Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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darkshoxx wrote:
In the past, we have basically required DOS games to be TASed using settings for the emulated PC that would have been roughly equivalent to real systems around the time a game was released.
Is that written somewhere? It has been very tedious to find exactly which sets of rules apply to your run and where to find them. Can you kindly provide a link to that?
All I found was https://tasvideos.org/MovieRules#GameplayMustBeAccurateToHardware
Which states that "environment settings explicitly supported by the game or its documentation are allowed"
The ScummVM documentation however specifically mentions the "really REALLY fast mode" you get by pressing "Ctrl + g"
Do you have a link?I see. If that mode exists in the original game then it feels legit.
darkshoxx wrote:
This makes it the second piece of positive feedback, together with 1 negative vote and 78 views on my unlisted video of people who watched it but didn't dare to vote at all.
Forum is not very active lately.
darkshoxx wrote:
I'm a bit afraid this means we have reached everyone who had an opinion and was willing to share it.
If this is the last voice before a judgement on whether I'm allowed to continue on this or not, any chance that, even if not allowed in general, we make this a test case and see how it goes? And to avoid opening floodgates, a restriction like "if you submit an uncapped run, you must ALSO submit a capped run."?
Figuring out something we're conceptually not ready for is the hardest part. It involves a lot of technicality, and not only the forum is almost dead these days, but we only have like 2 people in staff who understand this technicality, very few people available who control the global site vision and trends, and there's very little match between those 2 groups. Things related to the community in the general sense we can resolve easily because we've been part of it all for years. Insane wizardry related to edge cases with game code or sensible limits to arbitrary-in-nature reality is almost impossible to solve in a future-proof way.
So we have to rely on whatever we've always been sure about, and on things we've agreed on going forward. On one hand we have Judge Guidelines that tell us to evolve along with the community, and on the other hand we have all the previous decisions by staff and community. It's hard to keep the balance, especially when everyone is busy with real life.
But in any case, we can't rush this, and we don't want to act in a "deal with it" manner, so we're going to need more time on this and the other submission before anything can be decided.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I wanted to reply much earlier but got super busy... darkshoxx wrote:
Yet, one argument for keeping the restriction is that allowing things to be TASed at whatever settings an emulator is capable of producing could someday lead to runs that are simply so fast that little to nothing of the game is even seen at all in the resulting run/video.
and wouldn't that be hecking amazing? Wouldn't that look so cool? Imagine having a second version of the Olympics where doping is not only allowed, but all kinds of drugs actively encouraged, taking off all guardrails to find out "okay, but how fast can we REALLY go?"
Olympics on drugs would still use the same "game engine" (physics of the currently available universe), so it'd look vastly different from regular Olympics. If the only difference is speed, that's much less unique because one could speed up the video and get a similar result.
darkshoxx wrote:
Regarding the concerns about comparing these to each other, I agree that if the framerate is choosable, the "number of frames" is no longer a good measure of the length of a TAS, but the length in seconds, calculated as (chosen framerate)*(number of frames) is now a metric that can be measured to arbitrary precision and used as a comparison in a potential "choosable framerate" category.
So you could try to get a better run on 2000 FPS because it reduces the animation time, or on 500 FPS because the mutliple-second-waiting-sessions will have fewer frames.
Improvements that don't come from better optimization of gameplay (or menuing if it's all that's left to improve) traditionally don't result in obsoletion. If someone switches from one version of the game to another that has faster loading times or shorter dialog, that alone was never considered enough to count the new run as a proper improvement. Better optimization always needed to be applied. Sometimes new tricks saved so much time that overall duration was shorter despite weaker optimization in other parts, but we still counted that. Obviously if gameplay improvements are found, then one could add version switch to the mix to be even quicker in the end.
When comparing the 2 submissions, we explicitly discount "automatic" difference such as different framerate or loading times, and only compare sections with actual gameplay (I personally adjust game speeds to match in a video and then make a comparison encode). If new timesaves can be applied to old runs and make them quicker, that 100% counts. If the previously used version of the game made some improvements impossible, and the new version allows them, that still works as an overall improvement, because directly reproducing the old movie on the new version would not be optimal anymore - it'd need that new timesave.
