance on the point of a very fine needle, without jostling one another?"
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mmbossman wrote:
Last I checked, cucumbers were the precursor to pickles, unless there are some weird zuccini pickles there in Finland.
Pickling is a process, not a product, so you can have all kinds of pickles.
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Chamale wrote:
How does one create a user page on tasvideos?
PM Bisqwit, or find him on IRC, and ask him to make you one.
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Aristotle? Are you serious?
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mmbossman wrote:
This is as good a place as any to ask: is the game of Go identical to Othello, and if there are differences, what are they?
They're very different. In Othello, you must capture with every move, and capturing replaces an opponent's stones with your own. Capturing also happens only along a line, ie only two stones are needed to capture. In Go, you must entirely surround a group of stones to capture it, and captured stones are removed from the board entirely. You are not restricted in where you play your stones in any way. Othello is usually played on an 8x8 board, Go is usually played on a 19x19 board.
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{8^{l} is Homer Simpson, who cares about the others
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someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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nfq wrote:
If genes had something to do with sexuality, shouldn't it stay the same the whole life?
Genes can also become active or dormant due to environmental factors (such as climate or diet), so just because something has a genetic component or basis (which we have evidence for in this case, though we also have evidence that it's not the whole story) doesn't mean it will hold true throughout an organism's life. Also the people involved could be lying (for example, a homosexual who gets married to someone of different gender to conform to societal pressure). Like any preference, it's likely to drift a bit over long periods of time. It still has genetic and environmental pressures from an early age, and is still laregly out of the individual's control though.
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xebra, Can you please not bring your personal crusade against the Abrahamic religions into every topic? Make your own. I can explain you the meaning of this passage there (though you won't listen because you're a troll).
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Kyrsimys wrote:
If the environment decides who becomes a homosexual, why are there homosexual children in ALL kinds of families? You would expect that the deciding factor would be something in the parents, be it an overprotecting mother, an absent father or something like that.
Not really, because the "environment" we're taling about is probably "before age 2". Sexuality is set very early in life. For example, as the number of male children in a family increase, the chance that a new male child is homosexual increases. By a significant margin. The best explanation we have is the neonatal environment's hormone balance - a mother who consistently bears male children will have a different physiology than a mother who doesn't, and for some reason this change causes an increased chance of homosexuality; ie, even hormone levels in the womb matter and count as environmental factors.
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xebra wrote:
Your response has absolutely nothing to do with what I asked.
You asked "What do you think of some random guy's claim that 'nephesh' is mistranslated when rendered as 'soul'?" and I responded with "It's true, 'nphesh' is mistranslated when rendered as 'soul'"...where did I miss the question?
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Twelvepack wrote:
This could be because you grew up in the same house, had the same parents, knew the same people, or it could be genetic. With twins, it is fact that they have the same genetics, but its also true that they share a lot of common experiance (in the mroe common case where they were raised together). It is difficult to seperate the effect of their identical genes from their similar life experiances.
This is true, but it's been shown that comorbidity of homosexuality among monozygote twins is higher than the comorbidity of homosexuality among dizygote twins, so there is at least some genetic component. I think enironment is more important personally, but there is some evidence that at least part of it is genetic.
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xebra wrote:
...the pathological mistranslation of nefesh as "soul"?
Nephesh means, more closely, "life" or "living thing" or "animating force". It's not exclusive to humans. The terms for these kinds of things are hard to render in English, so soul would be adequate except that there are other parts - like the ruach and the neshemah - who would like the term better. I have no idea who that guy was, but there you go. I'll stop answering Bisqwit's questions now... (maybe I should make a religion topic?)
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I'm pretty sure there's some genetic component to homosexuality, but like many genetic factors, it needs to be "activated" by an appropriate environment, whether that be a neonatal one or one during childhood. I can make up a story where it's good for the species as a whole to have some homosexuals in it, but like all evolutionary biology stories it seems really pointless. (I can basically give a story for how some trait is the way it is because it was beneficial in the past, but I can aso give the opposite story and it still make ssense, so the whole storytelling thing is stupid and I see it waaaaaay way way too much in Cognitive Science). Anyway there are a lot of advantages to homosexuality in the societal rather than personal context, yeah. As to it dying out now that homosexuals have little pressure to breed... http://www.tailsteak.com/archive.php?num=118
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One more entry in the "automatic Mario World stages" column, one more entry in the "Haruhi / Lucky Star" column. http://www.youtube.com/watch?v=8vGJ0bhRb7U
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dzug wrote:
I suggest you pick up normal Sol, he is similar to Ky to but has (imo) better and easier pressure.
Thanks for the advice. I was a little wary about the new Sol [edit: by which I mean "no ground viper"] since he's changed quite a bit from XX, but I didn't know him that well in XX (or X) anyway so learning him again won't take any more effort. I was also thinking of picking up Chipp for the sheer speed factor (and I really like his new dust telepo.. but we don't have any good Chipp players so I don't know if well-played Chipp plays like I want). Robo-Ky is also an option but the sheer neccessity of 2D means he's slow (even if his super is the best in the game). I'll keep practicing Ky and give Sol a lot of attention too. At the very least, studying the basics with them will give me an edge on learning other chras if I decide to switch.
