Posts for Demon_Lord

Demon_Lord
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Spikestuff wrote:
arandomgameTASer wrote:
feos wrote:
I'll be thankful if someone with a faster CPU judges it.
Spikestuff is handling the encode I believe?
Yea and I'm sitting with the biggest question mark above my head. Keep the Credits and Kill the audio or Remove the Credits for the YouTube. But feos is talking about, Judging your TAS.
I enjoy credits... I'd keep 'em and mute the audio for that part.
Demon_Lord
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Masterjun wrote:
I'd like to say that I improved the submission text to really include all the information about this run.
Thanks for the detailed explanations!
Demon_Lord
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It's getting so efficient that it's just underwhelming...
Demon_Lord
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I believe having many runs of the same game is only a "presentation" issue, not a real problem. It is thus only an artificial fix to try to obsolete vaguely similar branches, caused by that "presentation" issue. I don't think obsoletion is appropriate here.
Demon_Lord
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Viewer chiming in here. Here's what I usually want to know before I'm watching a game video: 1) Do I know the game? The game title obviously answers this question. 2) Do I have time to watch it now? The length of the video obviously answers this question too. I will watch any movies less than 5 minutes on the spot, whether I know the game or not. I will watch a movie less than 20 minutes right now if I'm fond of the game, definitely later if I at least know the game. If I really like the game, I will find some time over the next few weekends to watch >1 hour ones. 3) How much of the game will I see? low%, 100%, quickest route, etc. is a good hint on that. I'm a viewer, which means I like to "view" stuff. The more content that makes it into the video, the more entertained I will be. That includes limiting redundancy. For example, a fighting game always showcasing the same few combos will definitely lose entertainment points for me. Same for zipping-around or early level ending glitches. If I'm unfamiliar with the game, I will prefer watching runs from most content to lesser. If I'm familiar with the game, then I will gladly watch ALL of the non-obsolete runs. A side point of my interest of watching TASes is to see games I simply will never have the time to play of finish. So, for example, me first watching a quickest route of Super Demo World would kinda defeat that purpose as the whole point of the hack is to create a lot of new levels that I will simply be unable to see otherwise (yes I could play it, no I don't have the time as I still have many unopened games waiting for their turn). 4) How faithful is the game to its intended gameplay? Here comes the glitch-related part. I like to watch "pure" gameplay. I also like to watch game-raping glitches, total control hacks and everything in between. But I WANT to know what I will be watching in advance. Hence, I find it very important that the level of "glitchiness" is hinted in the branch name. The wonderful thing with glitches is that they are game-specific. Their effect, that is. The technical cause of glitches might very well fall into standard categories (buffer overflows, off-by-one errors, collision detection failures, etc.), but that is superfluous information to "hook" the viewer. These details belong in the description. I see the level of "glitchiness" as game dependant and subjective. If I were to still give a scale, it would look like this: - reactive: Plays exactly as expected by the game designers, without even knowing anything in advance. Does not really belong to this site, IMHO. - (default): Plays as expected by the game designers, but with knowledge of the future. Mostly luck manipulation. - (also in default): Uses only a few, easy to do glitches only, such as jumping on the side of bricks in SMB. - low glitches: Uses non sequence or game breaking glitches. The game should still be completely recognizable. Includes actions that usually require a modified controller (L+R,U+D), or rapid sequences of frame-precise inputs (walking over pits in LttP). - heavy glitches: Use sequence or game breaking glitches. Includes zipping around and early end of level triggers. - total control: Puts data into the game RAM and jumps the execution pointer there somehow. That's all what influences me into watching a movie. Now, a few opinions on what others seem to consider important: "How about World Records?": Simply sort the listings from the shortest to longest movies for a game and it will be made self evident. Or add an extra icon on these movies, the same way there are Moon/Star/Vault or Console Verified icons. Just make sure to remove it if it is no longer the "World Record". IMHO, triggering a game ending by manipulating the game's RAM should not really considered having "completed the game", but that's another can of worms. "How about branches with different glitches?": Put the major distinctions is parentheses and the minor ones in the movie descriptions. So we will have "Super Metroid, low%, low glitch (X-Ray)" and "Super Metroid, low%, low glitch (Pause menu)" and the viewer will be just fine. On a related note, avoid mentions of UNUSED glitches ("No whatever") as it should be the default. Finally, I don't see why there is a sudden need to be so strict and objective about branch names. Some subjectivity and context sensitivity should be enough.
Demon_Lord
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I suppose the emulator supports resets? Maybe do the four courses in sequence, separated by a hardware reset?
Demon_Lord
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I don't know shit about how the SRAM is accessed, but can't the Game Genie be used to set that SRAM random counter to a specific value, then shut down the system, remove the GG and simply play the game with the now-deterministic value?
Demon_Lord
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Why not rename "Any%" as "Fastest"?
