Posts for flagitious

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Cool, I didn't know about this. I knew virteous could be hit early but not this boss.
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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So how do you feel about doing it in two player mode? It would probably be twice as fast and more interesting, but also more challenging to make.
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 played through Lost Vikings 1 recently and it was really awesome. I started playing 2 but it just didn't seem as good or as challenging. I kept playing thinking the levels would get harder but they never did so I stopped eventually. I think these games would make cool time attacks. One interesting thing about them is that you have the option for 2 player mode. In two player mode each player controls different vikings and you can still toggle between the 3. But there will always be one inactive viking. Also you can't control a viking if its not on the same screen as the main one. I think that this could lead to a really awesome, complex and challenging video. I have not seen any time attacks where the player needed to control two people.
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 do know a fair amount about programming but it is mostly on the theory side, algorithms, efficiency, that kind of thing. i might be able to figure out how to rebind keys but i think the people that have been working with this code could do it far more easily. one suggestion though, a long time ago, i used snes9x in linux and the keys for everything were easily bindable. i don't know if this is still true but if its not then in linux there are probably programs that can rebind keys for you, (many people do this for caps lock acting like control). if you do not have linux well you should get it, microsoft is evil. sorry for the lack of certainty in this explaination.
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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after thinking some more i have come up with another theory. first i did not prove nihilism was true even though i thought it probably was true. second we are people and we do make mistakes and fail to realize some complicated things. thus we should try to maximize intelligence to better figure out a purpose or be more sure of nihilism etc. i am not talking about just making yourself intelligent, but working to maximize intelligence of everyone as whole, there are billions of people in the world and a billion minds are better than one at solving a problem. this goal may lead to developing artificial intelligence in hopes that it can be much more intelligent than us. but i believe this is a long term goal and it is very important to try to know yourself and know how to improve now. as well as teaching others skills like critical thinking and possibly even theories like this although that is sortof like a religion then (recruiting). i am very bad at teaching others and communicating so this is unfortunate because it appears good to teach doh. i am sorry this is not well written and alll but i am a little under the influence despite how unintelligent it is, i know im bad at following my beliefs. it is funny how your philosophies tend to shift with the way you are feeling and the logic is just conviently fits sortof.
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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Sorry it has been so long since posting. I have come to the realization that it could be a very long time before rerecording works well with this game (either desync fixed in snes9x or rerecording working in zsnes). So I have pushed off planning on it. I still do intend to do it when the time comes. And I will try to check in here and still see what is up every so often still. Also sorry this probably sounds like a complaint that it isn't working, but really it isn't, if anything you guys should be complaining that I am not helping the programming effort to get it done since it is me and people like me that want it done.
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 using God is fine, I do not know if God exist and I have not thought much about God. So I will consider both possibilities. Boco, what is the point in pleasing God? I would guess that it is something you have to just say that is the way it is. And like I said before having no reason, doesn't mean it is false. Bob Whoops, our actions may infact may change things, but if it is neither a good way or a bad way why does it matter? Our actions indeed do not have to serve a higher purpose, that is what I am trying to prove.
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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The reason I posted here is because in this community it seems most people are very intelligent and logical. So it would be benificial to hear your thinking too. The definition I am going by is here: http://www.iep.utm.edu/n/nihilism.htm#Existential%20Nihilism. Basically means that you believe life, the world, everything is pointless. It is only recently that I have considered it. Here is my reasononing so far, I have more thinking to do. Suppose that you think a certain action is a good or evil one. The reason it is good or evil is because it works for or against some higher up goal or state. The reason that higher up goal or state is good or evil is because it too works for or against some higher goal or state. You can repeat this over and over until you reach a goal or state that has no reason. It would be good or evil just because. So basically there would be no logical reason why this master goal is actually good. It is still possible that something can still be good, just there would be no way to discover it using logic. Good and evil is a concept that we invented just like god and many other things. BTW I don't think it matters wether or not god exists for this logic. Because if something is good if it "pleases" god, then why is "pleasing" god good? So basically I think good and evil is something that we made up and most likely does not really exist. I cannot prove that it doesn't exist yet though. But consider this, there are infinitly many concepts that we can invent that could be possible, but yet not be true. So why should we give any of them a chance? But then again why not? So if there is no such thing as good and evil then all the possible actions we can take are neutral and thus pointless. Well it is hard for me to communicate my thoughts and I am not much of a writer, but I hope this is clear and I would especially like to hear if any of the logic is flawed, as well as your opinions.
