Posts for andymac

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Experienced Forum User, Published Author, Experienced player (619)
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Have you found any bells underground? because if you have, it might be faster in some circumstances to initiate the pipe glitch in say pumpkin 1. Then fall through the floor, hit the bell, and then die in whatever level you please in order to start halfway. Also, you missed some of the levels where the pipe glitch can be used. Mario 2 is one of them. Just run to the right. Whether this is faster or not is questionable. you can use the pipe glitch on tree world 3rd level: the one on the right.
Measure once. Cut twice.
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Seriously though, it only took three weeks to do the whole of world 1, and two and a half levels from world 2. So I won't be overly disapointed if it has to be redone to save the frames.
Measure once. Cut twice.
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TRT wrote:
Hmmm, yes that makes sense. But I think its too late for me to change emulator versions at the moment.
Lag reduction is present in a later, better version of the emulator. There is no reason for you to change back.
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No because 1. I didn't absolutely need to. I would have gotten two stars and a flower in 1-5 anyway 2. If it aint broke don't fix it. I won't finish world 1 any faster. Also, there is no "mushroom glitch". It's the same as waiting for the card to change. EDIT: in other words, I can't be fucked hex editing in your old WIP. It took me about 4 hours to get the right horizontal and vertical subpixel remainder and a 4 frame delay at the end of 1-1.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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Newer versions of Desmume has lag reduction. which is probably the reason that the map screen runs slowly on one, and faster on the other.
Measure once. Cut twice.
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Mitjitsu wrote:
I have slight issues on the way you've done the first stage. 1-1 in your WIP is improvable by a frame. That is if you eliminate the frame of lag as demonstrated in one of my old WIP's shown here . It should be easilly hexable into the current WIP.
1-1 was not done by me. It was done by you and Lord_Tom (sorry if you have any problems with this). So was 1-2. There are no frames of lag whatsoever. I did however hex in four frames of wait at the end of 1-1 (no lag) so that I could get no star cards by 1-5. (This doesn't save or lose any time it's just for effect. You would have needed to wait for the box in 1-F anyway for optimal hammer bros movement.)
Just saw the youtube.com vid. That is awesome! I really liked the stutter running! What an improvement!
I'm eliminating the stutter running in 1-6 in favor of a slightly better strat (for the record, the strat used in the youtube vid is still faster than the current published run strat. Also, I think I will redo from 1-5, because there is one frame of lag there which I know can be manipulated by improving the initial subpixel position.
Measure once. Cut twice.
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I know DaTeL237 is correct. If you were to construct an odd sided die with say, 10 001 faces, you would expect the prisim to become extremely narrow, to compensate for the small projected size of the side faces of that particular prism. As the number of faces approaches infinity, the end faces area aproaches 0. The end faces of the prism would indeed have the same area on a spherical projection, but it would seem clear to me, that a toothpick is not going to land on it's point, but on it's edge. If we were to say that the toothpick has 10 001 faces, then we would say that this prism indeed has an appearance similar to a pin at this point. In reality, we would never expect a pin to land on it's point, but theoretically, let's consider the times when the prisim does land on it's point, however unlikely that may be. The prisim would need virtually zero rotation in order to land on it's point without tipping. and with a dice roll, the probability of this occuring would be expected to be below 2/10 001 because the act of rolling a dice practically means (almost by definition) that significant rotational force is applied. (however, we cannot discount rotation on the axis perpendicular to the end faces) However, I don't have any proof at the moment. This was purely made by intuition. correct me if I'm wrong. I also think it is possible to create fair prisms. If the above is incorrect, then assume that the end faces are infinitely small. Then there is literally zero chance of the object landing on it's end faces. However, make the side faces smaller and smaller in comparison to the end faces, and there is zero chance that the die landing on a side face. Somewhere in the middle, there is a happy medium where the probability of the die landing on any face is equal. If you read further down the article, you would have found that there were indeed errors with the spherical projection model, however, to manage with the errors, there is another model, called the energy state model, which take into account the energy required to topple a die onto a more stable face. I quote:
Before the first bounce, the [spherical projection] Model can be used to determine which face of the die has current influence ... the amount of energy possessed by the die decreases geometrically with each bounce . In order for the model to work, some nth bounce must relate to an identity matrix, relating to a state where there isn’t enough energy left to shift the die from any face to any other face.
