Posts for OmnipotentEntity

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Joined: 9/11/2004
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Warp wrote:
Stuff about potential energy
Potential Energy is not an abstract concept. It's the energy that can be released by entropy. A basketball that's 1m above the Earth has less entropy than a basketball sitting on the Earth that has released the rest of the energy in the form of heat and sound. The measurement of the difference of this entropy is the potential energy of the system. Other things that have potential energy: a compressed gas cylinder, a radioactive sample, a loaded spring, etc. They all represent low entropy states. This is a simplification, of course. But I just wanted to fight the notion that potential energy only makes sense when you relate it to something else, and that it's only an abstract concept.
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Experienced Forum User, Published Author, Player (36)
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It looks like you're trying to do too much with a single object. Entities shouldn't have to directly know anything about their own collision, all of that stuff should probably live their own class. Something like:
class Entity {

private:
  MovementController m_movementController;

};

class MovementController {
public:
  void move(Direction);
  void jump();
  void update();
  Vector collisionCorrection() const;

private:
  // things like position, velocity, collisionBody, etc.
};
The next thing is, I'm willing to bet that you apply collision correction wrong. You have a strange conceptual split between "wall" and "floor" and I'm not sure how useful that is. But more importantly, you're applying the movement in stages, which is far more complicated than it needs to be, and might actually be causing you some grief in the form of making it more difficult to debug, and introducing edge cases that don't need to exist. Anyway, break that class up. You don't need it living together, as step one. Then test each part independently (now that it's easier.) Combine some things that should be happening simultaneously (like xmovement and ymovement).
      if(controls.kDown(Keys.LEFT)) {
This should *really* come from outside of Entity. Your player shouldn't have to know about keyboard input.
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Experienced Forum User, Published Author, Player (36)
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Since it took the time to play the two games, then it should play them as expertly as possible. The Snake game should be played trying to manipulate luck if at all possible, or with foreknowledge of what the fixed apple appearing pattern is. Then proceeds to get the snake as long as possible as quick as possible.
But the purpose of playing them at all was to simply show that they are playable games. Not to beat them. And using TAS precision on a game that you just programmed, might not actually be the best possible way to demonstrate that the games are playable.
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Experienced Forum User, Published Author, Player (36)
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If you add "timeout 1" between each line does it fix it? (Will work in vista or better.)
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Experienced Forum User, Published Author, Player (36)
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I'm sorry, I can't call this a 100% run until you max out the death counter in the save file.
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Experienced Forum User, Published Author, Player (36)
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HHS wrote:
Make sure that the pot is loaded at a higher index and that you hit the tile at the first possible frame. Otherwise, the tile code will run first and it will be set as invincible ($7E0BAx nonzero). You should also ensure that the previously loaded sprite at the index where the tile appears was not invincible.
Oh man, perfect, just the information I needed. Thanks :D If I have time in the next week or so I'll try to do this before work starts up again.
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Experienced Forum User, Published Author, Player (36)
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Radiant wrote:
Simply adding one line of descriptive text to the poll. would fix this issue.
That line has been there since 2006(?)
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Experienced Forum User, Published Author, Player (36)
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Warp wrote:
What is the largest string of the same digit found in the decimal expansion of pi so far?
http://www.numberworld.org/ this guy could find out for you. But I don't think anyone actually knows right now.
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Post subject: Re: Twitch.Tv User Info
Experienced Forum User, Published Author, Player (36)
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Twitch Username: OmnipotentEntity Link to stream page: http://twitch.tv/omnipotententity Do you stream Speedruns?: No - TAS work?: No - Races from SpeedRunsLive?: No What else do you stream?: Video Game Programming Do you stream on a schedule?: No Other info: I stream sporadicly, not terribly entertaining stuff just my music, my IDE, and my code. My stream chat tends to be a bit strange at times. It's also busier than you'd expect.
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Experienced Forum User, Published Author, Player (36)
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I can't help much because I don't know how it works either, but a little pointer. That looks like the exact same glitch as the skeletons in the Eastern Palace. What does your memory addresses say there?
