Posts for Randil

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boct1584 wrote:
This might just be me being arrogant, but I think my WIPs had a bit more entertainment value, because I was using the kick-to-backflip a lot, and IMO it looked cooler. Unless I missed something, you used it once, in Stage 1 before the morphing point.
Yes, I think this is a valid point. I agree that the kick-to-backflip move is cool, but unfortunately, it's usually slower than the strategies I used. I will continue to keep it in mind, perhaps it can save some time in the future. boct1584: Could you re-upload your WIP for level 3? The old links don't seem to work anymore. I have done level 3 today too, here it is.
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I got INTJ. I'm not very surprised about the result. Fun test!
INTJs’ precision thinking and need for accuracy causes them to be inflexible at times. Having thought out a strategy, the INTJ may stubbornly disregard those who they think have not spent as much time reflecting on an idea as they have. This, along with their drive to produce something significant, can make them demanding and difficult. If their plans and solutions fall short of their high standards, INTJ's feel pressured — as if everything is on the line. "Everything," for an INTJ, is the competence and ability to produce something significant. Fear of not living up to this expectation will increase their stress and possibly dissuade them from risking or trying out their ideas. They may then find themselves thinking about ideas that do not have a meaningful or productive end. When stress increases, the INTJ can become argumentative and disagreeable. Social interaction, which is not their strength, becomes increasingly difficult for them. Not trusting their own abilities, they become preoccupied with obsessive notions. The INTJ may then find themselves spending an inordinate amount of time fighting horrible thoughts, tempting absurdities, and feelings of worthlessness. Fearful of others recognizing their perceived failure, the INTJ incessantly ruminates about mistakes, inadequacies, weaknesses, ineptness, and incompetence. Because this distracts them from risking what little confidence they may have left in themselves, it therefore keeps them from obtaining the success and achievement they so desperately need. Careers This lists represent careers and jobs people of your type tend to enjoy doing. The job requirements are similar to the personality tendencies of your personality type. It is important to remember that this is not a list of all the jobs possible. And it is very important to remember that people can, and frequently do, fill jobs that are dissimilar to their personality... this happens all the time...and sometimes works out quite well. management consultant economist scientist computer programmer environmental planner new business developer curriculum designer administrator mathematician psychologist neurologist biomedical researcher strategic planner civil engineer intellectual properties attorney designer editor/art director inventor informational-graphics...designer financial planner judge
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To get my mind off any NES project, I've been working a lot on this these past few days, and I'm loving TASing this game. I have a WIP that completes the first two levels, finishing level 2 at around frame 31600, around one minute faster than boct1584's WIP. Here's the .smv. This game is definitely not trivial to TAS; most enemy attacks need to be tested with many different strategies. Overall, grouping enemies together and finishing them off with a 4 hit combo is usually the fastest way to go. Due to the complexity of the game, there are probably some strategies that I've overlooked. Please throw out any ideas or suggestions you have. I think this game makes quite a nice TAS, and I intend to submit this when it gets done. I found an additional TAS on youtube here if anyone is interested.
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2) For any number X of employees, the number of bosses, B, is: B(X) = floor(X/10) + floor(X/100) This is the exact solution. B(X), can easily be calculated by head - the first term is the number you get when you remove the last digit of X, and the second term is the number you get when you remove the last two digits of X. Then you just add these two together.
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Very fast paced, very action packed, nice graphics and sound, and seems very optimized. All that makes this an easy yes vote.
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mklip2001 wrote:
Pretty nice improvement! The game looks fairly slow, though I guess that makes sense if it's a game where one hit kills you if you're not powered up. (So, in fact, going for as long as you do with just the basic suitcase is fairly cool.) Also, this time around, it was a little more interesting since you could jump on birds and such. I'm a little surprised at your vehicle choice for bosses though. You didn't use the car on the first two land bosses and didn't use the tank until the very last boss. Is there not enough extra damage from these vehicles to be worth it to use them?