When framerate is controlled by the user and directly affects game speed, we traditionally limited that to something that the game expects (old rules wording versus current wording), but the current wording is not as strict, because we don't have a lot of tech experts among staff, and tricky PC setups don't appear often in submissions.
To be continued...
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
The rules don't know about PVP yet. Multiplayer here has always been cooperative.
RetroEdit wrote:
For GAWG3, 150 stars is probably considered full completion and would require both players anyway. So it becomes a case where some PvP is part of the intentional progression.
If it's required for an existing standard goal then it doesn't need special clauses.
Overall, we publish minimum amount of players, maximum amount of players, and something else that is the fastest. If your improvement idea requires the second player to always be present, it's labeled "2 players" and co-exists with strictly "1 player". If it only involves the second player in specific places, doesn't need a label.
So how does the 2-player mode look in that game? Do the players cooperate, or compete, or take turns?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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In speed-oriented movies of fighting games, I naturally expect one move (or combo) being repeated infinitely with zero variety (barring manipulation). This run doesn't look like the same move repeated in the same way indefinitely, even if there are only a few movies here. Indeed it's hard to understand what's going on, but that's better than unbearable repetition.
I didn't enjoy it so I can't vote Yes, but it wasn't painful to watch either so I can't vote no. Meh then.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Looks like we're missing the "beat 'em up" genre. Not sure how good the tag would look if we format it correctly (apostrophe is unlikely to work), but they seem to also be called "brawler" games. So how do we call it?
Wiki: GamesHowTo#Fighting says we just have to call them "fighting" too and I disagree with that. There's no reason to randomly put one genre into another when there's a dedicated name for it that is clear and well-known.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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RetroEdit wrote:
PiePusher11, Fortranm, and I have been talking about improvements to #9128: PiePusher11's GBC Game & Watch Gallery 3 "50 stars" in 38:20.50 and one potential improvement suggested by Winslinator is adding 2-player to get extra stars from Judge B (the multiplayer mode of Judge). I've made a proof-of-concept movie that confirmed 2-player can probably reach the credits a little over six minutes faster than a single-player movie can.
My question: would a 2-player movie would obsolete a theoretical single player movie? After reading the relevant rules and looking at existing movies, I'm under the impression that both could be published side-by-side, but I wanted to double-check since multiplayer in this case is a two Game Boys with link cable and there's only a few movies like that.
For co-op multiplayer we allow them to co-exist, but for PVP we don't have an agreement yet, tho I'd need to see the video to understand.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Wii Party (Korea).rvz
CRC32: CCA9ED9D
MD5: F8FE5B2CD1C6C97B1FB43A352BF3CE82
SHA-1: 965F1E3DE4594528F6061825BDDEFF9D901D3CE9
and I'm getting black screen in hawk.
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nymx wrote:
Easy vs Hard...hmmmm. Samsara told me a year ago that as long as the routing of a game is different, then they are acceptable.
Right, this was with old rules that treated differences in any game modes as sub-games based if the amount of inherent gameplay difference is significant. The problem is that we never had an agreed borderline on when exactly we should considered it significant.
Years ago when rule clarifications were mostly decided my me and Nach, we set 50% of inherent gameplay difference to be required for different modes to co-exist in Vault. During the recent years admins and judges expressed that they disliked such a strict definition, so we retired it, but we didn't come up with any other strict definition that would be more encompassing. So it was mostly decided by a staff talk in each case.
To me it felt like we were missing something, though at the same time there weren't many borderline sub-mode submissions. But there were submissions done on differentdifficulties every once in a while, and most notably these two:
#9058: longbao's NES Rockman 2 Claw: Wild Version in 25:07.47#9084: longbao & CUI's NES Rockman 2 Claw in 23:47.43
They were done by the same author, and one of them was meant to obsolete an already existing movie, but during the judgment of #9058: longbao's NES Rockman 2 Claw: Wild Version in 25:07.47 I didn't notice the other one, so I thought the author just switched difficulty.
