Posts for Xkeeper

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Bisqwit wrote:
a sound stomping of original code
I can't even tell what language that's in. (And you don't have to paste it in; just save it and open it from within QB!)
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Post subject: QBASIC clock!
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source (warning: sucks) *015010 <Bisqwit> If you're going to post/edit something, do it now, it'll be down for an estimated time of 3 hours Yes.
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Baxter wrote:
Putting all that aside though... a line clear takes really long... and the 25 lines should be completed with 9 line clears (8 tetrisses + a single line, or a variation on that). You had 13 line clears, which is really unacceptable. I don't know if the input is really optimized or not, but even completely unoptimized TASing, with more planning could get a time that's faster than this.
The range of places you can move pieces is much smaller than you seem to realize. Getting all tetrises is likely impossible, or at the very least would require so much luck manipulation it would be faster to just not bother.
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mmbossman wrote:
1) Keep the number of different branches per a game minimal. 2) There are no laws that work in all possible situations. Each case is slightly different, and a judge is required to use multiple perspectives when judging a movie: both short-term and long-term consequences
I love how absolutely contradictory these are. Super Metroid is one of those games that has quite a large viewer base, and I'm having some severe trouble seeing how other runs of it are honestly that bad (boo hoo, we have an extra entry in the bloated SNES movies page! forgive me while I go roll my eyes) Then again, this is the same site that, iirc, rejected the CCC Mario 64 TAS because oh noes! its a real-time goal! and we cannot have any of that. That goes for the 16-star TAS, since, after all, having a middle-man movie between 0-star and 120-star (shows nothing of the game and shows everything]) is bad!
3) Do not impose artificial restrictions on the run. Such as “No usage of this particular weapon”, “Both high score and fast time” (how should we compare that run to a future one?), or “No jumping except where necessary”. It is possible to set auxiliary goals, such as “as high a score as possible without wasting time”, but, as stated, it must not interfere with the primary goal of fastest completion.
Yeah, this is a real concrete rule. Never been broken. Oh wait.
it must not interfere with the primary goal of fastest completion.
I remember back when it the idea of having movies that didn't rush though the game as their only goal was plausible.
Please note that we do not accept an indefinite number of variants for any given game. Any more than 3 for a game is very uncommon. Most games have only one movie, simply going as fast as possible with any means. A handful of games also have a movie which shows more of the game, such as no warps, or 100% items, or without a glitch that takes you straight to the end.
Because as we all know, having more movies is bad bad bad. I'll go work on another version of SMB3 that beats the game a few frames faster, since at least that will be published (and likely with a lot of fanfare because ooh important)
Accept it or don't, I don't care.
As much as I love all the Saturn hate, this is just one of those instances where I've gotta side with him (and nineko and the likes). I'll be blunt. There's a reason that friends who link me to TASes never link to them here any more.
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might as well have been what adelikat wrote:
LOOK AT ME I AM A POMPOUS ASSHOLE WHO IS WILLING TO THREATEN PEOPLE WITH BANS BECAUSE THEY SUSPECT AN ADMINISTRATOR OF THIS FORUM HAS A PERSONAL BIAS AGAINST PUBLISHING CERTAIN RUNS.
However, I am against publishing the movie on the grounds that it uses a suboptimal vehicle. Using the SMB2 "princess only" movie as precedent is fallicous, as (IIRC) it was faster than any of its contemporary runs.
good thing that smb2j luigi movie never got published! oh wait
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The worst part about this was skipping the non-timed scenes at the end. :( By far. The best would probably be the exploding decors at the edges of roads. Exploding piles of hay? yes. The music isn't bad and it isn't that long. Too bad the AI isn't seen at all after the first few seconds, though. :( Voting yes.
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The problem is it isn't a PHP site. A PHP site is a site that can be archived and moved somewhere else without any trouble. Just based on the wiki code I recieved from you, it requires a very specific setup involving having certain cache utilities installed and other things. Just getting the code to work on my server required gutting a large amount of it, and even then it was still very subpar in terms of stability and working (some things would crash it). If it was as simple as copying a MySQL database, a PHP site, and editing some .htaccess files, then no problem. But as it is, it's not something most web hosts would be able to handle with standard packages, and few people are privledged to have an ISP that not only allows connections on port 80, but also allows actual server hosting and static IPs (most TOSes I've read are very adamant about not hosting medium/high traffic web servers). If I had the capability to host it on my DreamHost account, I would without question. But between lacking SOAP, missing memcache, and several other things, it isn't possible.
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eternaljwh wrote:
Xkeeper wrote:
Brought to you by Acmlm I wonder what kind of reaction this will get...
None at all thanks to lastofpageness, it seems.
Yeah, kind of surprising, yet not at the same time. It's probably worthy of its own thread, but I was hoping for a bit of a ninja reaction here. Oh well.
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Brought to you by Acmlm I wonder what kind of reaction this will get...
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DarkKobold wrote:
alden wrote:
In a re-release of the game, Nintendo turned the Minus World into a reward. In place of the repeating, boring water level were three new ones that the player could actually finish, and when they completed them they unlocked a “stage select” feature that let them jump anywhere in the game.