I'm glad you asked! I should probably add this into the comments too. All bosses except the last one has 41 HP. Your first form deals 5 damage, the second 6, third 7, and your final form 8. I kill all 41 HP bosses in 7 hits (6 hits in form 2 = 36 damage, then a hit in your normal form, = 41 damage), and the only way to kill them in 6 hits is to use the fourth form. Getting the fourth form before a 41 HP boss wastes more time than the ~90 frames saved by one less hit. The last boss has 100 HP, which allows me to kill him in two less hits with the strongest form, making it worth the extra time to get it. EDIT: Another problem is that your invulnerebility time in this game is quite long, about 3 seconds. If I use form 4 to kill the boss in 6 hits I don't have enough time to revert back to my first form. Basically, if I kill the boss in 6 hits with form 4, I end the level with several hearts left, which wastes some time at the end of the level. Also, if I want form 4 for the boss I would have to transform to form 2 on the previous level, which in turn will give a heart countdown at the end of that level, so that's two levels with longer score countdown, which nullifies the 91 frames saved by 1 less hit.
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Sonikkustar wrote:
I liked the occasional reverse kills. They add some style to a somewhat bland run. Yes Vote. Speakingof things, werent you working on this with Kyman?
I didn't hear much from Kyman during this project. He made a short WIP on one of the water levels, but it was more of a test run. I got the impression that he was either busy with something else, or not very interested in this. I sent him a PM recently, asking if he was still interested in this, in which he replied that he had now started high school and didn't have time to TAS. School is a very good reason to take it easy on the TASing, I know that first hand. Me and Kyman were discussing some other games we might do together, so perhaps you'll see a team submission from us in the future.
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As you know, if the text for the starred movie that pops up on the front page is too long, there's a "Read more" link that leads to the publication. For some movies, this "Read more"-link doesn't work. In this case, the link doesn't lead anywhere. The movies I've noticed this for are: *Bionic Commando *Donkey Kong Country 2 *Super Mario Bros 3 It seems the bug is that the first word that the "Read more" link replaces is a link in itself.
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NitroGenesis wrote:
Haha, I did a short WIP of this game when I used slowmo instead of frame advance. What do you think could be improved anyway?
Well, there are several things. In particular in the rooms where I need to kill all enemies to proceed - I didn't test these room thoroughly, I kinda settled with "good enough". It's hard to tell how much (or if anything at all) they can be improved. Sections where I slow down before jumping over enemies can most likely be optimized more. There are some sections where I probably could have gained a bit more speed before making a jump or so. Shopping sections can also done a few frames faster. I also didn't have to talk to the girl at around frame 12500, I only need to give her the book (this is probably the only real "mistake", everything else can be hard to notice by the normal viewer). I've probably forgot a few things, and there is probably more stuff that I didn't even know about.
Post subject: Beetlejuice
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I made a TAS of this game that finishes in 11:17. There are several mistakes in it ( I suspect about 5-10 seconds could be saved), so I don't think it's submittable. Still, it is quite optimized, and since there doesn't seem to be any other Beetlejuice TAS or console speedrun around, you might enjoy watching it. Perhaps it can serve as a basis if someone else wants to make a more serious attempt. Here's the movie file and here's a youtube encode This game is ridiculously hard to play, and it's also quite hard to TAS. I made it a no-damage run, to add some entertainment value. If the movie file desynchs for you, try replaying it from start again, it should work.
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Nice job, I watched this while I had lunch today, and it kept me entertained (the TAS, not the lunch). I think I noticed some missed shots, and I couldn't find anything about it in the comments. It might be that they hit something off screen or so, but here's where I spotted them: *around 03:02 in the youtube video, there seems to be a missed shot (it looks like one of the shots supposed to hit the enemy passes under him). *at around 07:53, I think I noticed two missed shots. *at around 08:36, you shoot for some reason (the shot doesn't seem to hit anything). *Why do you fire the flame thrower at 10:55?
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A minor crash bug: If FCEUX has a deleted movie in the "recent movies" tab and you try to play this movie file, FCEUX crashes. For comparison, if you try to open a deleted memory watch file in the "recent" list in memory watcher, it simply displays a "file not found, remove from list?" message. Perhaps the same error message for the recent movies list could work.
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I made a TAS of this game, just for fun. It turned out 2 min 3 sec faster than max's run. It is also faster than Apo123's WIP. I decided to not waste ammo, for the sake of the run looking less sloppy, even though it does waste some time at the end level count down. Much faster boss fights, some new strategies, killing aliens faster and optimized movements make up for the time saved. Here's the movie file if anyone is interested. The Genesis version of this game looks/sounds a lot better, so that's probably the version that should be TASed, which means I don't think I'll be submitting this.
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AndyDick wrote:
Stage 3-4 has been Atlas'd!
Wow, that looked great, thanks for making these!