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Experienced Forum User, Published Author, Player (36)
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AngerFist wrote:
What do you say Omnipotententity?
Won't be a snap. But I'll see what I can do if I have free time after my game's initial release.
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Experienced Forum User, Published Author, Player (36)
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Well, as mentioned before, the distribution of 1s and 0s is clumpy (at least in an SNES in the WRAM), which means that some of these combinations may actually be physically impossible on an unmodded system, irrespective of how many times you power on. (Things like areas of memory are all set or unset as a unit, or this area affecting that area, or a lowered voltage state during power on transition .) If that is the case, that's interesting too, but much harder to constrain and validate, and it likely varies from console to console, so will there be a single "test" console? Or will we make a theoretical "best" console? Ultimately, that's just too much complexity in my opinion. And considering that's for a self contained system, when in real life systems are not self contained, and that it's entirely possible that a group of rogue cosmic rays knock the values of ram states immediately after power on to the desired values, I think the best thing to do in this situation is allow TAS-specified initialization.
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Abahbob wrote:
I tested Rachel's build, load times were still too fast, loads on frigate atleast were non-existant. When I get around to it, I'll do some more testing from OoB manually loading rooms and rebuilding dolphin with different load speeds and access times and see if I can get something close. Idk when I'll get around to it, I've been working on my TWW hack and the TWW TAS a bit recently.
According to this spec sheet the average seek time is specified to be 128ms and the data transfer speed maxing out at 25 Mbps. So even with the patch it's still about 2x as fast as spec'd
diff --git a/Source/Core/Core/Src/HW/DVDInterface.cpp b/Source/Core/Core/Src/HW/DVDInterface.cpp
index bc6c44f..bae1e3e 100644
--- a/Source/Core/Core/Src/HW/DVDInterface.cpp
+++ b/Source/Core/Core/Src/HW/DVDInterface.cpp
@@ -19,10 +19,12 @@
 #include "../Movie.h"
 
 // Disc transfer rate measured in bytes per second
-static const u32 DISC_TRANSFER_RATE_GC = 5 * 1024 * 1024;
+static const u32 DISC_TRANSFER_RATE_GC = 3125 * 1000; //25 Mbps
+//static const u32 DISC_TRANSFER_RATE_GC = 3 * 1000 * 1000; //24 Mbps
+//static const u32 DISC_TRANSFER_RATE_GC = 2 * 1000 * 1000; //16 Mbps
 
 // Disc access time measured in milliseconds
-static const u32 DISC_ACCESS_TIME_MS = 1;
+static const u32 DISC_ACCESS_TIME_MS = 128;
 
 namespace DVDInterface
 {
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Experienced Forum User, Published Author, Player (36)
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I was on the same plane as Eric Hovind. He challenged me to a debate. He's not really famous or admirable. But it's as close as I've come.
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Experienced Forum User, Published Author, Player (36)
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joypad.joystick(0,93) --right
emu.frameadvance()
joypad.joystick(255,93) --left 
Dumb question because I'm just coming into this conversation. Is that the maximum angle that will work with the super swim? 108 degrees? Also that graph for the super swim velocity, is that constructed from the 108 degree super swim, or from the 180 one? To my eye it looks like the graph of something like: bx + x*sin(x^2)/c (Try graphing it with b = 1 and c = 3). But there's also a very slight decay in the speed gain, which might actually be from accumulated floating point error or something. So it's hard to model. I *think* that the sin(x^2) term actually comes from the waves. You move farther when you move from the bottom of a wave to the top of a wave, and that might actually show up in your speed. However, this is just a naive guess. Is there a place in wind waker with completely still water that you are able to swim in? If so, it might wind up becoming much easier to find the curve.
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Nach wrote:
As it stands, I'm not willing to have this video accepted, unless there's conclusive proof that this game can be powered on in an NES with this state used here.
If instead of the criteria of "this game," would it instead be sufficient to simply prove that the PGR can take a value of 11 at the same time as a value of 1 for the mode from power on? If so, crafting a ROM image that simply displays the value of the two memory locations at startup and flashing it to an NES cart would potentially more accessible than finding a copy of this specific and very rare game.
