Posts for OmnipotentEntity

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Joined: 9/11/2004
Posts: 2633
Conserving weapon energy.
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Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
JXQ wrote:
I only dumped one copy of the ROM, before I dropped it and it shattered into a million pieces (good thing for backups). Unfortunately I'm pretty sure I decided to hack the intro for no good reason and so it identifies as "Prince of Persia - The Sands of Time (U) (M3) [f1] (EEPROM).gba". Hopefully since I'm starting from a savestate, it will work on the normal game too.
Fixed. *cough cough*
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310000 rerecords after three stages?
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Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
___________________________________________________________
| 0-1: 098 | 0-2: 097 | 0-3: 097 | 0-4: 095 | Total: 0387 |
| 1-1: 145 | 1-2: 143 | 1-3: 147 | 1-4: 133 | Total: 0568 |
| 1-5: 142 | 1-6: 189 | 1-7: 190 | 1-8: 135 | Total: 0656 |
| 2-1: 185 | 2-2: 137 | 2-3: 146 | 2-4: 095 | Total: 0563 |
| 2-5: 141 | 2-6: 134 | 2-7: 185 | 2-8: 146 | Total: 0606 |
| 2-9: 143 | 2-10:137 | 2-11:143 | 2-12:134 | Total: 0557 |
| 3-1: 185 | 3-2: 187 | 3-3: 184 | 3-4: 134 | Total: 0690 |
| 3-5: 188 | 3-6: 146 | 3-7: 181 | 3-8: 183 | Total: 0699 |
| 4-1: 190 | 4-2: 139 | 4-3: 141 | 4-4: 194 | Total: 0664 |
| 4-5: 188 | 4-6: 180 | 4-7: 178 | 4-8: 142 | Total: 0688 |
| 4-9: 214 | 4-10:235 | 4-11:192 | 4-12:185 | Total: 0826 |
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I lost a timeunit in 4-1, I didn't gain it back until 4-9, which I promptly lost again, but gained it back again (x2) in 4-12. Which is odd, because I can't think of a way I could have possibly gained time on my old run of 4-12... (Though I did redo it from scratch.) Next up, Level 5.
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Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
Update, drastically different route in 3-3 (thanks to nitsuja again) saved 7 frames in that level, which fell to 5 frames by the end of 3-8. But hey, 5 frames is 5 frames, and it's a far more difficult route. If I could trigger the pushing guy between the first possible frame you can, and frame 47925 (which is the next possible frame I found) let me know. Because then I can complete this level much faster (2-3 seconds). I'm simply going to try to hex in level 4, because I think I have that near completely optimized. I'm going to redo most of Level 5 though.
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Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
Highness wrote:
Just watched the avi-file. Damn it was nice! :D Keep up the work. Hmm... The 100-coin thing in Bob-omb battlefield didn't look optimal though. But perhaps I'm wrong?
FODA wrote:
29 on that avi Up to 26 are optimized, the last 3 ones aren't (27th is impressive, 28 and 29 are rough testing of the 100 coin route + KTQ race). Unfortunately, i don't think that method of going up the mountain to fight bob-omb king is the fastest possible... ordinary gameplay should go faster.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
Spoony_Bard wrote:
Damn Omni, just when I thought you were on the final version... there's too many ways to tweak out more improvements in this game, you may never finish :D
Tell me about it, here's two more timeunits saved on 3-1 because of another cool glitch care of nitsuja.
___________________________________________________________
| 0-1: 098 | 0-2: 097 | 0-3: 097 | 0-4: 095 | Total: 0387 |
| 1-1: 145 | 1-2: 143 | 1-3: 147 | 1-4: 133 | Total: 0568 |
| 1-5: 142 | 1-6: 189 | 1-7: 190 | 1-8: 135 | Total: 0656 |
| 2-1: 185 | 2-2: 137 | 2-3: 146 | 2-4: 095 | Total: 0563 |
| 2-5: 141 | 2-6: 134 | 2-7: 185 | 2-8: 146 | Total: 0606 |
| 2-9: 143 | 2-10:137 | 2-11:143 | 2-12:134 | Total: 0557 |
| 3-1: 185 | 3-2: 187 | 3-3: 184 | 3-4: 134 | Total: 0690 |
| 3-5: 188 | 3-6: 146 | 3-7: 181 | 3-8: 183 | Total: 0699 |
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Not Zelda
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Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
JXQ wrote:
I also think you did a good job overall of filling the areas that needed waiting with entertaining Johnny Bravo poses.
Chakan, the undead, more angsty, suicidal Johnny Bravo. It went suprisingly fast considering how slowly Chakan moves normally. Voting yes.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
I didn't know Mario appeared in Batman.
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Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
DeHackEd wrote:
That's my AVI. See the Codec Problems page.