When I found out there was another submission as well, I really hated the idea of rejecting either of them, and with sending either difficulty to Alternative it's unclear which of them to prefer in Standard, in general. Playground would've been even weirder, so it wasn't even considered.
So given the current trend of the site to trust authors more in what they want to do, knowing that realtime speedruns already split by difficulty for some games, and considering how difficulty mode is one of the most fundamental, well-known, and clear explicit in-game options, I thought it made perfect sense to open Standard to another set of categories.
nymx wrote:
Take F-Zero for example...The easiest difficulty, allows for an inexperienced player to make mistakes and still be able to keep playing. For one...hitting the "sand", will not hurt your speed when using an S-Jet. On the hardest level, it affects it greatly. So an Easy run would certainly have the potential of being faster, yet not as impressive.
I agree, I just want to note that we don't have to only feature impressive movies anymore. We can feature whatever makes sense to TAS, and limit to things that we can technically still cover/process without major problems. Closer to a record archive.
nymx wrote:
While I'm on that same game...how about something off subject:
Another thing about F-Zero, are different cars. Now I can understand submissions that use different one, but in the end...I like the fastest version, even though other cars can create viewer tension and put you on the edge of your seat. In a way, this can create various levels of difficulty.
In the end, I like TASes that demonstration dominance over difficultly, with the fastest mechanics possible.
We don't seem to be ready to accept every character as a separate branch in Standard yet, so the same with cars. Obviously anything extra can still go to Alt if it looks good.
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ais523 wrote:
Allowing arbitrary opponent behaviour could be interesting in some situations, but generally isn't (especially because most games have an option to concede).
For movies that are clearly interesting to the audience, we now have a dedicated class called Alternative. In Standard, it just needs to be a well made speedrun record of some objective and well-established (standard) goal.
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eien86 wrote:
I disagree with allowing 'easier' difficulty submissions blindly. It needs to be examined case by case and only accepted when it leads to a substantially different solution. For example:
* In Mortal Kombat, using the easiest arcade mode results in a faster movie, but would be a pretty lame version of the hard mode.
* In a racing game where difficulty only affects AI opponent of the player's speed, the result is a faster movie but also a pretty lame version of its hard counterpart.
We spent a lot of years fighting against lame movies, the most notable example was trivial ones. Over the years, a lot of users and staff members grew tired of restricting allowed things, and having to resolve borderline cases every once in a while was only a part of the problem.
I described the history of the triviality ban in this relatively recent thread. The discussion that happened concluded that there are obviously still things we don't want to accept to Standard because it's technically hard to judge them as speedruns (non-games). But overall, if there's demand and people want to be TASing those games, there's only a limited amount of them anyway, and more importantly, we want to remain relevant as a site to not make users leave and create lots of TAS communities with rules they actually like. We want to be a universal platform for TASing because that way everyone is benefited by sharing all the common knowledge, resulting in more people working on more great movies.
So the idea I'm now advocating is if we let people do silly things they like doing, they'll end up doing great things we like as well. If "lame" movies are a problem, we need to resync our views on the general direction of the site.
The whole point of the class system is to have a few goals that don't require user feedback about their entertainment qualities, because over the years everyone got sick of having to ask for feedback for every single submission just to decide its tier. People simply stopped posting, so we decided to stop asking, for things that depend on objective fundamental in-game mechanics, which we turned into Standard goals. Goals that are subjective in nature, like "playaround" or some other esoteric combo of requirements and limitations, still depend on feedback by design and go to Alternative class if they look good. Alt won't have "lame" movies, because otherwise why even have a class for subjectively cool things?
So due to this fundamental separation of goals between the 2 classes, we simply apply different principles to their respective goals.
Standard goals are something that originates from explicit in-game options and is well established in the speedrun/TAS communities as common goals in general. We just operate on a level that's not per-game, so we have to have universal rules, not per-game ones like on SRC. Now it may in theory sound like a good idea for us to also switch to per-game rules, but we technically can't do that because we don't have enough enthusiasts around all the games our users want to TAS. A whole bunch of those games only have 1 TASer.
Alternative goals are all about case-by-case exceptions for something that people enjoy watching, much like old TASVideos. This class separation is something we evolved into over the 2 decades, I can link threads that highlight main points of that evolution if you want.
