Posts for OmnipotentEntity

Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
heh, I'd rather development effort be put into getting the Linux RRing tools mature, rather than developing for a platform that any self respecting person would never use.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
You gained a frame on me in 1-1 with it, and I couldn't figure out how to get it back. XD
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
He runs several stages twice to get an alternate route. If the record shows something low and he doesn't match it, that's why.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Kuwaga wrote:
He has his own bad ass-song though. That and his bad ass-wings just have to count in his favor. He's such a freak.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
I'd personally would rather the no RBA or massive sequence breaking in the All Temples Run. But that's just me.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Therealssjlink wrote:
Concerning the preview pic used: Why was this allowed but Bisqwit wouldn't allow the pic "Is it not a simple tas" to be used for Majora's Mask?
Because Bisqwit isn't the final say anymore?
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
If you use FRAPs, it takes an image of the emulation, which means that the movie will be unreproducible on an emulator by conventional methods. Which means that we'll be unable to accept the video here.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
By wipe everything, arflech of course means run D-BAN on the drive first.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
LSK wrote:
I made an unoptimized runthrough of the GBA version as a jumping-off point. It's about 1:45; there are maybe 15 minutes of improvements that can be made. There are a few different cage locations, though. I'm posting this in the GBA forum too. Link
It seems that phpBB doesn't like your link thar.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Kinda wished there were more Friendships and Babalities. :) But it was very entertaining if this is the same run from SNES forum thread.
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Post subject: Re: edited potato
Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
jimsfriend wrote:
DicTAStor.
You probably shouldn't say this out loud in polite company. :O
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
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<!-- - Unfortunately, Microsoft has added a clever new - "feature" to Internet Explorer. If the text of - an error's message is "too small", specifically - less than 512 bytes, Internet Explorer returns - its own error message. You can turn that off, - but it's pretty tricky to find switch called - "smart error messages". That means, of course, - that short error messages are censored by default. - IIS always returns error messages that are long - enough to make Internet Explorer happy. The - workaround is pretty simple: pad the error - message with a big comment like this to push it - over the five hundred and twelve bytes minimum. - Of course, that's exactly what you're reading - right now. -->
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Three RFIDs here please. I want to be monitored.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
petrie911 wrote:
I'd try running your code, but I'm not sure what language it's in, nor what I'd need to run it.
It's in C++, you'll need to compile it to run. http://gcc.gnu.org/
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Some findings, The algorithm seems imperfect for progression lengths that have chaotic behavior. These are generally odd values; however, values of 8 and 14 also exhibit this behavior. (Only have tested values up to 18.) This is what I have thus far plotted against the harmonic series. From the bottom up are all of the well behaved progression values (chaotic ones sum up to less than expected, and therefore the algorithm used to generate them is flawed.) We are probably dealing with the difference between divergent and convergent series, so it's unsurprising how slowly everything seems to converge. I kinda want to try, just for kicks, a very large progression value and plot it against the harmonic series, when I'm done with these current jobs. From bottom, 2, 4, 6, 10, 12, 16, 18, harmonic I'm currently running these until they reach 1 million terms. Here's some numerical results.
==> results-k2.txt <==
48626849 90110     1 3.0047502371298553392
48626851 90111     2 3.0047502576946252262
48626852 90112     1 3.0047502782593946691

==> results-k4.txt <==
3417967 524286     1 6.9855757435193490679
3417968 524287     1 6.9855760360908414341
3417969 524288     1 6.9855763286622485353

==> results-k6.txt <==
2323521 834442     1 9.4759921775889957019
2323522 834443     1 9.4759926079701148893
2323523 834444     1 9.4759930383510493357

==> results-k10.txt <==
1395678 873659     1 11.675478284103704141
1395679 873660     1 11.675479000600835988
1395681 873661     2 11.675479717096941101

==> results-k12.txt <==
461429 314551     1 11.501411429098064687
461430 314552     1 11.501413596274018047
461431 314553     1 11.50141576344527472

==> results-k16.txt <==
404982 321368     1 12.059011402079701014
404983 321369     1 12.059013871319150368
404984 321370     1 12.059016340552503266

