Posts for Randil

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About the mirror problem, it sounds like a frame rule thingy, especially since it's 32=2^5 frames slower. If you use the mirror 1 frame later, does it take the same time to use? What happens if you use it, say, 16 frames later? Another possible cause of the problem is that there are more sprites in the RAM memory in your case compared to the published run, and that's why it takes longer to load. You might want to test if it loads faster if there are no sprites at all on screen when you're using the mirror.
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That's not what I had in mind, but you seem to be right. :) However, it's possible to construct f(x) as an explicit function of x, or to be more accurate, a polynomial of degree 3, involving 3 parameters that in turn depend on x. So the function should look something like f(x) = g(p(x), q(x), r(x)), where p,q and r are functions of x, and f is, as before, the number of solutions. EDIT: Hmm... I just noticed a flaw in my solution, so I'll have to revise it. So, umm, perhaps you can scratch my idea. :P I'll look into this some more, hopefully it's just a minor flaw. EDIT2: Okay, scratch that part about polynomial solution. It is however possible to give an explicit solution f(x) to this problem, but it can't be simplified much, at least not that I can see.
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Topic revival! Here's a fun problem I thought of today: Given 4 strictly positive integers a1,a2,a3 and a4 that satisfy a1<=a2<=a3<=a4, how many solutions are there for the equation a1+a2+a3+a4=x for an arbitrary positive integer x>=4? For example, with x=13, one solution is 1+1+2+9, and another is 1+2+3+7. Provide your answer as a function of x, and simplify f(x) as much as possible. You'll probably need to construct some helper-functions to simplify it as much as possible. I solved this earlier today, and I found it pretty tricky to figure out. Perhaps it's not very hard at all, and it's just me who's making the problem harder than it is. Anyway, have fun! :)
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moozooh wrote:
Hmm… near the end, you enter a room with an elevator, which you first bump from below (at 05:09) to make it rise faster. But after it starts rising again, can you bump it once more at ~5:15 and then jump on it immediately?
Hmm, good eye there. I'm ashamed to say that I haven't tried it, but my guess is that it won't leave me enough time to get on the block again. I'll try to do some tests on this and see how it works out. EDIT: Tested this now, and unfortunately, it doesn't work. I don't have enough time to jump up on the block again after pushing it up from below.
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He means that you can indeed save time in some places in the run, but these savings will be nullified by the frame rules in the game. For example, if you save 1 frame in the first level, it will take 1 more frame for level 2 to start. At least I think that's what he meant. :)
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vgmrsepitome wrote:
I'd love to see a TAS of Kid Niki. Has anyone tried this one?
Yes.
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qFox wrote:
It is most likely a config problem. Next time it happens, can you try just moving your config to a different directory, restarting fceux and see if it still happens. Probably not. If so, please upload the config somewhere so we can check it out and debug a bit :)
Thanks for the help, it was indeed the config file that's the problem here. By replacing it with a fresh one, the problem was solved. But because all mapped hotkeys and such were reset too, it's not a good solution for me. Here's my config-file if someone wants to take a look. EDIT:
alden wrote:
Eh, that happens to me too... a workaround to get it back is right click on it's panel on the taskbar (what the hell is that thing called?) and choose Move. Now push one of the arrow keys. Wiggle the mouse and the window should magically appear. (this is a good fix for anything that gets moved off the screen!)
Thanks, this worked very well! :) But it would be interesting to see what the source if this problem is too.
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I've been experiencing a weird bug with Memory watch with FCEUX 2.0.2 for a while now, but I'm not sure whether it's the emulator or my computer that is messing up. For reference, I'm using Windows XP home edition. Here's the bug: After having downloaded and unzipped FCEUX, memory watch works as it should - when clicking on memory watch under "tools" memory watch shows up and works as intended. However, after having used the emulator for a while, memory watch does not appear when clicking on memory watch under "tools". Or rather, it appears to be open (you can see that it's running when looking on the start menu or under task manager) but it's no where to be found. It's almost like it's been dragged way off from the screen without a way to drag it back into the screen again. I'm not sure what triggers this problem, I just note that after having used the emulator for some time the bug appears. If I delete and unzip the emulator again, the problem is gone, but I don't want to do this each time the bug shows up. I'm sorry if all this sounds confusing... and as I said, perhaps this is a problem with my computer. Would it help if I upload my executable file (or whatever file stores information on the position of memory watch) somewhere for you guys in the development team to take a look at?