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;}
Post subject: Existential Nihilism
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I am just curious, who here is an existential nihilist? I am starting to think it is true but I will have to think more to be sure.
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 out the mac version, there are some great new additions since the last version I tried. There are still some things though that I think could be fixed without too much effort if the makers were aware of the problems. I couldn't find the official place for mac snes9x so I thought I would mention them here. If you know of such a place please tell me. Good: Supports controller input now Nice gui for rebinding pretty much all keys (except pause grrr) Rerecording Organization of files Bad: Lack of explanation of what the symbols mean in the key binding place. Many common hotkeys for osx aren't present (command w to close a window). There doesn't seem to be a way to resume recording (the way of doing it for the windows version results in movie rewind instead of recording) Pause seems to mess up recording Autofire is nice, but not enough range in frequency (can't do levitation glitch in zelda) and might want seperate keys option so you can still have non autofire easily. Slowdown option requires reloading the rom and is blinky. Double clicking a file instead of clicking on it and then clicking choose results in it opening paused. Overall I am pleased with the progress and I hope the good work continues. Related question: How is fixing desynch problem going? I realize this is not an easy problem to fix, I'm not complaining, just curious. Unrelated question: Does anyone know if zsnes plans on supporting rerecording, it doesn't tend to desynch with zelda.
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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Atma weapon damage is based on level, and %current hp of max hp. So just raising your max hp won't really help. Also there is nothing special about using sabin with genji glove and offering. Infact he would be a poor choice because his weapons are not of top notch damage. There was a very advanced thread for speed run in this game at gamefaqs recently. Most of it was over my head since I haven't played this in a while, but I think they were on target to easily beat 8 hours. Unfortunatly it didn't get bumped and looks like it is gone, but you could probably ask them to repost some of it, I am sure the writers have it saved as it is practically a faq.
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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Doh, allowing levitation can potentially change the route after all that hard work. If you do crystal 2 right before you get the big bomb you combine trips to the dark world. This is the same reason it saves time doing it right before getting the flute, so its about equal in time. So this means you can get the flippers later (better money opportunities) and have the stronger sword. Note that getting the flippers right after c1 is most efficient routewise still but not money wise. I'll need to think about it more to be sure what is best now. Edit: New best route, I think. c1 (get some money) -> mirror -> save -> link's house -> flute -> c4 -> get money -> get sword tempered -> c3 -> save -> pyramid -> quake -> mirror -> flippers -> save -> mountain cave -> ether -> c5 -> c6 -> ice rod -> save -> link's house -> c2 -> silver arrows -> c7
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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That would be one of the exploration glitches, there is a good faq about it at gamefaqs. Basically you hold up and down at the same time as you go through a door and the screen scrolls wrong then you can walk around without boundaries right to the final boss and then walk past him into the victory room.
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 I am glad you guys want these glitches I will try to keep it interesting. The version is the new wip, 7.17.04. I would have just recorded with snes9x but I needed autofire and didn't feel like slowing it down that much to do it manually.
