Posts for Nach

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ALAKTORN wrote:
Nach wrote:
Now I see you're trying to manipulate people.
Manipulating people how, to do what? Manipulate people to actually give thoughtful and insightful opinions, instead of spew garbage?
If you need to state you're angry, it's because you want people to buckle to your whims because you know, you're angry. Instead of actually giving well reasoned arguments.
ALAKTORN wrote:
Also, I edited my previous post with this:
None of you have even brought up a single point of why giving the CHOICE of showing your gender would be a bad thing, while people who have experienced the bad of not doing it have spoke out.
You do realize that my post above to Bisqwit was defending your right to choice? But if you want me to quit the work I'm doing to add gender support to the forum, by all means, make me resent you, so I have reasons to not finish it.
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ALAKTORN wrote:
Nach wrote:
As idealistic as we may be, we do have to try our best to integrate with the society around us, even when they're wrong.
Read my post in the previous page and rethink what you just said.
I read it. Not rethinking what I said.
ALAKTORN wrote:
I’m actually getting mad.
Now I see you're trying to manipulate people.
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Gamer Maiden Sonia wrote:
Nach wrote:
I also think text based communications lacks too much that real human contact has: tone of voice, pauses in speech, facial expressions, body language, and more, that such communication is devoid of real human emotion, there's no real point in trying to put effort into trying to convey what can't be conveyed properly in such a format. Therefore, any post by someone sane which contains a lot of emotion probably has some alternate agenda towards manipulating the conversation in some fashion, or studying the other posters.
I heavily disagree with this. Yes, text based communication may be different and devoid of many features from real life communication, but it's not like you can't represent your current mood and emotions online. Emoticons exists for this very reason. There are also plenty of them to convey any kind of emotion you want to represent. The diversity of eastern emoticons is especially much larger than the western one, and a major reason they exist is so that real time chat (which is not the same as forum posting) can be made more exciting.
I find humans to contains a lot more complex emotions than can be summarized by a small list of some moods. Further, as expressive as language is, language alone is deficient in its ability to truly capture how a person feels. As advanced as our languages are today, they cannot express everything. We also have a popular saying: "A picture is worth a thousand words", and all the more so a moving picture, and full audio, and everything you get from real human contact. As diverse as emoticons may be, they pale in comparison to the many varied states of body language.
Bisqwit wrote:
I would so much prefer if people could just be people without bringing genders, races, religions, and other attributes into the discussion, requiring special acknowledgement of those traits in matters completely unrelated to them. Someone posted a picture saying: On the Internet nobody knows you're a cat. I would emphasize this to say: On the Internet nobody cares that you're a cat. It is irrelevant.
I fully agree with what you're saying. However, it appears for most people, they disagree with us. As idealistic as we may be, we do have to try our best to integrate with the society around us, even when they're wrong.
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Post subject: Human Experimentation
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Gamer Maiden Sonia wrote:
But yes, you're right. Acting unemotional DOES make people think you're a guy. That's one of the major reasons the others frequently make such assumptions.
Actually, acting unemotional on a video game forum makes me think you're sane. A forum about video games is not worth getting worked up about. I also think text based communications lacks too much that real human contact has: tone of voice, pauses in speech, facial expressions, body language, and more, that such communication is devoid of real human emotion, there's no real point in trying to put effort into trying to convey what can't be conveyed properly in such a format. Therefore, any post by someone sane which contains a lot of emotion probably has some alternate agenda towards manipulating the conversation in some fashion, or studying the other posters.
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Grincevent wrote:
Patashu wrote:
1) Male 2) Female 3) I'm not sure 4) ...It's complicated.
And 5) Robot
You know these kinds of lists are very insulting to those born outside of the common two genders, right?
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Gamer Maiden Sonia wrote:
ALAKTORN wrote:
creaothceann wrote:
An option where the user can enter a rotation angle and length, and it generates an icon somewhere between and that changes color (rotation=hue, saturation=length) accordingly?
Lol, wow. Male/Female/Other seems fine to me.
But... creaothceann's idea looks cuter... ;-;
But fails to cover: Lets not be discriminating now against people who are born different.
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Gamer Maiden Sonia wrote:
ALAKTORN wrote:
Maybe something good could come out of the whole ordeal if we add gender to the profile options like many other forums have?
That would probably be helpful.