==> results-k18.txt <==
391782 315668     1 12.218301410935204387
391783 315669     1 12.218303963368565945
391784 315670     1 12.218306515795413603
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Request thread title change: Super Drama
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Actually with a max progression length, it doesn't converge on 3, it's slightly larger than 3. :/ Well, so much for pretty numbers.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Your font is different in the Xchat text box? You may need to install the proper fonts.
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Post subject: Cave Friggin Story
Experienced Forum User, Published Author, Player (36)
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Posts: 2624
There needs to be a way to TAS this.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
You're not going to get much of a war for declaring XChat, it's clearly the best. XD
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
scwizard wrote:
Kejardon wrote:
but then I don't think Samus can get out before the timebomb's up
How the heck would you get past the doors that close on you at the beginning without the hyper beam (or the morphball or anything else). Unless you're given the hyper beam despite not fighting mother brain. And if you have the hyper beam, what are the difficulties in getting out?
Those doors are designed to explode from any shot. You just always happen to have the Hyper beam when encountering them.
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Ignoring arithmetic progressions of 0. The even progression lengths behave regularly, and the odds... don't. The even ones seem to converge up to n+1 where n is the progression length. The odd numbers.... don't. I've wrote a program to generate arithmetic progressions the same way that you described. (Proving it generates the densest set is a different matter, of course.) And I let it run over night. For progression length 2, it's converged very quickly on 3. For progression length 3, it is converging very very slowly on a number at least 4.2623
23741011 241957   125 4.262390641893804677
23741094 241958    83 4.2623906840148624298
23741153 241959    59 4.2623907261358162657
23741480 241960   327 4.2623907682561892329
23741530 241961    50 4.2623908103764733823
23741690 241962   160 4.2623908524964742028
23741798 241963   108 4.2623908946162831768
23741883 241964    85 4.2623909367359411604
23741980 241965    97 4.2623909788554277256
23742158 241966   178 4.2623910209745980993
I just tailed the results and that's what I get, the columns are current member of the series, current series length, difference between the current member and the last member, and the sum total. I haven't a clue when it's going to stabilize out. If anyone cares to run it on a faster computer, here's the code I wrote, it's a little hackish, but well optimized.
#include <iostream>
#include <iomanip>

int main() {
  int series[1000000]; //we can change this later if we need more computingness.
  series[0] = 1;
  int series_length = 1;
  int length_arith_prog = 3;
  double sum = 1.0;
  int n = 2;
  std::cout << std::setprecision(20);

  for (;;n++) {
    int found = 0;
    for (int i=0; i < series_length && found == 0; i++) {
      int members_arith_prog = 0;
      int debug = (n - series[i])%length_arith_prog;
      if (!((n - series[i])%length_arith_prog)) { //if between these two numbers it is possible to have an arithmetic progression of the specified length
        int common_diff = (n - series[i])/length_arith_prog;
        for (int j=1; j < length_arith_prog; j++) {
/*          for (int k=i+1; k < series_length; k++) { //we only want to test numbers larger than the one we're currently examining.
            if (series[k] == series[i] + j*common_diff) {
              members_arith_prog++;
            }
          }*/
          int mid=((i+1)+(series_length-1))/2; //the +1 and -1 cancel, they're just there to remind me.
          int high = series_length;
          int low = i+1;
          int value = series[i] + j*common_diff;
          while (low < high) {
            mid = low + ((high - low) / 2);  // Note: not (low + high) / 2 !!
            if (series[mid] < value) {
              low = mid + 1;
            } else {
              high = mid;
            }
          }
          if ((low < series_length) && (series[low] == value)) {
            members_arith_prog++;
          }
        }
      }

      if (members_arith_prog+1 == length_arith_prog) { //found a arithmetic progression!
        found = 1;
      }
    }
    if (found == 0) {
      series[series_length] = n;
      int deriv = series[series_length] - series[series_length-1];
      series_length++;
      sum += (1.0/n);
      std::cout << n << " " << series_length << " " << std::setw(5) << deriv << " " << sum << std::endl;
    }

  }
}
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
Lurkers can't even vote..... No body is accusing nineko of anything. :/
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Experienced Forum User, Published Author, Player (36)
Joined: 9/11/2004
Posts: 2624
This evening I looked into the Erdos conjecture on arithmetic progressions and attempted to prove the contrapositive by attempting to place an upper bound on series with various progression lengths. So here's a few challenges that arose out of that. 1. Given the following series: 1/1+1/1+1/2+1/2+1/4+1/4+1/5+1/5+1/10+1/10+1/11+1/11+1/13+1/13+1/14+1/14+1/28+1/28+1/29+1/29+1/31+1/31+1/32+1/32+1/37+1/37+1/38+1/38+1/40+1/40+1/41+1/41+1/82+1/82+ ... (Why doubled? Because arithmetic progressions of common difference 0 count too.) Prove this that series converges to the highest possible value that any series of whole number reciprocals can without containing an arithmetic progression with a length greater than 2. (When I say length greater than n I mean the arithmetic progression does not contain more than n members.) 2. What is the series of whole number reciprocals that do not contain an arithmetic progression with a length greater than 3 that converges to the highest possible value? 3. It seems that some of these series have regular, patterned and self symmetric behavior and others have quite chaotic behavior, any clue as to how to predict this?
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Experienced Forum User, Published Author, Player (36)
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http://tasvideos.org/NesVideoAgent/Calc.html
Nes Video Agent / Calc

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