A game whose easy mode contains different (easier) levels than those in hard mode would be a perfectly acceptable submission.
That sounds like something that's always been allowed as a separate branch anyway, since it'd contain different (unique) levels.
I believe the judges must have the last word on whether an 'easy' version of the movie represents a substantial difference from its hardest mode and, if not, should preserve the right to reject the submission.
Yeah please check the threads I linked so far, and also this post (below the ruler). Everything we're currently doing in terms of policies is based on a universal consensus between uses and staff about direction of the site that had to be improved since the 2012 switch to the tier system.
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Truncated asked me to determine spawn delay in some of the autoscroller enemies, so I ended up test-TASing it with 1 player (I used cheats to get to that level, but otherwise I can provide the movie).
All enemies have a value at object offset $2E (from base address of the object) that determines how many frames later the next object will spawn. For most enemies that value is hardcoded to either be 120 or 180. For some enemies the delay starts ticking right after you've killed them instead of when they spawn, so you have to kill them ASAP. And for the third type of enemies, the delay is 180 + random value determined by RNG, which is in turn affected by shooting.
Shooting also affects the type of enemy that spawns and its posision. Sometimes you can manipulate long chain enemies to have short chains, with delay after you kill them, so that helps a lot.
Killing them optimally can be hard, especially without a spread weapon (and Truncated told me blue weapon doesn't affect RNG, so you have to use red). Each shot needs to eliminate one of the links in the chain, only then you can kill the top clown. Links don't become available for shooting right away, they have to scroll in enough, which starts from lowest, so you have to be on their level vertically, and then go up. You want to be right in front of the top clown when you do the last shot, but going too far to the right messes up elimination of links. At least not every enemy has to be killed optimally.
In the end, I got the level to last for 6631 frame (the time when $0xFFFFF5 equals 1026). Most delays seems to be set, even between last clown and level end.
Link to video
Script for BizHawk
https://github.com/TASEmulators/BizHawk/blob/master/Assets/Lua/Genesis/The%20Adventures%20of%20Batman%20and%20Robin.lua
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While the whole concept may feel anti-climactic, sub(standard)-play, objectivity of the goal was my only question, and I feel it's resolved by the very fact of how clear the goal is.
With Color A Dinosaur, the problem with the in-game task was that it was impossible to clearly define even if we try. It's inherently subjective there.
But I don't know of any other way to define a PVP goal as "one player wins". It may be subjective in that the game doesn't do anything to control either player, to compete against the main player, but it's still clear nonetheless.
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Hmm, we don't require versions of the game for different systems to look as different branches to co-exist, just to not be identical... Now while both versions of this game are Flash under the hood, this one has been actually revisited when preparing a Windows release. The route remained the same (main gameplay has not changed), but the entire game seems to have been made nicer to play.
So if we count this as a proper release for another platform, maybe being non-identical is enough?
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Is this fine?
Also is Unity Hub meant to be opened on Linux? Because I don't have the Linux target platform on Windows. Yeah on Linux it build for Linux.
So it runs with your uploaded game but with my conversion it fails to show anything inside the game window, which also occupies the entire screen. And I get this log, only with my version:
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-allocator-temp-initial-block-size-main=262144"
"memorysetup-allocator-temp-initial-block-size-worker=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
[f:0 t:12387] WARN: Game executable has non-default mapping! We found this:
[f:0 t:12387] WARN: Region 0x200000-0x201000 (/home/feos/Desktop/lee/lee.x86_64) with size 4096
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Ideally we figure out what's different (CPP suggests settings). Please upload both movies and all the info to run them.
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InputEvelution wrote:
I've started work on a TAS using BizHawk Dolphin Core, but it is starting to look like it might not be able to sync on regular Dolphin. To be clear, the TAS syncs absolutely fine on the BizHawk build - just not on the corresponding official Dolphin build. Would this be acceptable to submit to the site?
It used to sync for others, is it at least known why it fails in your case?
