Yes, because those movies aim for the fastest completion (=any%) but while also avoiding the usage of warps (even if said warps are glitched ones).
Additionally, if you want to restore the 6 minutes (currently named "warp glitch") movie, then you have to specify the goals of that movie.
It doesn't use the null egg glitch and it doesn't use the infinite tongue glitch, meaning a possible branch name would be "no null egg, no infinite tongue".
A different branch name could be "no controller registers".
A possible, but bad idea would be "defeats bowser", because that means I can simply use the current run (this run) to warp myself to bowser instead of triggering the credits which means I could obsolete that new "defeats bowser" run.
On a less objective point of view: What's the problem with having branch names that help define the movie? Why would you want to remove the "warpless"? Doesn't it help the viewers know a bit about the movie beforehand?
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Tavados wrote:
With another variable telling the rotation of the block it would technically be possible aswell, although I really hope to straightup get four x and y coordinates.
You can hope all you want.
If the game calculates it by using the center of rotation, rotation position and block id, then there won't be any useful address for you to hope for.
This is where a lua script can solve the issue by recreating how the game calculates the positions.
Or you can hope.
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ALAKTORN wrote:
has nobody made a solution for Lua scripts that give garbage data on loadstating because of calculations using RAM? Example: X pos is 100, I loadstate and it becomes 50, Lua will say I have −50 speed but that’s not true. Correcting the calculation I guess would be really hard, but making it write something like “N/A” should be more feasible.
For that you need a callback function that is being executed when you load a state.
For example setting the previous value to nil on loadstating should work.
Even better: save the previous values in the savestate function and then set them in the loadstate function.
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xy2_ wrote:
for syncing, Advanced Bus-Level Timing is much more accurate. A movie made without it will barely sync, while one made with it syncs perfectly on real hardware.
[citation needed]
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<xy2_> why does it say 'tool assisted superplay movies' on the forum, but 'tool assisted game movies' on the site?
<xy2_> what is right?!
<Samsara> yes
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YES, I loved that new duplication strategy in YI3!
And throwing up that block in SW3 sure was a clever idea.
Finally a TAS that is up to today's standards of SMW TASing and wasn't started 2 years ago (heh).
Personally, I would give this one a Notable Improvement flag.
Great job BrunoVisnadi and Amaraticando!
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Lua escapes "\ddd" sequences byte by byte (see llex.c in the lua source for reference), however, you can simply do gui.text(0, 30, "⃗") in Lua (yes, the arrow is in there).
Anyways, feos already mentioned why it still wouldn't work in Bizhawk.
Additional information:
Bizhawk still uses Lua 5.1, however, since Lua 5.3 you can either escape a UTF-8 character by using "\u{20D7}" or you can use utf8.char(0x20D7).
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Or answering using words:
First you get the sum of all the data points by opening up the average
4.4*n
then you add the new data point
+9.2
and finally you calculate the average again (don't forget the increased amount of data points)
/(n+1)
now the result should be 4.7
=4.7
((4.4*n)+9.2)/n+1) = 4.7
...[shenanigans]...
n = 15
n+1 = 16
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xy2_ wrote:
1. save two frames on each drawing.
That's simple, you aren't aiming for speed, and 2 frames are basically nothing for the viewer.
xy2_ wrote:
2. create, like in the previous glitch, exactly one single fake input. This input visually appears as a segment, but is not registered by the game itself
[...]
This would be exactly the same as the previous glitch, but for exactly one input.
So if it's exactly the same, it should be banned as well.
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First, you want to start by getting the images for the characters you want to display. Then you continue by animating each of them to get your fight scene going.
(I don't know genres of YTPs, so I don't know exactly what you want to do. Try giving an example or more details about it)
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No it wouldn't sync.
The CPU and the APU have to communicate basically every single frame and changing the code of the APU will change the sync between the two, resulting in different loading times and could result in different amounts of lag frames in laggy areas.
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So is that code you're writing being executed on the original CPU? Where the game is also being executed?
Because if that is the case, then console verification wouldn't be valid anymore, would it? Even little things can change the outcome drastically.
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Wow, that temp encode sounds like we're back in 2009!
(Next time, instead of choosing an Audio Playback Rate of like 8 KHz, choose 48 KHz. It will not only sound better, it will also prevent that audio-video-desync, because even a temp encode should have that sync)
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Language: lua
local buttons = {["Up"]="^", ["Down"]="v", ["Left"]="<", ["Right"]=">", ["Select"]="s", ["Start"]="S"}
local s = ""
for k,v in pairs(joypad.get()) do
if v==true then -- the Tilt things are never true...
s=s..buttons[k]
elseif v==false then -- ...nor are they false, so they skip all of this
s=s.." "
end
end
gui.text(50,50,s)
Add the L and R things if you want.
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micro500 wrote:
Is that a good font? Is the drawing too slow? I wanted it to be slow and precise as if a robot was drawing it.
Looks perfect to me! Slow drawing means that the audience has time to look at the top screen to see the actual question. It's a good start I think.
Also, I have something else I want to throw in here. This could be used instead of actually getting a wrong answer:
Link to video
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