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I watched this on Sonikkustar's live stream, and I liked it. It seems like one of those "bad game to play, but makes for a nice TAS"-game. Here's my yes vote.
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Warp wrote:
Randil wrote:
Well, by looking at the formula, it seems that for movies with few votes the rating lies closer to the mean for all movies. The more votes a movie gets, the closer this weighted rating gets to the arithmetic mean.
I think there's a confusion of terminology here, and I honestly can't understand what you are trying to say. "Mean", when used all by itself, is synonymous with "arithmetic mean", which is colloquially called just "average" (in other words, the sum of all the values divided by the amount of values). You probably meant something else with either term, or both.
Ah yes, I did make a typo. Here's what I meant: "For movies with few votes, the weighted rating lies close to the mean for all movies, C. The more votes a movie gets, the closer this weighted rating gets to the mean for the movie itself, R."
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Well, by looking at the formula, it seems that for movies with few votes the rating lies closer to the mean for all movies. The more votes a movie gets, the closer this weighted rating gets to the arithmetic mean. Here's a numerical example of how this might work: Let's say that the parameter m=5 and C=6.5. Let's also say that a movie currently has 5 votes in entertainment - 7.0, 6.5, 6.3, 5.5 and 1.2. With the normal mean vote, that 1.2 value will affect the mean quite a lot, giving a mean of 5.3. Using the weighted rating, now with R=5.3 and v=5, we plug everything into the formula above and get the weighted rating W=5.9, a bit higher than the mean value, which is what we wanted in order to make that 1.2-vote less important. For movies with few votes, including those where one or more of the votes are outliers, this weighted statistic will push the rating closer to the mean for all movies. Of course, we would have to decide on a value for m if this formula is implemented. Right now a movie needs (I think) at least 3 votes if you want to look at the movie's ratings, so perhaps setting m=3 is a good idea. If a movie has many votes, those "extreme votes" won't affect neither the normal mean or this weighted rating much.
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Instead of using the arithmetic mean, how about using a weighted rating similiar to the top 250 rating system in IMDB, defined as (taken from the bottom of the top 250 page): "The formula for calculating the Top Rated 250 Titles gives a true Bayesian estimate: weighted rating (WR) = (v ÷ (v+m)) × R + (m ÷ (v+m)) × C where: * R = average for the movie (mean) = (Rating) * v = number of votes for the movie = (votes) * m = minimum votes required to be listed in the Top 250 (currently 3000) * C = the mean vote across the whole report (currently 6.9)"
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There's an old thread for this game here.
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Flygon wrote:
Also, Randil, you do realise that YouTubes limit is now 15 minutes, don't you?
I realized that about an hour after I had uploaded the run, which was kinda awkward. I thought 10 minutes was the limit. Well, now I know for the next time.
Onyx3173 wrote:
Out of curiosity, why do you go into the pause menu two or three times?
This was done to select the potion that makes all objects in a room disappear. Each time you want to use a potion you have to enter the menu and select it.
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That was crazy. I have no idea what just happened, but I liked it. Here's another yes vote.
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Ironically, it's been almost exactly 4 years since I proposed a 100% run of this game. These past few days, I've been working on a 100% run of this game, and I finished it just now. I did the run solely because I love TASing Solstice, whether or not this is submittable material is up to you viewers. The route used is the same as Lucid Faia's run, found here. However, I use many new strategies and better bottle use. As always, one shouldn't compare a real time run with a TAS, but to give some kind of comparison, my TAS is roughly 2min 37sec faster than the SDA run. Here's the .fm2. I have also uploaded the run on my youtube channel into two parts: youtube part 1 youtube part 2 Enjoy!
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Sonikkustar wrote:
If there isnt anyone working on this, then I might give it a shot.
I would definitely be interested in watching what you can come up with, so I wish you good luck!
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Great improvement! I can understand that those 49 frames were hard earned. Easy yes vote. Regarding potential future improvement: How many lag frames are currently in this movie? Any hopes of saving any more frames by reducing lag?
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I've recently familiarized myself with the RAM Watch feature of FCEUX and I really like it. I will abandon memory watch in favor of RAM watch from now on. This leads me to the question: Would it be possible (or are there any plans on) to add a feature that can convert old memory watch files to RAM watch files, similiar to the fcm->fm2 converter? I realize that RAM watch files need additional attributes for each address (such as if it's signed or unsigned), but perhaps all these attributes can be set to some default values when converting.