I always thought that the different FDS "minus world" was a result of the code being in a different format (or some such other technical mumbo jumbo). Was it really intentional as the article suggests?
According to Wikipedia, SMB1 was released in Japan in 1985 for FDS, and North America in 1986 for NES. The youtube video he links to specifically states that it is the FDS version of the game, and according to themushroomkingdom.com, the effect he describes (level select) has always occurred in the FDS version.
That's kind of funny, because the Famicom Disk System was released in Feburary of 1986. The NES version of Super Mario Bros. was released in 1985. You can put two and two together from here, I imagine.
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Post subject: Re: The "Double Dribble" test - Luck manipulation on a real NES?
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I'll get back to you in a month or so. At the moment the only way I can play Dubble Dibble on an NES is via PowerPak and we all know how useful that is in checking cold-boot statuses.
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I would've liked seeing this one better :\
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As much as I love to spread the Saturn-is-a-pretentious-asshole sauce, I'd like to see the 14% published. I personally don't give a shit how many categories Super Metroid has and have never really gotten the whole anti-SM argument. So what, the game's popular. See also CCC and 16-star runs of SM64. The thing I like more about the 16-star and 14% runs is that they actually show more of the game without being excessively long, whereas the 0-star run skips almost everything and the 6% run (?) takes an hour and a half to perform the most boring glitch ever. (Kind of funny in that regard, I guess. I've never been one to hate longer movies)
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superjupi wrote:
Huh... I feel lied to. I was always told the microphone feature was never used. :(
I know of a few games that use it: - That game already linked - Zelda 1 (Pol's Voice) - Star Soldier - Atlantis no Nazo There were a few other ones, but I can't remember any others at the moment. Keep in mind that the mic is really more of a sound detector, as it only has 2 states ("silence" and "something", i.e. 0/1). Very, very limited usefulness.
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adelikat wrote:
Removed? Are you implying FCEU ever had this feature?
I'm fairly positive it did at one point... Edit: Actually aparrently it never did. However, the VS System "Insert Coin" seems to be the exact same register.
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Post subject: Famicom microphone input?
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I looked around and the helpfile doesn't mention it... has this been removed, or is it just hidden somewhere?
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I'm just curious, but when will we be seeing the ability to modify a ROM in realtime via Lua? It's not omgimportant (yet), but would be nice to have...
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Sticky wrote:
Jesus, Barney DID get a vote! Everyone: make fun of Xkeeper :P
Er? I was under the impression that not considering the April Fools submissions would be obvious. I guess not. TASvideos surprises me again.
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alden wrote:
Well, I would submit everything from my vanity publishing pageGruefood Delight, but decided maybe to just list a couple
Okay then, I submit everything else (aside from cancelled ones).
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Warp wrote:
words
Hey, I like that idea.
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FODA wrote:
Xkeeper wrote:
- There are people out there who would still enjoy a run of a game, even if they are not members. See: Yo! Noid TAS.
Uh... I think in the case of this game is exactly the opposite. This game is quite popular (and unpopular at the same time). Love it or leave it.
...that would be what I said (that there are people out there that would enjoy the game, even if the audience here is not very receptive of it).
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Baxter wrote:
Ferret Warlord wrote:
There also seems to be a good number of "Rejected because an improvement was submitted before publication," type rejections.
Yeah, and also some April fools submissions, that only got yes votes since it was the first of April.
Yes. Generally when I refer to "rejected movies I would have published", I mean things like Catrap. Serious submission, but relatively unknown game. I was originally going to remove the pre-publication obsoletion and joke submissions, but the amount of work required made it not worth bothering.
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Derakon wrote:
Does that discount the runs where the author decided to cancel the submission for whatever reason?
Those are shown as "decision: cancelled" on the site and are not included in this list.
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I still think that standards for "game popularity" should be either dropped or lowered significantly, to the point that if a movie is well made, game popularity shouldn't be a huge factor. - There are people out there who would still enjoy a run of a game, even if they are not members. See: Yo! Noid TAS. - There is a constantly diminishing pool of games to TAS for simpler consoles. Someone who makes a movie for one of their favorite games may find their movie rejected if it isn't one many people know of. ...which is why I'm all for dumping the requirement that a game must be popular, or even good. "Bad" games will be overlooked by people that do not care, but can possibly give someone a starting point if they happen to be looking for videos of a particular game. To that end, I also think relaxing the restrictions on what kind of movies would be publishable is a good idea. For example, honest question: Would the judges publish something similar to this movie? Dr. Mario: Combo Challenge 2 There are some controversial problems with this movie: - It uses a hack, to get past the limitation of luck manipulation (or rather, a lack of it) - It doesn't aim for speed, and instead aims for a semiarbitrary goal of entertainment and large combos. (By "similar to", I mean one that plays though all levels, for example.) It's just a question to test the waters if something like that would be acceptable.
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Warp wrote:
AngerFist wrote:
Look, if you really want to be picky about it, so far, 56% of the votes are yes = majority of the viewers liked it.
How many rejected submission have had a minority of yes votes?
List of all rejected submissions, ordered by votes in ascending order (0-vote submissions omitted). Seeing this list is kind of distressing.
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