I can do that if there's enough demand. What should the options be? 1) Male 2) Female (no really!) 3) Other Is that good (without the joke of course)?
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dwangoAC wrote:
Nach wrote:
That's quite alright, every guy here I'm sure gets mad from time to time. Just relax, have fun, and carry on.
Really, Nach? :)
Yes, really. I try to add some subtle humor to my posts whenever possible.
dwangoAC wrote:
(As an aside, this is always a complex issue as the typical in-person cues are flat-out missing and I go out of my way to avoid making gender assumptions online because of it.)
Yes, that's very hard when dealing with texts more so then in-person speech. But here on the World Wide Web, we're lucky, because everyone knows that women don't exist here, so we can keep writing simple and male-oriented.
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That's quite alright, every guy here I'm sure gets mad from time to time. Just relax, have fun, and carry on.
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ALAKTORN wrote:
A friend of mine in elementary school ate paper all the time.
Was it me?
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Post subject: Re: Formal re-judging request (apology to Nach)
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dwangoAC wrote:
fueled in part by my emotional state after all of the runs were rejected with the same message.
Almost the same message. Each one did have a unique sentence or two pertaining to the run in question, what was good/bad about it aside from the collective failing of being too short. I understand the emotional crush, when I reject runs from people who really want to make them, it's not my intent to make you feel bad (which unfortunately is almost always a guaranteed outcome). To be honest, I personally liked you runs, but we have completion rules and levels of quality that we're trying to maintain. While having a run on every platform is certainly a cool idea, especially when there's significant differences in each of them (which AFAIK, is generally not the case here), it may be more self fulfilling to make one solid run with a particularly good port. Two players doing antics and clearing the waves quickly and in interesting surprising ways can be very fun to watch, even if the run goes on for a good 10 minutes.
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Post subject: Re: Formal re-judging request
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dwangoAC wrote:
I would like to formally request that this specific run be re-judged (and not group-judged with the same typo in the rejection message as other Joust runs) based on the following: Finally, please take into consideration that this rather different Joust run was released in a batch of 5 Joust port runs and likely received far less feedback due to dilution (further diluted by Stars-tier runs submitted at the same time). The feedback that was received for this specific run was positive. The voting was skewed by people (I won't name names :) who voted No on all of the Joust runs at the same time without considering the strengths and weaknesses of the various runs (and I'll be the first to admit that there were weaknesses in some of my other runs). I hereby request that this run be re-judged on its own merits based on the evidence I've provided.
I'm offended that you think this run wasn't judged on its own merits. Copy and pastes aside to save verdict text effort, I looked at each run on its own, and I did for a time consider accepting this.
dwangoAC wrote:
This specific port does complete all new game content, as evidenced by the overly-long encode showing wave 10. The red-lanced enemies appear in wave 1 and the grey-lanced enemies appear in wave 4. The Pterodactyl appears in wave 8. The encode continuing to wave 10 shows that a failure to pick up an egg produces a grey-lanced enemy. Further, wave 7 demonstrates that the color of the bird makes no difference anyway as faster spawn speeds present by the time that level arrives allow for repeatedly jumping on the head of an enemy the frame it can move, meaning even if it could fly faster it is still eliminated shortly after the invulnerability wears off. In other words, for this port, all content is encountered in one form or another in the first 9 waves.
What you summed up here shows you utterly missed the point in my rejection message: "Games that loop endlessly can still be defined. The completion point is one where there is no new content, and the game is no longer increasing in difficulty." You focused on the former requirement, not the latter. If a regular player finds later levels harder for any reasons, you have to play them, it doesn't matter if they reuse content at that point or not.
dwangoAC wrote:
My intended tier for this run is Moons (because a run with entertainment vs. speed trade-offs is generally not eligible for the Vault).
What you intend as the tier is irrelevant.
dwangoAC wrote:
If the specific rejection reason remains "go do some more levels", please provide specific exit criteria appropriate for this port of the game for future TAS'ers to aspire to. Thank you for your reconsideration!
Find the point where the game stops increasing in difficulty, and has a level loop, and stop there. As I said to you on IRC, I recall the game needing a good 30 waves more before it loops. If I was mistaken about increasing difficulty, and I'm getting different ports of the game mixed up (there are multiple DOS ports, and I've played ports for several systems), please enlighten me, and I'll review, and happily accept if I'm wrong.