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Experienced Forum User, Published Author, Player (37)
Joined: 9/11/2004
Posts: 2633
___________________________________________________________
| 0-1: 098 | 0-2: 097 | 0-3: 097 | 0-4: 095 | Total: 0387 |
| 1-1: 145 | 1-2: 143 | 1-3: 147 | 1-4: 133 | Total: 0568 |
| 1-5: 142 | 1-6: 189 | 1-7: 190 | 1-8: 135 | Total: 0656 |
| 2-1: 185 | 2-2: 137 | 2-3: 146 | 2-4: 095 | Total: 0563 |
| 2-5: 141 | 2-6: 134 | 2-7: 185 | 2-8: 146 | Total: 0606 |
| 2-9: 143 | 2-10:137 | 2-11:143 | 2-12:134 | Total: 0557 |
| 3-1: 183 | 3-2: 187 | 3-3: 184 | 3-4: 134 | Total: 0688 |
| 3-5: 188 | 3-6: 146 | 3-7: 181 | 3-8: 183 | Total: 0699 |
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Link
OmnipotentEntity wrote:
Watching the video again I noticed a few places where I could improve it, and I've given hex editting a shot. It should be about 10-15 seconds faster when I get done.
Well, I lied, after just Stage 3 I'm already 27 seconds faster. Though I doubt I'll gain much on myself in Stage 4, I know at least one level in Stage 5 I can save about 5 seconds in, and another where I can save 20 or more. Thanks goes to nitsuja for the spiffy 3-6 trick.
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Experienced Forum User, Published Author, Player (37)
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Posts: 2633
I knew that, >.> Honest.
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Experienced Forum User, Published Author, Player (37)
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Posts: 2633
500 GB is the largest I can find. But put those in a RAID 5 and you have your multi terrabyte drive. :)
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Posts: 2633
FODA wrote:
I don't know, gunstar heroes?
I don't believe so.
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Experienced Forum User, Published Author, Player (37)
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Posts: 2633
Hmm... along a similar vein, there was a game, for the Genesis I believe, where you played four different character's quests (no particular order). And all I remember is the yellow character's quest involved a boss battle with a machine/tank that had an antenna on its top and when you broke it he started shooting enormous lasers out of its front. Anyone know what game it is?
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Experienced Forum User, Published Author, Player (37)
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Well, that's how it is normally in most languages, the only difference is that in most modern languages the dereferencing is done automagically. So perl is strange in that aspect, but then again perl is strange in pretty much every aspect.
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Gorash wrote:
Oh that's what you wanted to do. I checked, $#{$_[0]} seems to work. But then you should use a reference in the initital invocation of the function too.
My perl must be a bit rusty, because I thought one of the more annoying things about perl is it automatically passes all lists passed to a function by reference. And it seems that I won't get anywhere near your length. I was never very good at byte compressing.
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That would be highly nontrivial as every game handles lag in a different way.
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Gorash wrote:
Stuff that I don't understand there:
$i<$#{$_[0]}
If you call that with an array won't it get interpolated, and thus a variable of the name of the first argument used?
I was trying to locate an answer on that from a few of my buddies, but no one seemed to know. And $#$_[0] is a syntax error (As well as $$#_[0] which was my first attempt). So I tried that and it parsed. Does anyone know how to return the length of list inside a list passed by a reference? Perhaps it's like
for(;$i<$#{$_[0]};$i++){p(splice(@{$_[0]},$i,1),"$$_[1]$$_[$i] ");}
vs.
p(splice(@{$_[0]},$i,1),"$$_[1]$$_[$i] ")for(;$i<$#{$_[0]};$i++);
It might simply be a parser limitation, the statement *should* work, but doesn't because the programmers didn't think that anyone would be that silly.
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Sure
seek DATA, 0, 0;
print while <DATA>;
__DATA__
And for a less cheating version that I didn't write off of the top of my head:
$_=q(print"\$_=q($_);eval;");eval;
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I've worked on it some, but I haven't gotten it to actually print anything yet. >.> I have some sort of logic bug somewhere probably with the scoping of @_ (bad stuff) or a misnamed variable (ok if that's it), here's what I have so far:
<>;split;sub p{for(;$i<$#{$_[0]};$i++){p(splice(@{$_[0]},$i,1),"$$_[1]$$_[$i] ");}print"$$_[1] $$_[0][0]"if(!$#{$_[0]});}p(@_);
I tried to get that for block into postfix notation but it wouldn't take, silly parser limitations. :)
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D:
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Experienced Forum User, Published Author, Player (37)
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OCRemix is free, and I since my hard drive crashed last (about a week ago) I haven't ripped any of my CDs again. So for now, lots and lots of video game music. :)
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Wow, that's really suprising. I understood it perfectly thanks. Here's an easy one for you physics buffs. I have a insulated cube with wire on the edges, every edge of the cube contains a 1 Ohm resistor. How much resitance is there from the bottom-front-right corner to the top-back-left corner? Still working on the permutation algorithm.
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A few loaded questions for the permutation question, does it matter how fast it runs? Does it matter if there are repeated members in the output list? Do we have to use strictures? And for the coin puzzle, care to post your solution? I can't reproduce it, I had gotten five a few days ago though.
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