The spherical projection model does not take into account the shape of the dies, and therefore can be inaccurate. I would say that given a sphere divided into n portions with equal area, the die would be fair, but a shape that produces the same spherical projection will not necessarily be as fair.
Measure once. Cut twice.
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heh, I've been using SVN builds because of the memory watch dialog. I have not have any inter version desynch issues though, even on hour long test videos. (i.e. they sync on both v21 and svnxxx)
Measure once. Cut twice.
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The TAS has indeed been started. http://www.youtube.com/watch?v=nZQWbc6im-E There is an improvement to world 1-6 discovered by lord tom. http://cid-de1e7fef4aaf7e0d.skydrive.live.com/browse.aspx/.Public/SMB3%20warpless?lc=3081
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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That happened to me. Some guy came up to me and said "Hey, did you know that you can beat super mario 64 in 5 minutes?" I didn't want to ruin his moment so I said "Whoa, really!"
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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Seeing as some of the evolved forms of some pokemon can be caught relatively easily, I think you should consider doing that instead of evolving all the pokemon.
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Who's your brother. Anyway, I generally don't talk about it. Simply because it's not an interesting enough conversation topic.
Measure once. Cut twice.
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Really? Sami's TAS clocked in at 2:24. the run at SDA clocked in at 2:40. that sounds like 14 minutes difference to me, and that's not including cutscenes. any timing differences. These include cutscenes, and the such. EDIT: It appears that SDA used the in-game timer. In which case Sami beats the SDA run by 40 minutes.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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No, because you don't get that star with the 100 coin star. You can get the bully star in 12 seconds, which means there is little room for improvement anyway. Currently, inside the igloo is the fastest star with the 100 coin star.
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Experienced Forum User, Published Author, Experienced player (619)
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yes, and no Yes, simply repeatedly reload a savestate at the end of your movie, and then stop the movie recording. No, Mupen64 does not store EEPROM data in the savestate. Some games work, and some don't. You might need to load the savestate, and then save, in order to restore the EEPROM file. Mupen64 is one of the worst emulators, and many functions do not work as well as they should.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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Use a proxy server maybe?
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Experienced Forum User, Published Author, Experienced player (619)
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Definite yes. I am always weary of voting on SMB submissions since they always seem to get improved. Good luck on the next warpless submission.
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I don't think google has the authority to add ads to other people's sites. The site administration is responsible for those ads on the front page. Anyway, you should just put up with it. These ads are in place so that the site can still keep running. If you don't like the ads, you can always donate. If there are sufficient donations, there will be no ads.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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This game has a very bad case of foot sliding, and games that don't have variable height jumps get on my nerves. Overall it was reasonably entertaining. I wasn't wildly amazed, but I still think it deserves a yes vote.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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In GTAIV, I got on a motorcycle and fell through the floor. About 20 seconds later, I found myself on the top of a random building.
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Look, do whatever you want, but don't expect people to necassarily accept your run on TASvideos. I'm just warning you, but if you really want to do an RBA run on MQ then go ahead. I won't stop you, and nether should anyone else for that matter.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (619)
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I also doubt you have seen a blj from inside the WF room to CCM, or vice versa, yet they were on your route, and also on mine.
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How many stars do you need for MIPS 2? because I can always slot in BoB and PSS before the basement without losing any time. like this: BitDW blj from stairs in BitDW room to: CCM blj to WF or WF blj to CCM blj to basement door from stairs in CCM or WF room. VCUtM warp back to start TotWC blj to PSS warp back to start then blj to BoB blj from stairs in BoB room to BBH Go to basement door get MIPS while bljing to SSL from 0 star stairs. SSL LLL Toad <- insert mips here somewhere CotMC HMC blj from HMC stairs to DDD BitFS warp back to start and blj to PSS2 warp back to start then blj to JRB
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Experienced Forum User, Published Author, Experienced player (619)
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That was epic. Agrees with SL
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Experienced Forum User, Published Author, Experienced player (619)
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I'd pay to see 5 or 6 games simultaneously played to get all 250 pokemon from the GSC series with the help of all of gold, silver, crystal, red, blue and yellow.
Measure once. Cut twice.
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