Posts for Randil

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I also played Nesticle back in the days (I remember playing Final Fantasy). I think this was around 1999.
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funnyhair wrote:
Watched it. Really fun game, you have to play it to appreciate how hard this game is, There were certain levels that were just so hard. About the Run: The time attack is reasonably interesting and very fast. I like how they throw in items to reduce time, that take so long to get, that they actually make you lose time, if they are not in the path that you are falling, Moving. This is really fast, And would warrant publication, unless there is another mode that would be able to be played with it. Near the end of Track F you jump from side to side to get the two two second off items, is this really worth it? wouldn't it just be fast to go through the last two blocks to the end? Just a though. Other than that Great JOB! I am uploading it in parts to you tube, check back here later.
Thanks! As for stage F, each of the two time bonuses I pick up at the end of the level saves 1 second of in-game time, so in total it's 2 seconds faster to pick them up than to leave them. It might interest you that I've revised most of the run (up to stage H) and managed to save a few frames on each level, mostly due to optimized movements and things like that. I'll upload the new version when it's done.
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Warp wrote:
A couple of more videos I made: http://www.youtube.com/watch?v=mfJJhGhFMJY http://www.youtube.com/watch?v=ntUG1LXBzM8
Nice work, I especially liked the Star Ocean song. I thought it was a very relaxing song.
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This was awesome. I watched this with a friend, and we were both very amazed. Easy yes vote, amazing job!
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Bump! I've been playing this game a lot for the past few days now. I think it's a really fun and challenging puzzle game. The game has 10 time attack levels, that render themselves very good for TASing, so I decided to make a TAS of all of them. I aimed for lowest in-game time first, and fastest real time second. Here is the movie file. I might do a youtube encode later (or someone else is very welcome to do so). Since I think the game is short, fast paced, colorful, has nice sound and non-trivial solutions I might submit this after I revised it (I know of a few minor improvements here and there). Any thoughts on this game or the TAS?
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TASManiac wrote:
Patryk: Maybe we could co-author a TAS someday. Now, what I most regret... Not joining earlier. I missed TASVideos when it was in it's prime, and that makes me sad. :(
When was it in its prime (and why?), in your opinion?
Experienced Forum User, Published Author, Skilled player (1890)
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Submitting Duck Hunt and (to some degree) Cybernoid. Submitting a run that desyncs (I really should have checked that). Picking up and abandoning too many projects (though I do often pick them up several months later, and hopefully their WIPs will be helpful to the next person who picks up the game). There are probably more silly things I did back when I joined, but that's what I can think of right now.
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I hate it when you take the ice cream out of the freezer and it's too hard to cut. Since you don't want to wait for it to defrost (you want it now, not 10-15 minutes from now), you put it in the microwave for a few seconds, but accidentally put it there a bit too long, so that is has melted completely when you take it out. It's a tough life.
Experienced Forum User, Published Author, Skilled player (1890)
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Here's my attempt (there's probably a simpler way but this seems to work). It always displays two digits for hours, minutes and seconds, and you can choose how many decimals to display on the second timer (currently 2):
while true do

local function displayer()

mf=movie.framecount()

hours=math.floor(mf/216000)
mf=mf-216000*hours

if hours<10 then hoursadd="0" else hoursadd="" end

mins=math.floor(mf/3600)
mf=mf-3600*mins

if mins<10 then minsadd="0" else minsadd="" end

-- number of decimals in second
numdec=2 

sec=math.floor((10^numdec)*mf/60 + 0.5)/(10^numdec)

if sec<10 then secadd="0" else secadd="" end

gui.text(10,160,hoursadd .. hours .. ":" .. minsadd .. mins .. ":" .. secadd .. sec)


end

gui.register(displayer)