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Experienced Forum User, Published Author, Player (36)
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I was just rewatching this video, and something stuck out to me as weird but probably correct, just counterintuitive. In Dire, Dire Docks, you do Board Bowser's Sub before Manta Ray's Reward, rather than selecting Manta Ray's Reward in the list to activate it. Does it really take less time to long jump the extra distance than it does to select the star? Or is there something else going on?
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I was going to say that, although completely badass, the Carnival Night Zone with the wheel glitch screenshot has been done to death. But then I checked and I guess I misremembered because none of the published Sonic 3 runs have it, even the one I was responsible for publishing. So my vote is for 2, 1 or 3 in that order.
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MrWint wrote:
Sadly, I found no useful indication in the game's memory that shows beating Red, all there is is one flag that determines whether Red is hidden, which is initially set, unset by beating the elite four and then again set after beating Red.
I would assume that there is a flag or several that show you've beat the Elite Four. So game completion would simply be flag(s) set shows Elite Four beaten and flag set that Red is hidden.
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Experienced Forum User, Published Author, Player (36)
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feos wrote:
I know that V0 is the best/maximum. But what about minimal transparent setting for ogg?
Something like -q4 starts becoming transparent in my experience, less for chiptunes. Here's some examples. The first set is labeled, the second and third are not, but you can check which is which in the spoiler. Source 1: FLAC copy of Kong In Concert track 17: Prophecy - Chekan Winter (Northern Hemispheres) q1: Average bitrate: 74.8 kb/s q2: Average bitrate: 91.8 kb/s q3: Average bitrate: 109.2 kb/s q4: Average bitrate: 124.5 kb/s q5: Average bitrate: 155.7 kb/s q6: Average bitrate: 185.4 kb/s q7: Average bitrate: 210.2 kb/s q8: Average bitrate: 244.3 kb/s q9: Average bitrate: 313.0 kb/s q10: Average bitrate: 441.1 kb/s source: http://engelsish.org/ogg-encoding-test/source1.flac q1: http://engelsish.org/ogg-encoding-test/output1-1.ogg q2: http://engelsish.org/ogg-encoding-test/output1-2.ogg q3: http://engelsish.org/ogg-encoding-test/output1-3.ogg q4: http://engelsish.org/ogg-encoding-test/output1-4.ogg q5: http://engelsish.org/ogg-encoding-test/output1-5.ogg q6: http://engelsish.org/ogg-encoding-test/output1-6.ogg q7: http://engelsish.org/ogg-encoding-test/output1-7.ogg q8: http://engelsish.org/ogg-encoding-test/output1-8.ogg q9: http://engelsish.org/ogg-encoding-test/output1-9.ogg q10: http://engelsish.org/ogg-encoding-test/output1-10.ogg Source 2: FLAC copy of Homestuck Gaiden track 6: The Land of Wind and Shade q1: Average bitrate: 71.9 kb/s q2: Average bitrate: 89.0 kb/s q3: Average bitrate: 106.2 kb/s q4: Average bitrate: 120.3 kb/s q5: Average bitrate: 150.1 kb/s q6: Average bitrate: 179.0 kb/s q7: Average bitrate: 202.8 kb/s q8: Average bitrate: 233.7 kb/s q9: Average bitrate: 298.4 kb/s q10: Average bitrate: 425.9 kb/s Source 2 