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Interesting idea, but as Derakon pointed out, I think you got the countries wrong. Both me and Walker Boh are from Sweden, and adelikat is from USA.
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Experienced Forum User, Published Author, Skilled player (1890)
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Kitsune wrote:
Isn't this a sequel to Solomon's Key?
Yeah, it is, the graphics are very similar too.
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There is an old thread about this game here. Ragowit has submitted a run of this game, and I made a testrun of the first levels, but it's not a very good game choise because the run would be about an hour long and the game itself is pretty straightforward, most levels have exactly one solution, so there's not much room for you to do unexpected things.
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I like it. It will take me some time to get used to it, but overall I agree that it brings the style a few years forward. And I noticed that we got a new slogan with "When human skills are just not enough". Sounds good! I also noticed that there's a suscription page now. I'm not familiar with this feature, how does it work?
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For those of you who didn't know, SDA added a MM9 speedrun this Tuesday, here.
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Really nice glitching in Palace of Darkness. I sure wasn't expecting that at all. Two thumbs up!
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theenglishman wrote:
Gradius I music in LittleBigPlanet (done by me). I think it's decent. http://ca.youtube.com/watch?v=_g0aF50N_H8
Nice remix of the Gradius theme, but I couldn't quite follow what happened in the video... All I saw was a guy pushing a box in front of some cubes while the music was playing. :P
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qFox: The script works, but when it's running, the game doesn't respond to my own input, just the input added by the script. You talked about storing future input in a table, does that mean that when the script is running, the game can't accept my own input, just input from this table? Dromiceius: I modified your script to work for FCEU (changed snes9x.frameadvance() to fceu.frameadvance() and changed to another condition), but once the condition was met, the script held down right the whole time, even when the condition wasn't met anymore. Seems there's a difference between FCEU and SNES9X in this case.
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How do I make a lua script that adds input under some simple condition? For example, a lua script where I want to add the input "right" when recording a movie whenever RAM address $0000 is 0. Is this possible to do with a lua script? I still want to be able to add input of my own, I just want the lua script to run in the background, automatically pressing right for me when the condition is met.
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Nitsuja made a SMB3 run for the SNES, which can be found here.
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When recording a movie, FCEUX 2.0.3 doesn't display frame counter when the emulator is paused or when frame advancing, but the frame counter does show when recording in 100% speed. And I do have the "Display frame counter" option checked. This bug wasn't present in version 2.0.2.
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Once you have the pixel positions, finding subpixel positioning isn't very hard (if, of course, there is a subpixel address, which there usually is for platformers. Here's one way to do it: You need to study how your pixel positon changes when running forward, for example. If your pixel position increases by 1-2-1-2-1-2-... then it's likely that your X pixel increases by 1 and X-subpixel increases by 128 every frame. Thus you need to search for an address that alternates between two values that differ by 128, probably 0 and 128. Of couse, different movement patterns give you a different subpixel speed. If you X pixel position increases by 1-1-1-2-1-1-1-2-... then it's most likely that your X-subpixel increases by 64 each frame. For vertical subpixel you can use pretty much the same technique, but it can be a little harder to find the exact speed. A thumb rule rule is that if you move x+1 pixels on a frame where you suspected that you should have moved x pixels, your subpixel position probably hit 256 and was reset back to 0. But overall, what Comicalflop said is often true - if you do have the pixel addresses, the subpixel addresses are often very close, but not always. Hope this made some sense.
Post subject: Re: How did this happen? Cesar Millan's Dog Whisperer
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Highness wrote:
I will personally download WinNuke95 and blast your computer away if I see YOU publish a TAS of this game. Yeah... It's a threat, and promise. ;)
Dude, you know as well as I that it's not possible to TAS Nintendo DS games yet... but if it were to be released on GBA it would be interesting to see it TASed. ;) I know I would watch it.
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I'm having problems signing up on you homepage. It says that cbc.qfox.nl is using an invalid safety certificate, and that the certificate is only valid for pathsharing.com (I hope I translated everything right, I got the message in Swedish). Is there something wrong from my side?
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Looks great. I enjoy watching these very optimized WIPs. Good luck on the third castle!
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Warp wrote:
I think this isn't even a joke video, although that's hard to believe. http://www.youtube.com/watch?v=65uNCLBTje0
I remember that they used to show that show on TV many years ago here in Sweden... I haven't seen it since, though, but I did remember that credits song!