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Post subject: Possibly acceptable
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Unlike the other Joust TASs I rejected, I don't think this game gets any more difficult as it progresses, so it may actually be complete at this point. Someone correct me if I'm wrong. This game is simpler compared to the other ports, and the encode that I saw looked pretty clean in terms of how it was played. Although, at around ~50 seconds into the encode, I think the play could have been a bit tighter. When making encodes, please cut them at the end of the wave where control stops, thank you.
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I wouldn't mind getting a proper copy of Red Alert 3.
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Post subject: Too much information? Or does he need more bran in his diet?
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<Spikestuff> Nach: I'm going to pickup Mario Bros. from October 4th because of uni and exams * Nach adds a computer to the corner, so at least Spikestuff can be productive while he's crying there * Spikestuff sits on keyboard * Spikestuff meows * Nach rips away at the keyboard with Spikestuff still upon it, and throws the makeshift tray and its passenger right into a nearly full bathtub * Spikestuff sits on Nach's head * Spikestuff meows * Nach gets out a blowdryer and aims it all over Spikestuff <Spikestuff> I DIDN'T POOP
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ALAKTORN wrote:
How would you find the constants?
You'd have to use whatever debugger the emulator provides to see which piece of code is modifying the memory where you found the random number is being stored. If your emulator debugger provides breakpoint on memory modification, you're golden. Then when you find that piece of code which is continually modifying it, there should either be inline numbers involved, or other areas of memory that are being accessed along with the one you know of. In the former case, you have your constants. In the latter, look up the memory in those locations, and you have your constants.
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Every random number generator (that I know of anyway) does math with certain "constants" (variables that never change). Even if you have no clue what the code with the address you found is doing, if you can find the numbers involved, you're halfway to figuring out what the algorithm is.
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ALAKTORN wrote:
We tried disassembling but we suck at it.
If you can find any numeric constants used in the code, even if you can't figure out what the algorithm is, you'll probably get much closer to figure out what's going on.
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So, do people have comments on what they thought about the run? Entertaining? Fast? Slow?
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feos wrote:
Please return the Donate button, with a note that it's for dwango's trip, thanks. Is it possible to return google ads and send the money to him too?
This is not an officially sanctioned TASVideos donation drive. Donations made to TASVideos are specifically for the infrastructure and management costs of the TASVideos website itself, and not for users who take trips or for donation drives for various (worthy) causes out there. Donations made to dwangoAC will in no way support this website itself.
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Warp wrote:
Out of curiosity: The TAS will be run like in the previous AGDQ, ie. simply using a device connected to the game controller port of the console? How does this work for the gameboy? (I didn't know we had a gameboy-capable tasbot.) Or does this work through an SNES somehow?
He said he wants to use an SGB, which means it'll be via the SNES.
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One thing to bear in mind is that most programmers who need a random number are either going to be using some off the shelf algorithm that's well known, or use a library call which is the same. If you know when the game is made, or what language/platform it's for, you can generally narrow down what viable candidates are for an algorithm. If you can narrow it down to a dozen possibilities or less, you can for the simpler algorithms just see which if any of the algorithms has its output sequence match one of them. During the 80s through the 90s, the most popular algorithm was the LCG, or something close to it, which was included in every major library. If the game was made in the time frame such a library would be used, it's highly likely that's what the game is using. The only question is what constants is it using it with. You may be able to find that by looking at the code in question, or just running through a list of popular constants (a partial list appears on the WP article I linked to above).
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feos wrote:
I'm arguing about what to put in the encode.
I don't know why you're doing that. You put until Wave 10.
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feos wrote:
I still have a point to voice. All games that Spikestuff linked don't have anything to put in the encode after the wave/level is beaten even if you wanted to.
That's a load of baloney. I'm not familiar with every one of those games, but I know some of them have additional waves as well as game over screens.
feos wrote:
On the other side, this run and Cheetamen 2 have content.
Why do you keep comparing this to Cheetamen 2? To my knowledge Cheetamen 2 is a scrolling-diverse-level game and not a wave-based game.
feos wrote:
So the question must be: is that content of any value? If not, for most people, I'll get it, just please don't treat it as an "already precedented", "a fortiori" case.
Again you're arguing for the rejection of your own run?
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There's nothing wrong with showing what happens after, but that certainly shouldn’t be the primary encode, and it definitely won't be part of the judgment.
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