http://engelsish.org/ogg-encoding-test/source2.flac 0ckhKXJj: http://engelsish.org/ogg-encoding-test/output2-0ckhKXJj.ogg 682G8FV7: http://engelsish.org/ogg-encoding-test/output2-682G8FV7.ogg a4XL0KfT: http://engelsish.org/ogg-encoding-test/output2-a4XL0KfT.ogg azBHpi7H: http://engelsish.org/ogg-encoding-test/output2-azBHpi7H.ogg bVSTfKKC: http://engelsish.org/ogg-encoding-test/output2-bVSTfKKC.ogg Gueh0FtN: http://engelsish.org/ogg-encoding-test/output2-Gueh0FtN.ogg ImeMbVQC: http://engelsish.org/ogg-encoding-test/output2-ImeMbVQC.ogg Jljp5dyW: http://engelsish.org/ogg-encoding-test/output2-Jljp5dyW.ogg qiEq0JHU: http://engelsish.org/ogg-encoding-test/output2-qiEq0JHU.ogg thZ6UDdb: http://engelsish.org/ogg-encoding-test/output2-thZ6UDdb.ogg output2-qiEq0JHU.ogg = q1 output2-thZ6UDdb.ogg = q2 output2-682G8FV7.ogg = q3 output2-ImeMbVQC.ogg = q4 output2-Gueh0FtN.ogg = q5 output2-Jljp5dyW.ogg = q6 output2-a4XL0KfT.ogg = q7 output2-azBHpi7H.ogg = q8 output2-bVSTfKKC.ogg = q9 output2-0ckhKXJj.ogg = q10 Source 3: 320 kbps mp3 copy of The Skies Are Not Enough converted back to wav before encoding (best quality gratis chiptune music I could find immediately, not lossless, sorry :( ) q1: Average bitrate: 71.7 kb/s q2: Average bitrate: 88.4 kb/s q3: Average bitrate: 111.1 kb/s q4: Average bitrate: 133.9 kb/s q5: Average bitrate: 168.4 kb/s q6: Average bitrate: 201.7 kb/s q7: Average bitrate: 235.2 kb/s q8: Average bitrate: 274.7 kb/s q9: Average bitrate: 340.0 kb/s q10: Average bitrate: 451.3 kb/s Source: http://engelsish.org/ogg-encoding-test/source3.mp3 24CXBmX0: http://engelsish.org/ogg-encoding-test/output3-24CXBmX0.ogg 9QvRA3bo: http://engelsish.org/ogg-encoding-test/output3-9QvRA3bo.ogg IK03nUVR: http://engelsish.org/ogg-encoding-test/output3-IK03nUVR.ogg KAKKZSId: http://engelsish.org/ogg-encoding-test/output3-KAKKZSId.ogg lgsx7RX6: http://engelsish.org/ogg-encoding-test/output3-lgsx7RX6.ogg qCB4AUN2: http://engelsish.org/ogg-encoding-test/output3-qCB4AUN2.ogg Sdxs6kCc: http://engelsish.org/ogg-encoding-test/output3-Sdxs6kCc.ogg uBy7X8y3: http://engelsish.org/ogg-encoding-test/output3-uBy7X8y3.ogg w7vgdV1C: http://engelsish.org/ogg-encoding-test/output3-w7vgdV1C.ogg ZMiPVOEZ: http://engelsish.org/ogg-encoding-test/output3-ZMiPVOEZ.ogg output3-uBy7X8y3.ogg = q1 output3-9QvRA3bo.ogg = q2 output3-KAKKZSId.ogg = q3 output3-IK03nUVR.ogg = q4 output3-lgsx7RX6.ogg = q5 output3-24CXBmX0.ogg = q6 output3-w7vgdV1C.ogg = q7 output3-qCB4AUN2.ogg = q8 output3-Sdxs6kCc.ogg = q9 output3-ZMiPVOEZ.ogg = q10 All files: http://engelsish.org/ogg-encoding-test/all.zip
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Experienced Forum User, Published Author, Player (36)
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I'm not a lawyer, and this is a legal morass, but I have researched copyright law a little. And here's my understanding: Copyright is held by the author of the run. If you're going to flag the run make sure you have proper standing. If you flag a video that you do not hold copyright to you may be liable for punitive action for knowingly filing a false claim. Moreover, gameplay videos are not generally protected by fair use, which means that in general TAS videos may be unlawful should the author of the game step in. While this doesn't really change the status of your claim against the video maker, it does bring extra scrutiny to bear on us.