Post subject: Re: Input minimization bot (alpha version 0.3)
Demon_Lord
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Truncated wrote:
Bobo the King wrote:
I would like to try my script out on a game that features some small amount of goofing off and see if it removes the player's fidgeting.
So, in essence you have built a script which removes playing around in movies? How about building a script which adds playing around instead? :)
I guess the script could be modified to add inputs instead of removing them...
Demon_Lord
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I'm OK with it, as long as it's used only to seed RNGs. Especially not OK with jumping the instruction pointer to "uninitialized" memory.
Demon_Lord
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Demon_Lord
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Purple.
Demon_Lord
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ObadiahtheSlim wrote:
Before I watch this, I need to know something. Does it color a dinosaur?
Actually, it kinda does in the Mario-like level, summoning a specific color dino... Watched the run with my girlfriend, we both loved it! I used to throw toasters in the water to kill creatures in the original version, if anyone wants ideas for TASing the prequel ;-)
Demon_Lord
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PlayStation controllers, any generation. I find them to be very close in feeling to SNES controllers, which have my most cherished games.
Demon_Lord
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MESHUGGAH wrote:
Deal with it
It's sad differing opinions are not allowed here :-( I'd rather define "gameplay" as "playing the game", than inputting electric signals in a program. A game has rules (which is the main difference between a game and a toy), and I'd argue that every rule broken is a step away from "playing the game". Rules might be implicit (limits made by the programmer) or explicit (the intent of the game designer). Here I said "a step away", that's not boolean as in a single violation is not playing the game anymore. I don't see why a lot of debates here ends in absolutes or personal attacks or feelings of being persecuted. That's not healthy and everyone should be entitled to their opinion and should respect the other's and the others.
Demon_Lord
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Would a flawless victory on Kung Lao had ended this TAS earlier? Anyway, Meh on entertainment, good enough for the Vault.
Demon_Lord
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As a viewer, I enjoy an healthy mix of "pure" (a.k.a. play by the rules, but extremely well), software glitch abuse and heavy hardware abuse runs, as long as they're flagged as such and don't obsolete each other. I am under the impression that there is a strong tendency towards heavy glitch abuse lately, which make me miss superhuman play. Maybe it's because most of the "classic" games have already been TASed, I don't know. Software and hardware abuses are like laughing with the programmers and hardware engineers, while beating the game by the rules is like having a blast with the game designer.
Demon_Lord
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SoulCal wrote:
Doesn't the gamecube use the internal clock as a RNG seed? IIRC, some events in Thousand Year Door are dependent upon the system's date and time. That would make verifications nearly impossible.
I suppose setting the clock could be appended to the beginning of the TAS. I still doubt it would be accurate enough to sync, though.
Demon_Lord
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Compared to idiocy, the cosmos is infinitely small. Did I do this right?
Demon_Lord
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Oh my! I was just rewatching the glitched TASes and wondering if a newer full run would see the day. You just gave me one of the best Christmas present I could wish for. Can't wait to unwrap (watch) it! Can I ask Santa for an every-endings run next year? :-)
Demon_Lord
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No commas for simple enumerations. It needlessly breaks the flow and it already is implied by the "and" anyway. To separate enumerations themselves, though, it should be added. "I have a Nintendo GameCube, N64 and Wii, a Sega Genesis, Nomad and Dreamcast, and a Sony PlayStation, PSP and Vita." As long as it's consistent, I won't mind.
Demon_Lord
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Warp wrote:
ais523 wrote:
Yeah, about the worst you could do doing this on a console would be to trash the save file in such a way that the game crashed on load.
I apologize for going off-topic, but... If the save file on a real cartridge becomes corrupted in such a manner, is there a way to reset or empty it so that you will be able to run the game?
I don't know about the old GB, but it was a Nintendo requirement that the game must be tolerant to save game corruption on the DS (earliest handheld I worked on), otherwise it wouldn't get release approval. Now, if the save game manages to get an accurate checksum in a corrupted state, I wouldn't have much hope, especially if it's a Flash-based technology without a battery to pull out.
Demon_Lord
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I see TASes as a showcase of everything that's theoretically possible using allowed inputs on a piece of software. That's the broadest description I'd give. The ones I expect to see on this site usually require the following restrictions as well: - the software is a game - the input sequence should not be easily reproductible without tool assistance - the input sequence should achieve a stated goal - the input sequence should achieve the stated goal by minimizing useless inputs, where the uselessness of an input depends on the stated goal That means I don't expect to see a Microsoft Word speed run :-)
Demon_Lord
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No need to get religious about assembly. Wrap doesn't believe it is useful to understand for new programmers, I believe otherwise, could we just all get along and stop this pointless argument? There are countless topics on the pros and cons of learning that all over the web, I think whoever cares should just Google it and decide for himself.
Demon_Lord
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My mom would greatly enjoy TASes of Plaque Attack and Frogger, for what it's worth :-P