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Re: Warp The ink and paper didn't transmit anything. It was the arrangement of ink on the paper which did. And what was transmitted was information, measured as surprise. If I can predict every mark on the paper perfectly after only seeing one line, the paper didn't convey any informaton - I already knew it. But since I learned something new by reading it, the information was there - because I couldn't've predicted the arrangement. You can actually measure the information content stored on the paper by counting the marks and their arrangement, and you can distinguish between useful information and randomness through a second measure. To: everyone I've been playing a lot of Guilty Gear XX^Core lately, and I'm not very good. I want to learn how to be an aggressive player who never lets up pressure and is always rushing towards the opponent. So far my best character is Ky, but since I have like 15 hours experience I could learn anyone easly enough. What characters are reccomended for this playstyle, and how should I learn it? (my playgroup consists of about 10 people divided into three tiers of skill and I'm at the bottom of the 2nd tier - I can beat 100% of the time all the casually interested people, I lose 100% of the time against all the tournament level people, and I can beat the middle people only when they make mistakes or choose characters that aren't their main characters).
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I'm designing an Ogre Battle-style strategic-but-not-tactical tabletop wargame, played at the campaign level where skirmishes are resolved nearly automatically (at least in theory), and I'm trying to get that resolution mechanic as streamlined and decision-free as possible (to represent that most of the point will be in forcing favorable match-ups - this is a strategic game, not a tactical one, so the mechanics of combat should be super simple). So far I've decided the following, which could change: Armies: -Armies are made of units -Units form two ranks, front and rear -At least half of the units must be in front; if this is ever not the case, a rear unit moves up -Rear units have 'range' attacks, front units have 'melee' attacks Units: -Units have statistics - Front attack, Rear attack, Soak, wounds, and some others -Each statistic can have tags like "fire" (on an attack) or "weak to fire" (on soak) -The attack value is how many dice get added to an attack -The soak value is how many hits are absorbed before wounds must be assigned (see combat) Rolls: -Rolls are made with FUDGE dice (d3) -A value of + (or 3) is a hit -Hits minus soak is wounds -Wounds are assigned by the defender Combat: -One wave of range plus two waves of melee -Both sides roll for attacks simultaneously, so a combat is decided in three paired rolls -Whoever takes the most wounds is routed -You may voluntarily rout after any roll -The winning army gets a round of range against the routing army -If both sides rout, neither gets the free range attack Combat steps: 1. Choose targets for range a. Valid options are "front", "rear", and "concentrate fire" b. If the target is a rank, roll total range dice against that rank's total soak c. If the target is "concentrate fire", name a signle unit as target and roll half round-down range dice against that single unit's soak 2. Range attacks; defenders assign wounds; dead units are removed; option to retreat 3. Melee attacks; melee is always "front" target and folows the same rules for rank target above; defenders assign wounds; dead units are removed; option to retreat 4. Second melee attacks; exact same as step 3 What I -don't know- is if this will actually be as quick and decision free as I think, and what values to use for any numbers. Right now I'm thinking armies should be about 5 units, attack skill should be around 4 +/- 2, and soak should be around 1 +/- 1. Tags apply to a whole attack and use the lowest soak value (by which I mean if some archers with no element and some fire mages with "fire" attack some wood golems with "weak to fire" (which is like I dunno -1 soak or whatever) then since all the range dice are rolled all at once even the archers' dice get the "fire" benefit). A mechanic like healers would be a rear unit with 0 dice and a special ability "the front rank has 2 soak", etc. But I don't know how quickly this makes damage happen - it should be impossible to avoid damage even if you're the winner in a skirmish, but also the loser shouldn't be outright destroyed from a single battle against even an overpowered foe - or how many wounds to give each unit or whatever. So, does any of this suck entirely super too much? Is there a huge flaw I'm forgetting, or some easier way to do it? Does anyone have suggestions, or should I just make some random units with whatever numbers I feel like and test it and test it and test it until it does what I want?
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Meanwhile I've been using goroh's version as a base and have added more comments and all the missing conversations: http://www.geocities.com/boco_xlvii/ffvsubs.zip It's slow going but there's the first 20 minutes or so.
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Dear Fabian, What is your favorite compass direction? Please don't think about it too hard in terms of what is actualy in each direction in the world, think more along the lines of the cultural associations each direction has (which I guess would be different for you and me because we are on different continents).
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Warp wrote:
Would you answer to unfair multiple-choice questions?
It's a Steven Colbert reference.
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Dear Fabian, Can you explain this rules interaction? Say I have a Dodge speciality «Unexpected Attacks»x3. When I get hit with an unexpected attack, is my DV set to 0 before or after the speciality adds 3 dice? If it's before it'll only change my die-adder caps but if it's after my DV will be 2 instead of 0 so you can see why I want to know.
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