   FCEU.frameadvance()
end
Experienced Forum User, Published Author, Skilled player (1890)
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Nice job, here's another yes vote!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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I present to you, Mario Paint Vision (now with dithering!) in the form of an animated GIF: http://s3.postimage.org/64jd4xcpm/res6.gif
Experienced Forum User, Published Author, Skilled player (1890)
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Invariel wrote:
Randil, can you glitch the Warlock and/or dragon into the EI? Then, if you can use the staff that way, you shouldn't even need to be in the final room, right?
You're right that if I could get the dragon in the inventory I could use the staff on him that way, but unfortunately I can't get him in the extended inventory with the glasses trick. There are only a limited number of sprites that can appear in the EI, and neither the dragon nor the warlock is one of them.
Experienced Forum User, Published Author, Skilled player (1890)
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I would definitely be interested in a TAS of this game. Here are some RAM addresses from my vault of RAM addresses:
00000	7E0062	w	u	0	P1 X pos
00001	7E00A2	w	u	0	P2 X pos
00002	7E0064	w	u	0	P1 Y pos
00003	7E007E	w	u	0	P2 Y pos
00004	7E0022	b	u	0	Scr Y pos
00005	7E00E6	b	u	0	P1 Weapon
00006	7E1F18	w	u	0	Boss HP
Experienced Forum User, Published Author, Skilled player (1890)
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Highness wrote:
Also.. Will this "glasses"-trick work for Déjà Vu, (and that other similar game which I never recall the name of) too?
Unfortunately no, I tried it for both Deja Vu and Uninvited (I made a lua script that looped through all items to see if I could pick one of them up twice), but to no luck.
Experienced Forum User, Published Author, Skilled player (1890)
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Epic Rap Battles of History - check them out if you haven't, they're pretty awesome. Here's my favourite: http://www.youtube.com/watch?v=zn7-fVtT16k
Experienced Forum User, Published Author, Skilled player (1890)
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An easy way to solve this is to use the turbo feature of lua. Basically "if (downtime) then (turbo mode) else (normal speed) end". I've made this kind of script (just for fun) for a few games, Solstice for example, and it works well. Actually skipping the cutscenes would be harder - if done in the emulator, you'd need savestates on all places where you skip a scene. .avi-editing is probably easier then.
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Your pictures clearly look a lot better than mine, in particular the color scale image. All colors look more correct too. Perhaps dithering is the way to go. I don't know how much time it takes to apply the scolorq filter, but my 2x2 filter takes 1-2 minutes per image (although the code isn't optimized, so maybe I can get it shorter).
Experienced Forum User, Published Author, Skilled player (1890)
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I made another approach where I divided the picture into 2x2 blocks and looked for the best combinations of 2 colors (one color in the NW and SE corner, another in the other two corners) for each of these blocks. This took care of the grey-scale issue, but the resolution isn't very good now: EDIT: Some more images with this approach: As you can see, it still has some trouble with smooth transitions, but I think it looks better now. EDIT2: One more to show the differences - First one is the one made with my first script, then comes the 2x2 version, and lastly the original: Flygon's picture made with the 2x2 script:
Experienced Forum User, Published Author, Skilled player (1890)
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Interesting, there are some noticable differences between the Lab version and the old version. Original: Old version: Lab version: I'm not sure which one is best of those two.
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I tried using the euclidian distance in the Lab color space, but the image got even greyer: I double checked that the program works correctly, and it seems like it does. Strange...
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Flygon wrote:
[...] but I would really rather use the algorithm that Randil has got going on here.
Here's the matlab-code, well commented. You should probably be able to read it even if you don't know matlab well: http://pastebin.com/A1RVMTqD This is the "mainpic" mentioned in the code: Good luck!
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To be fair, I have so far posted images that turned out good - my program has a tendency to choose gray instead of more colorful colors. For example this image: turned out like this: I think the problem lies in the distance function. I'm using the same one I used for the mosaic script I made, namely this: If the pixel you are to choose a color for has RGB values R1, G1 and B1, and color i (i is 1,...,15 since Mario Paint has 15 colors) has RGB values R(i), G(i), B(i), then the distance function is defined as d=|R1-R(i)|^p + |G1-G(i)|^p + |B1-B(i)|^p Here the RBG values are between 0 and 255. The script loops through all 15 colors and picks the one that gives the smallest d. p is a parameter you can change in the script. I used p=1 in the pictures I posted. I seem to remember Derakon mentioning in the Mosaic thread that you should weight the RGB values differently. I might need to do this. Another option would be to choose an entirely different distance function. Any thoughts on this matter?
Experienced Forum User, Published Author, Skilled player (1890)
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Some more that turned out good:
Experienced Forum User, Published Author, Skilled player (1890)
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RealMyop wrote:
Nice one's! I was thinking doing a short video that way^^but it might take ages. How does your programs work? Is it faster than the real Mario Paint?
Yeah, it creates a picture in about 2 seconds. Here's basically what it does: 1. Resize the image to 248*168 = the size of the Mario Paint drawing box. 2. Loop through all pixels in the image and compare its color to the 15 colors of Mario Paint. Find the color that's closest (according to a certain distance function). 3. Recolor this pixel to this color. 4. When the picture is done, paste the finished drawing on top of a game screenshot so that it looks like it was made in the game. Oh, and it seems that the white color didn't work on those images. Probably most noticable on the Mega Man X picture. With white color working: I'll try and upload some more later on.
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I made some mario paint images today with a matlab script I wrote. (These pictures were made in matlab and not in Mario paint, but they have the same resolution and color palette as a mario paint picture, so they could be made in that game.) Here they are if you're interested: