Posts for flagitious

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6 hours is pretty good estimate, assuming the game runs as fast as on the PC, maybe a little more. I don't think there is anyone that would want to make that kind of length of movie or anyone that would want to watch that kind of length of movie though. After looking at it more the BW: terran looks pretty good too, I would say it is a toss up between BW terran and protoss. Also I went and I checked the SDA and since I last looked alot of SC times have been improved and now they have records for all levels. The level I bragged was my most impressive, was beat, I am dling video now to see how (slow connection though). A few of my personal best are still faster than the records, but most aren't now.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Well that is a good reason, and man that is a silly requirement, that game was hard enough as it is, since I played in the snes version I could and did die alot, I would have not gotten through this game without saves, let alone 8 times wtf. So ignore me I obviously don't know anything about this game, and good luck on your run.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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TheAxeMan, glad to hear you interest, I liked fire emblem too, I should check out your run to see what I could be getting in to :) I agree that a campaign should be done as the run, but I haven't decided which yet, I'll talk more about that later. Truncated, I am aware of that topic actually, and I beat or tied most of that guys times, but he might have kept playing since I last checked in and beaten me back. My most impressive was the last terran level in brood war, my time = 5:19, his time = 16:59 (most were much closer than this though). I had the advantage of being given the time to beat and a video of his method though. Because this game is so immensly popular for the PC, many bugs have been found, and Blizzard has updated the game to fix most of these bugs. They make notes of this in the patch logs, so I went through there and selected the potentiall useful ones. Recently it looks like they got less descriptive though. Here is the list: 1.13e # Fixed several bugs that contributed to game exploits. 1.13 # Fixed several bugs that contributed to game exploits. (could these be intercepter crush? and what else?) 1.11B # Fixed a bug that allowed Zerg to build without the need for creep. # Fixed a bug that allowed buildings to be stacked on top of each other. 1.11 # Fixed a bug that enabled you to make a Command Center slide into a location by building a Comsat Station then canceling it due to lack of resources. # Fixed a bug related to a Drone flying when surrounded by other units. # Fixed a bug that caused Templars to fly across the map when interrupting an Archon Merge. # Fixed a bug where a drone could skate across terrain to an arbitrary destination after failing to build an extractor. 1.05 # Fixed the bug that allowed terran buildings to move after landing. # Fixed the bug that incorrectly allowed 'morph to lurker' commands to be issued to units that weren't hydralisks. 1.04 # Invincible Drone bug has been fixed Of these the only one that I currently know how to do is the invincible drone bug, but I think the n64 version was released after it was known, so not sure if it will work. WGTour current banned glitches are: * Hydralisk Stack * Observer o­n turret * SCV/Drone/Probe stack I know how to do all of these except hydra stack. If wanted I can post how to do the ones I know, I'll try and figure some of the old ones out too. Also there have been about 100 balance changes since its original release, this will just take a while to get unused to. Now for which campaign would make the best time attack? I thought the BW zerg because it is last and thus hardest, but after scoutting it out most of the missions are to destroy the entire enemy base, which although I am sure could be done much faster than normal would still take a while and get repetitive. Next I looked at BW protoss, and it looks very promising, not many of the levels are to destroy the entire base, but most are still challenging. One problem with the protoss though, is that I do not think crazy micro will help as much as it could with other races. For instance with zerg, zergling + dark swarm + consume could allow for fast destruction of most levels since they are mostly against just a bunch of terran marines. I have the most experience with SC terran, but the dreaded level with waiting 30 minutes makes this not an option, but maybe in the N64 version they made it so if you destroy everything you don't have to wait? Unlikely but worth a shot, it is pretty easy on the PC version but it would be pretty hard for me on n64 version because I suck with the controls. I don't remember BW terran, SC zerg, SC protoss very well and I haven't scouted those yet so will do. Oh yeah 1 more issue, in the n64 version as you go along some levels have secret objectives and if you achieve them grant you access to the standard PC cheat codes, but I do not think any of these should be allowed because they would remove all strategy what so ever.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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If you are going to time attack mario bros lost levels full run, you should do it on the original nes. It does not make sense to me to work on a remake if the original is just as available. Possibly I have overlooked something here, does anyone know of any advantages of the snes version for a tool assisted run? For whichever you choose, I wish you best of luck on your first run. Lost levels is probably my favorite mario game actually, coincidently I played it on the snes (because that is what system I have).
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Ok thanks, if there is any more information you need or anything you want me to test out just let me know.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Video: Jabo's Direct3D8 1.6 Input: N-Rage's Direct-Input8 1.60 Sound: Jabo's DirectSound 1.6 RSP: RSP emulation Plugin The only things I have changed are the things described on page 1, configured what keys are what, and changed frame advance to 'f' and pause/unpause to '\'. I am not using full screen. The result of the desynch is that all of Blublu's scv's die. One of his scvs loses alot of health at 2745/8648, but gets away. At 3322 the drones chasing that scv stop chasing it and start attacking the scvs that are attacking the hatchery. An scv dies at 3954. All scv's die by 5381, the hatchery was down to maybe 3/4 of its original health.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Actually I am not running it off the zipped rom, that was just a dumb mistake. I am using the options you described in the first page, except I couldn't find anything about anti aliasing, so the default on whatever that is. Tried with both jaba's 1.5.2 and 1.6. It is hard to tell where it desynchs because his commands are mostly valid from what I can tell. It is probably towards the beginning of the battle though.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Oops stupid mistake, that was the md5 of the zip, real md5 is: MD5 (StarCraft 64 (U) [!].z64) = 559f71b861f639b6376d891e3023414b So same rom.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Actually for me the Utilities -> Rom Properties is always greyed off, but when I get the md5 from the command line it is: MD5 (StarCraft 64 (U) [!].zip) = 02696c37cdde5305a516c6153bdd4b6c Does this mean I am really using a different ROM or is it different because maybe it is carried out in a slightly different way? The CRC32 is the same for the movie's ROM and mine, I thought that was the same kind of thing as a MD5. Bag of Magic Food, it would be interesting to see if the movie desynchs for you too, possibly the 2 problems are linked? Oh btw, this comp is running windows xp home edition.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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No I don't think so. I'll toy with it more tomorrow more now that I know it works for someone else at least. BTW does frame advance work or is my version just screwed up? When I press the fame advance button, whether paused or not, it actually makes it go really fast, and I can't stop it from going fast afterwards, I have to restart the emulator. Speed down + Speed up work fine though.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Our roms had the same CRC32 and I think it is the same emu, downloaded from: http://www.filespace.org/nitsuja/mupen64-rerecording-v6-installer.exe I tried twice with a little different settings and it seemed to replay the exact same each time. For the hotkeys here are some I have noticed that aren't obvious (not mentioned in boot camp level): L, centers on last "action", equivalent of space in PC version Z, acts like shift, so you can use it to set way points or select more units. Z+L, hide/show minimap, kinda useless. If you hold A and then load a map bookmark, it won't select units, but if you press A+Z and then do that, it will select everything in that box, so you could use this to select all your units on the map quickly, if there are less than 19. Interestingly I don't think you can directly attack your own units/buildings in this version. Also no patrol command, not that it was that useful.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Everyone knows this: Z + control stick = scroll the map around R + C buttons = make a unit group Z + C buttons = select unit group Thanks, I didn't. When I played the movie it desynched sometime during the battle.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Switching video plugin to the 1.5.2 one seems to have fixed all crashing problems, it appears to run perfectly now. The game does not allow more than a 1v4. Starting with terran campaign seems natural but one of the earlier levels is one where the goal is to survive for 30 minutes. In the PC version on this level even if you defeat all enemies on the map, you still have to wait 30 minutes, which is rather amusing because there is all this dialog about being evacuated just in time, when there is not a single zerg in sight.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Highness wrote:
Why not then send two workers atleast? One as a decoy and one (or more) that can destroy the base? =D
Heheh well actually I remember reading somewhere that someone defeated a cpu using only 1 probe in 1v1 blood bath, took 15 minutes though because he had to constantly run from the scvs + distract scvs + attack command center.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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This is sorta long so if you want brief version skip to end. Edit: ignore all stuff having anything to do with crashing, using jaba's 1.5.2 thing instead of 1.6 seems to have solved that problem. I installed the emulator on family comp, which is pretty fast and has 512mb of ram. I followed nitsuja's recommendations except I couldn't find "- Make sure Full-Scene Antialiasing is OFF in the video options (also make sure it is not forced on by your graphics card settings)" It crashes like a mofo in the screens where you select which race to use and such, but like you said once you're in the actual game it seems to run fine. So basically I just have to get into the game asap, which is coincidentally what needs to be done for a time attack anyways. I am not sure why it crashes, it could be that maybe it just asks for alot of ram and instead of using swap space good, windows just says good bye. Sometimes a window pops up saying there is an exception in processing the video or something, often this will happen before it crashes, but not always, and sometimes it won't crash even if that happens. I should try playing around with the settings more. Playing with the joystick isn't nearly as bad as I thought it would be. First of all I could just set the speed ridiculously high, which would be normally unusable but in slow mo just the thing we need. But actually even without this it wouldn't be a problem. Nintendo+Blizzard+Whoever did a great job making the game play on this port work. I don't know all the controls yet, but some examples of ways they got around the no keyboard + mouse are: -Making it so scvs automatically start mining minerals when they are born or when the game starts. -Instead of making you click on the building to build a unit there is a universal build thingy that you can get to by pressing R+Z, from here you can build any unit or building. But you can also do it the old fashion way too. -Some button to select all troops on the screen. (These I know from just playing the first boot camp level, so there are probably alot more). I actually wish that most of these were implemented in the PC version. I would guess that actually really high APM can be achieved if needed, instead of 6 APM, 600 APM is realistic (10 actions per second). This is rather speculative though because I don't know what it will be like going into battles in super slow mo with save states. I also don't know how much of an edge this will give in battles. I don't think there is any randomness, except the 70% high ground/behind tree accuracy thing, which should be heavily exploitable. Lastly there is one major flaw of this game, there is no clear cut run to do. This version actually has the brood war included in it, so there are 6 campaigns, as well as non campaign levels. Not sure if it is possible to setup a 7v1 though. There is a 2 player mode but I haven't tried to use it so maybe a 6v2 is possible. It is hard to see what else is available because it crashes so fast on me. It would take way too long to beat all 6 campaign's and it would probably get boring, even if it were done spectacularly. So one of the campaigns is a good option but which? And also I think cheat codes are useable in this so maybe we could just jump to some interesting level or something. Hope this wasn't too long for 1 post so I'll summarize: Crashes like mofo in selection, but once going works great, more toying around will do. Controls are actually really good. What should a time attack include (SC+BW campains, 1v7? etc)?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Ah yes, I remember realizing that error now, but I thought that it would not amount to much and by the time I realized it, it would have meant redoing alot (I think it was when I returned to the room on the way out). At the time I was alot less methodical than I am now (mainly out of necessity, zelda = 80 mins, mario = 10 mins). But that is no excuse to sacrifice quality for quantity. So anyways, impressive start Omni, and keep up the good progress (whenever you resume).
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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I just tried to get it working, and I after it loaded the game the screen was just black and nothing happened. I didn't see your tips then, so I will try them tomorrow. Also this comp isn't that great, about 800 mhz, and 128 mb of ram I think. Not sure if it is even possible with that kind of computer, but if not I have been considering getting a new one and this will just be one more reason to :) Playing SC with a controller will suck, but it is a fair handicap, since there is slow mo and rerecords :) I think there is a mouse for n64, but not sure if the emulator can handle it and if so if it can work with rerecords. But no worries, I am just glad there is an emulator with rerecords for n64 that works (for others at least, so far)
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Like you liked using flags when coding and thought it was the shit. -Truncated Haha that is an interesting interpretation, but for the record I actually hate using flags, I often use goto's instead. BTW I always thought your name meant like the dictionary, to be interupted. Surprising to hear bisqwit does after all have something to do with biscuits.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Well it looks like rerecording is out now for n64, I am impressed I thought it would be a long while longer. I have never played the n64 version but I have played alot of the pc version over the years. It is my favorite game of all times. I don't know how similar the 2 versions are and what all can be done with this game with tools, but I am super excited just thinking about it. Has anyone else thought about it? Would people like to see it? Note I am not saying I will do it because I will be starting some contracting work soon and I don't know how much time that will take, but I am certainly considering diving into video game addiction again, even though I thought I was done for good. Once I get it running and toy around, I'll and post more.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Like gigafrost my name dates back to starcraft. I wanted to come up with a cool name that was actually a word, but of course they are all taken so I used a thesaurus. I must have searched for 'evil' or something because that is what it means. But now that I think about it my name sucks because no one knows what it means so they probably think it means something like fagicious or something. I am guessing the word gets its meaning because the root word 'flag' must mean something like a whip in some older language because the word flagellum is like the part of a small organism that is used for movement via a whipping action, and a flag whips in the wind. So flagitious probably got its meaning because people who whip other people are evil. Not exactly the type of evil I was looking for in a name, but it is too late to change my name now :(
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Hey sorry so long to respond. I just watched your wip, and I am pretty surprised. I thought going left and right were the same because it is symmetrical and only difference is one way there will be a slightly better opportunity for wobble. So how did it save 35 frames? Also I was surprised to see the pot thrown at the "boss," and that green guard following, funny stuff. As for stealing my glory, go right ahead, afterall I deserve it. I would also be more than happy to help along the way. Also here is something you might find interesting, a future improvement to be: http://www.wam.umd.edu/~darreon/zelda/c2-boss-part2.smv Erokrah from gamefaqs pointed out that fire/ice rods could be used against this boss without making it go back up. Another general tip that I learned the hard way. Whenever possible manipulate luck to get as many bomb/arrow/ruppees as possible early on. Maybe plan from the beginning where everything will be gotten. Note monsters cannot drop any items if they are killed by the dash attack, something I don't think I realized until after I did the run :(
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Have not been playing. A while ago though I found this site with other sokoban puzzles: http://www.js-games.de/eng/games/sokoban The implementation is much much worse than bisqwit's, but I like the puzzles more. They are smaller, so at first you will think meh that can't be hard, but most of the puzzles there were harder than any level from the original peterbox in my opinion. The puzzles there were actually taken from some Japanese dude's site, which is linked to from there. The site has ~60 puzzles, 20 of which are used at the jsgames, I have not tried to do the other 40, but I can image they are just as good.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Cool movie. I just have two questions for you: It is listed as "Does not abuse programming errors in the game." Are there any errors that would save time, and if so what would they be? Secondly, you stated that it is easy to manipulate luck in this game. How easy is it, can you just press any key at any time to affect the RNG? And also even if it is really easy, you said there were things that are 1/256 chance of happening, this would take an average 256 tries to get right, right? Did you have a method to make this easier because that would still be a huge pain?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Well it has been a while, I don't think I will be working on my peterbox program anymore. I am sad that I wasn't able to find optimal solutions for any new levels. But I think if Bisqwit and I combined our methods a couple more levels would fall. From what I know of how BisqBot works there are 3 improvements that aren't too hard to implement, 1 minor, 1 major, the other soso. I could be wrong though, maybe you already do some of the things. Anyways if anyone is interested I will elaborate and give code/pseudo code.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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I tried it with and without unary minus, and 195 was still the smallest un9able. Since both Gorash's and my programs got 195 independently, I don't think our answer is wrong.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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