Posts for FractalFusion

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Masterjun wrote:
But what about the major features of SMW already existing in the game? The only times powerups were used, their purpose was to get hit instantly and give Mario a few invincibility frames. Yoshi was also only used for a few seconds as an extra jumping platform. For me, it didn't really feel like a game to TAS. The levels were very linear, and a lot of them were on some kind of global timer (either an autoscroller, or waiting for a platform to reach you), making all optimizations useless in the end.
This is typical of Kaizo Mario hacks, which are extremely difficult and aimed at the best SMW players. All the things you listed above are characteristic of Kaizo hacks. Not excusing them, just saying how it tends to turn out. Additionally, I'm pretty sure wall-jumping was disabled because it was a Kaizo hack. In a Mario hack more suitable for casual play, there would be no reason to disable wall-jumping. So that's another thing against it.
Taralyn wrote:
but I worry that GPW2 or whatever comes down the pipe in the near future will obsolete this extremely quickly.
There is already a TAS of Grand Poo World 2 on Youtube (I don't know how optimized it is). That being said, it might not be submitted here.
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p4wn3r wrote:
Set u = df/dx. Apply the chain-rule and get f'' = du/dx = du/df * df/dx = u*du/df Now plug everything: uf = u du/df => f df = du => f² + c = 2u
Actually since f*f' is just (f2/2)', you can directly write: (f2/2)' = f'' f2/2 + C = f' f2 + c = 2f' and so on. The case where u=0 just means that f is constant; that's the case when f2 + c = 0 (that gives f=sqrt(-c)).
p4wn3r wrote:
So, the entire set of solutions should be: y = -2 * ln(cos(bx/2+k)) + a y = -2 * ln(cosh(bx/2+k)) + a y = -2*ln |x+k| + a y = ax + b
I saw the blackpenredpen video, and one of the comments describes a missing solution. It turns out that -arctanh(x/b)/b is not the only function (up to adding a constant) whose derivative is 1/(x2-b2). -arccoth(x/b)/b is another such function. This is because the integral of 1/(x2-b2) is -arctanh(x/b)/b but only when -b<x<b. When |x|>b, the integral is -arccoth(x/b)/b. This should give an additional solution of y = -2 * ln|sinh(bx/2+k)| + a. (Technically the ln functions should all have absolute value signs, though it doesn't matter for ln(cos) (since -cos is just a shifted cos) and ln(cosh) (since cosh>=1).) Edit: Also, we're assuming that y is continuous and three times differentiable on its domain. Otherwise, y can just be various pieces of the above solutions.
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In the past, I would watch MP4/AVI downloadable files, as at the time they had the highest quality. Nowadays, Youtube encodes are of high quality (thanks to the TASVideos encoders), so I watch it there instead. Sometimes, if I expect to rewatch or jump around a TAS (especially if it is a long one), I would download the Youtube video using youtube-dl. With a batch file, it is easily customizable so I can choose which resolution to download, etc. I used to watch by movie file in emulator 10 years ago when it was popular to do so, but I don't do that anymore because everything since then has changed towards making it harder to use emulators for watching TAS replays and at the same time making it easier to watch a video. I only download movie files if I actually need to use emulator features to analyze the game/TAS.
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Spikestuff wrote:
but for some reason you never make encodes anymore so I got to watch it through.
Here's a hint: No one says you have to watch it, and no one says you have to encode it if the submitter won't*. If you don't find any fun in doing this, save your time and do something that is actually fun. *It's 2019 already; anyone who puts in all the effort to create their TAS should be expected to know how to encode and upload videos of their own TASes.
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Hello Baddap1. On Twitter, Puresabe confirms that it is a final (i.e. will not be updated) version. Furthermore, the readme file in the ZIP (version 0.00 appears to be the only version of this hack) says: ---- 未完成ですが、制作が長らく停滞したためここで区切りとし、正式に公開する事となりました。 Even though it is incomplete, work on this has long stagnated, so we stop here and officially publish this. ---- So there is no problem in submitting this hack. Besides, version number or finality of a hack has never stopped others from submitting TASes here. I watched the video. Could you upload a 720p60 version with 60fps? In 30fps it looks bad because of all the 30Hz blinking effects that don't show up.
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Is it only non-tetris all clears that lose frames, or does every non-tetris line clear lose frames? You have a number of line clears that aren't tetrises in this one, especially when doing the CO medal.
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Thanks Steelix100. I fixed the game name and also put your encode at the top of the submission text. By the way, it is possible as the submitter to edit your submission as well. By the way, I was interested in a full TAS of this game and game mode (T.A. Death) ever since DeHackEd made a WIP 11 years ago (never completed). I didn't have the means to do this TAS (or to trust MAME for that matter), but I'm glad you did. Also, I didn't even know of the Secret GM ending. I noticed in real-time plays of this game mode that once you reach Lv999, the blocks become invisible or something. Is it something that is supposed to happen here but doesn't because of emulation error?
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I just finished watching this (though I used the skip-forward button a bit near the end). While I don't find this game particularly exciting (having never seen it until now), I found that the strategies used were pretty interesting, like how Cait Sith completely breaks the game when you can manipulate luck. Though I really wish you didn't name three of the characters "C". I got fooled by the Hojo skip at the end; not knowing that the sequence wasn't supposed to go like that, I wondered why the music cut out for the rest of the run and and thought at first it was an encoding problem.
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In case anyone is wondering, I used [url= https://pastebin.com/bb9a3eEB]this C++ code[/url] to generate [url= https://pastebin.com/J8CqxaDy]these results[/url] telling me the RNG values along with their index/cycle number (where 0 is the first RNG value 0x3FF) and delay to get the next blackjack. Then I analyzed the values in this table (by hand) to determine 14 consecutive blackjacks with not too big a total delay. Other things: - The RNG is a 16-bit linear feedback shift register. - The title screen runs through RNG values much faster (~47.5 values/frame) than everything after that (1 value every 3 frames), so any starting value within 15000 cycles or so has potential (that's why my code searches up to 20000). - The shuffle algorithm works as follows: the game puts all the cards in order and then performs 52 swaps. This causes the RNG to be cycled many times, and not consistently either (it will cycle at least 6*52 times for the swaps but will cycle extra times if RNG value mod 64 is greater than 51 (which is a 12/64 chance). I guess this stuff isn't actually all that interesting to most people, but at least it's fun to see how old video games handle RNG.
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Would it be possible for someone to provide an encode for this TAS?
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Hetfield90 wrote:
minus the lack of a hot spring scene.
Nah, I don't really care about bath scenes. :P By the way Flameberger, what is your next TAS project?
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Riddler Classic this week: ---- You and I are playing a game. It’s a simple one: Spread out on a table in front of us, face up, are nine index cards with the numbers 1 through 9 on them. We take turns picking up cards and putting them in our hands. There is no discarding. The game ends in one of two ways. If we run out of cards to pick up, the game is a draw. But if one player has a set of three cards in his or her hand that add up to exactly 15 before we run out of cards, that player wins. (For example, if you had 2, 4, 6 and 7, you would win with the 2, 6 and 7. However, if you had 1, 2, 3, 7 and 8, you haven’t won because no set of three cards adds up to 15.) Let’s say you go first. With perfect play, who wins and why? ---- This is a well-known problem with a trick. See if you can find the trick. (The answer to the question isn't as important even though I know what it is.)
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Didn't know that even SMS games can be this broken. Then again, it's Sonic. Sonic breaks every game he appears in just from his speed.
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Here's a TAS that completes it in 1:04.953 by getting 14 blackjacks in a row. Link to video Movie file: http://tasvideos.org/userfiles/info/52849058282505417 I believe it can still be improved by reducing the demands on RNG manipulation; namely by allowing for the first game to be a "dealer stands" (you don't gain any more money by blackjack on the first one) and by switching another couple blackjacks with a "dealer stands" and a "double down, dealer stands". In case anyone is wondering: I disassembled the RNG and used a C++ program to figure out which RNG values give blackjacks.
Patashu wrote:
All the games share the same money count, right? So surely it doesn't matter which game you play, the goal is just to hit the maximum amount of money, which is the end of content/best possible state to reach?
Even better: You can literally set your starting money to 9999 and get maximum money immediately. Nothing stops you from doing so.
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Nice work, Flameberger! I wasn't sure at first how far you were into your project, but it looks like you got it completed pretty quickly. You did manage to kill the gnome in two hits; I wonder how hard it was to get the RNG required for that to happen. Also I noticed you manipulated a lot of triple rapier misses; doesn't seem easy to do, but you killed the gnome in two hits so anything is possible, really. Some notes: - (50:06) Against Accursed (invincible Isher), I noticed you have Lina use Hourglass four times. I think it should be possible to have Serene use Hourglass three times instead, if you have everyone use Hell Scythe on the first round (that should make Lina's WT high enough), and you manipulate the WT at the beginning. - (1:29:38) In Chapter 4 where you have to dodge the arrows, I think it is faster to fail this one. - (2:15:57) I forgot to mention before, but it seems the VBA-Next core has a problem with rendering LV3 Disaresta, such that it lags heavily. I don't think that is even supposed to be the proper emulation. The old VBA emulator as well as the mGBA core don't seem to have this problem. The previous TAS also had that happen as well whenever LV3 Disaresta was used. - (2:25:41) I think it is slightly faster to let Ein take the trap hit instead of Lina (unless you weren't able to manipulate it in time). - (2:39:19) Did you consider the Slime Ball strat to poison Malice? Or did it not work out?