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DrD2k9 wrote:
Asi understand it: because JPC-rr processes inputs based on time passed and not based on frame number, it does process inputs as fast as the emulated hardware/software can process irrespective of framerate. It’s just the graphical rendering of that processing that that is limited by the frame rate.
In other words: yes we can send inputs at maximum rate the game is able to process them, without also forcing it to render at that rate.
True, though JPC is the only exception IIRC.
DrD2k9 wrote:
If speeding up CPU clock allows for speeding up a character movement due to faster processing, that’s a type of time optimization, even if it doesn’t change gameplay otherwise.
It doesn't feel legit to me. If the goal is now to have all movies last 00:00.000 realtime seconds by forcing framerates that cap out integer size for numerator and denominator, then why not also overclock all consoles to run as fast as possible?
DrD2k9 wrote:
More importantly, there are situations where increased CPU allows for faster movement but also necessitates a different approach to optimization because the movement speed increase affects where/when inputs need to take effect to yield an optimized run. Any DOS game made by Sierra using the AGI interpreter would be an example of this type of change (Kings Quest, Space Quest, etc.)
Interestingly, there could potentially be a CPU speed and thus character movement speed that became so fast that optimized movement of the character would require unoptimized input from a timing perspective; because the characters movements would have to be tweaked so much that it takes longer to properly control where the character actually goes.
Now, if gameplay is affected at 100k% FPS and becomes quicker, but the game itself speeds up by 100k%, does it sound fine? I don't know. And even having a community discussion on this matter is hard because it depends on deeply technical issues that not everyone may even understand. We've been discussing Flash rules for a couple years now and there's still no clear cut.
Maybe it should all be decided on a case-by-case basis depending on how reasonable it feels to change framerate?
while case-by-case may indeed be the best way to approach such situations, that makes judging harder because there’s no standard to judge by. It also opens up the possibility of two different judges having opposite perspectives that would impact obsoletion chains over time.
Pre-rewrite rules solved this by splitting unintended environment runs into a different goal that was Moons only. We tried to keep the rewritten rules generic enough to cover more cases by broader wording, but it looks like we'll need to reintroduce some of those pre-rewrite rules, to allow things to not get mixed up completely.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The hard part is TAS tools don't have a way to distinguish input poll rate from video refresh rate, and we can't send inputs at maximum rate the game is able to process them, without also forcing it to render at that rate, which may in theory break things.
But even if it doesn't break things... if we try to artificially speedup the movie by enforcing higher framerate when nothing else changes, that feels like an unfair advantage that may lead competing in setting unreasonably high framerates. The main purpose of a TAS is optimizing gameplay, not reducing real-time duration at any cost. So if some specific faster framrate helps optimize gameplay, it feels reasonable, otherwise it doesn't.
Now, if gameplay is affected at 100k% FPS and becomes quicker, but the game itself speeds up by 100k%, does it sound fine? I don't know. And even having a community discussion on this matter is hard because it depends on deeply technical issues that not everyone may even understand. We've been discussing Flash rules for a couple years now and there's still no clear cut.
Maybe it should all be decided on a case-by-case basis depending on how reasonable it feels to change framerate?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Open the Exported Project folder in Unity Hub
How?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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darkshoxx wrote:
I specifically asked in the discord if what I'm doing follows the Rules or not, but I sadly didn't get a single response after several days and decided to go ahead
If you have any questions that this page does not answer, or if you are unsure about the presence or absence of a rule, ask a Judge on the forums or reach out to us on our Discord server.
Now obviously Discord is mentioned there, but only as a secondary resource, due to its live chat nature, which makes it impossible to use as a general future reference, so forum is preferred (and more visible to judges).
Yes, precisely, because to the best of my knowledge that's the only way to disable vsync on a clean install.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Clearing registered functions would have the same effect as closing the emu (right-click menu on lua console).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I tried everything and I can't sync this. Gameplay is never entered, even with the same game files as the author, and various scummvm versions.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Done.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I made a rough comparison video by adjusting the framerate of the original game video, and adding some pauses to align the rooms (more or less). Since the route is the same due to the nature of the game, I need the audience to express their take on the 2 versions of the game.
Do they feel different enough to co-exist as separate branches?Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.