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Experienced Forum User, Published Author, Player (36)
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Warepire wrote:
Seems like debugging is slightly broken here as the %hs is not resolved, but there's a dll missing and I have no idea which one. I'm gonna see if I can fix the debugging log, which hopefully will give us an idea of where to go next. EDIT: And another question: Does the game start normally for you outside of Hourglass?
Yes. Super Hexagon works within my VM. Which is where I was testing this out.
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Experienced Forum User, Published Author, Player (36)
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Humble Bundle version crashes on start up. I don't know why. Fiddling with the settings doesn't seem to help.
creating process "C:\Documents and Settings\OmnipotentEntity\My Documents\Downloads\super_hexagon-windows\superhexagon.exe"...
done creating process, got handle 0x184, PID = 4016.
SYMBOL PATH: .;C:\Documents and Settings\OmnipotentEntity\My Documents\Downloads\super_hexagon-windows;C:\WINDOWS;C:\WINDOWS\System32;C:\WINDOWS\Symbols\dll
attempting injection...
Injecting "C:\Documents and Settings\OmnipotentEntity\wintasee.dll" by IAT (method 1) apparently succeeded.
done injection. starting game thread
entering debugger loop
CREATED PROCESS: C:\Documents and Settings\OmnipotentEntity\My Documents\Downloads\super_hexagon-windows\superhexagon.exe
TRUSTED MODULE 0x00400000 - 0x006DE000 (C:\Documents and Settings\OmnipotentEntity\My Documents\Downloads\super_hexagon-windows\superhexagon.exe)
entrypoint = 0x4D0B24
LoadModuleSymbols(0x184, C:\Documents and Settings\OmnipotentEntity\My Documents\Downloads\super_hexagon-windows\superhexagon.exe, 0x1A8, 0x400000) = {BaseOfImage=0x400000, NumSyms=299, SymType=0x4, ModuleName=superhexagon, ImageName=C:\Documents and Settings\OmnipotentEntity\My Documents\Downloads\super_hexagon-windows\superhexagon.exe}
LOADED DLL: C:\WINDOWS\system32\ntdll.dll
LoadModuleSymbols(0x184, C:\WINDOWS\system32\ntdll.dll, 0x1A8, 0x7C900000) = {BaseOfImage=0x7C900000, NumSyms=1315, SymType=0x4, ModuleName=ntdll, ImageName=C:\WINDOWS\system32\ntdll.dll}
LOADED DLL: C:\WINDOWS\system32\kernel32.dll
LoadModuleSymbols(0x184, C:\WINDOWS\system32\kernel32.dll, 0x1A8, 0x7C800000) = {BaseOfImage=0x7C800000, NumSyms=953, SymType=0x4, ModuleName=kernel32, ImageName=C:\WINDOWS\system32\kernel32.dll}
exception 0xC0000135 (at 0x7C96478E): {Unable To Locate Component} This application has failed to start because %hs was not found. Re-installing the application may fix this problem.
Call stack info(thread=0x18C) : (id=0x5DC) (name=)
     ntdll!0x7C96478E : RtlRaiseStatus(0xC0000135, 0x12FD30, 0, 0x7FFDE000)?
     ntdll!0x7C93F14E : RtlDeleteAce(0x12FD30, 0x7C900000, 0, 0x10017)?
exception 0xC0000135 (at 0x7C96478E): {Unable To Locate Component} This application has failed to start because %hs was not found. Re-installing the application may fix this problem.
Call stack info(thread=0x18C) : (id=0x5DC) (name=)
     ntdll!0x7C96478E : RtlRaiseStatus(0xC0000135, 0x12FD30, 0, 0x7FFDE000)?
     ntdll!0x7C93F14E : RtlDeleteAce(0x12FD30, 0x7C900000, 0, 0x10017)?
The game crashed...
Closing thread handle 0x180
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Experienced Forum User, Published Author, Player (36)
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I stumbled over this on youtube recently, is this useful? http://www.youtube.com/watch?feature=endscreen&NR=1&v=IGk8T0WJ2p8
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Hi there, I'm trying to encode this movie, I'm looking for where you downloaded this version of dolphin originally. I am having trouble connecting this movie to a specific git commit.
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