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Jan. 2019 rankings By the way, there was a TAS on Nicovideo for the game "Getting Over It with Bennett Foddy" (I heard it's quite the troll game, from the same person who made QWOP) which has over 130K views. It was uploaded last November some time, but did not show up in any rankings. I have no clue how it was missed by whoever is organizing the rankings. Link to video
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p4wn3r wrote:
Suppose you have an amount of capital C you want to reach. Your plan is to do so by investing an amount A periodically. Suppose that, by the time you have to deposit this amount A, the capital you already had increased by x. That means, if you had M in your account, after a time unit passes, you'll have M*(1+x). Find the amount of deposits n of value A in order to reach the goal C. Prove that the formula tends to C/A when x->0
If you make n deposits of value A with interest rate x, then the value in your account will be: which simplifies to (*) Setting equal to C (the goal) and solving for n, we get: (**) For the example that you gave, plugging in C=1000000, A=2000, x=0.01 gives approximately 180.07 months, so it takes 181 months (~15.08 years) to reach the goal. But that's not your actual question. The actual question is to prove that the formula tends to C/A when x->0. We could use L'Hopital's rule on (**). Or instead we could just see that (*) approaches An as x->0. This is because ((1+x)^n - 1) / (1+x - 1) is precisely the value of the derivative of z^n at z=1, by definition. This gives An=C, so it follows that n=C/A in the case x->0.
OmnipotentEntity wrote:
This is just a F/A analysis right?
What is F/A analysis? Never heard of it before.
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Watched this recently. A very fast-paced TAS and the game is pretty good (though Chapter 7 is long). Looking forward to 100%, but feel free to exclude golden strawberries (all that does is force you to run chapters multiple times).
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2018 rankings (list and translations of titles) Some notes: - I know nothing about Romancing Saga so unfortunately some translations may be really wrong. It is not something I can figure out on my own. - The Pickup Special has three weird entries, one which is the July 2018 rankings video itself, one which is a comparison of over a dozen Dr. Mario videos, and one which is literally titled "草" (which I have translated as "lol"). - Some videos are repeated between both Pickup Special and the main list. I guess anything goes when it comes to Pickup Special. - There are only 6 Dr. Mario videos, so at least Dr. Mario isn't hogging the whole thing again. You can hope that there won't be any in 2019.
Post subject: Re: Loading fdconfig.sys saves 55 frames
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Sand wrote:
FractalFusion, just for you I made a 30 fps encode. That one should be roughly comparable in framerate with the slow encode of [2247] DOS Mega Man by DarkKobold in 02:23.55. Only the slowest encode has captions.
Thanks! By the way, do you know why running fdconfig.sys saves 55 frames? Is it something that can be applied to other DOS games?
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This game is almost as broken as Mega Man 1. Zips everywhere and even entire bosses skipped.
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Warp wrote:
In one of his latest videos, blackpenredpen states that you can't use L'Hopital's rule in order to solve lim(x->0) sin(x)/x because "that would be circular reasoning". I didn't really understand why.
If all you want is the answer to "What is lim(x->0) sin(x)/x?", then sure, there is nothing whatsoever that stops you from using L'Hopital's rule to evaluate it. The reason he talks about "circular reasoning" is because when someone brings up lim(x->0) sin(x)/x, the question isn't so much "What is lim(x->0) sin(x)/x?" so much as "Why exactly is lim(x->0) sin(x)/x=1?" If you bring up L'Hopital's rule, the implied question then becomes "Why exactly is the derivative of sin(x) equal to cos(x)?". And to prove that the derivative of sin(x) is cos(x) and the derivative of cos(x) is -sin(x), you first need to show that lim(x->0) sin(x)/x=1 and lim(x->0) (cos(x)-1)/x=0, without using L'Hopital's rule.
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Nov. 2018 rankings. Reminder that the 2018 yearly rankings will come out soon (probably at the beginning of 2019).
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I find that the normal encode is too fast and the slowed encode too slow. Is there one at a speed that is intermediate to the two? Anyway, nice find on skipping Voltman's stage.
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I didn't expect you to use a water hazard the first time! (Before then I thought you were going for lowest score.) I like the creative strategies you used to save time, like hitting the flagstick.