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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Thanks, I guess its not that bad snes9x desynchs on this game its forcing me to do good research while I wait. About glitches, oringally I said it would be good to ban death mountain decent, exploration glitches, and levitation glitch. The first two are basically teleportation glitches, allowing you to skip entire dungeons. The levitation glitch can be used to do an exploration glitch but it can also be used to pass over any pit. It might be a good idea to allow it but I'm not sure. Many pits I use the bomb trick to pass over but many are too long. This would allow major time savings in crystal dungeon 5, where you could hit a swith earlier it would allow you to skip getting the big key and going straight for the boss. Minor time savings might occur in pendant 3, crystal 3, 6, 7, and ganon's tower. The glitch works by pressing 'a' to dash very rapidly. You could not really do it on the real console unless you had a special turbo controler. Also I found out a variant of this method that alows you to be pretty godly. Check out this boss fight I recorded with zsnes. Basically you hold your sword out and then do the levitation glitch. This makes it so your sword hits for full damage instead of half and also will stay out. Normally you can't change the direction you are facing but in this fight I could for some reason, I think it had to do with getting hit from the slime. Allowing this glitch would allow for a faster time, but it could lead to a less interesting video because it will simplify many situations that would normally be complicated. Note using it to do exploration glitch would be banned. Also tell me what you think about that video its pretty funny, it was made without rerecords so alot more could be done.
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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They don't take the first platform because it is a while before it moves down enough to get through, you can tell this from the video because by the time they go all the way around and back it is just then starting to go down. I don't really know enough about this game to answer the other questions you had.
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 mentioned earlier that sewer rats had an item drop sequence, here are some other sequences and an example of a few monsters that have them, but not all of the monsters. Also note save-quit reset all these sequences to the beginning. When you get an item from a table it affects all monsters that use that same table. key: # = # of rupees, not 8 a = 5 arrows A = 10 arrows h = heart m = small magic M = full magic b = 1 bomb B = 4 bombs 8 = 8 bombs f = fairy sewer rat, red shooters, tangela, jumpy plants: 5,1,5,20,5,1,5,5 skeleton: m,1,h,a,m,b,1,h jumpy statues: ahaAahaA one eyed bombers:bbbBbb8b dogs with pitch fork, skull heads, guards: hhhh1h1h venus fly trap: hfM,20,8h,20,A green dildos, hammer on ice: Mmm5Mmhm Sorry for the non official names of monsters but I don't know them and these will probably be more descriptive than the official names anyways. If you find any sequences that I didn't list please post them. This information could probably be extracted off of the rom more easily if you know where to look which I don't. Right now I am going through and attempting to get all money from quick kills to see how much money will naturally come by the time we can consider flippers. Also a bug I found which might make grabbing some rupees quicker: you can throw your boomerang without stopping if your sword is being held out. So you could extend your sword throw boomerang backwards and walk forwards into enemy then proceed and the boomerang will clean up for you. Holding the sword out works with other items too, an example of something that might be useful is holding your sword out and shooting a bow, now you can sidestep without changing facing direction. There are other non obvious things you can do with your sword out involving dash. Edit: Not all monsters of the same type have the same sequence, but most do. The only exception I know of so far is the dark world bats, normally they can't drop anything, but in crystal 4 they have the sequence that can drop a fairy. But this might just be because the probability is coded to be 0 when infact they have the same sequence. I know probabilities doesn't matter usually since we are time attacking, but they very, look at the guys that throw bombs, they have 100% drop rate. Ok I made it to after the 1st crystal dungeon getting every drop that wouldn't take much extra time in a time attack. I ended up with about 400 rupees total. This is not enough, so I went and retimed how long it takes rupee collection at the other places. I found that going to the gambling game will take 16 seconds (8 for each additional) more than going directly to the master sword. The trick was using save quit and starting at sanctuary for this route too. This is very good it could even be used twice but thats probably a little excessive.
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, I don't see any DKC1 runs submitted! You should submit them, also I should watch them, will do that soon.
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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Here is some more information about randomness, although it shouldn't be called random any more! Most random drops are predetermined by a table. For the sewer rats drop like this 5,1,5,20,5,1,5,5 and repeat. Each monster has its own cycle which is independent of the other, meaning there is no way to influence what sewer rat will drop except by killing other sewer rats first (and having them drop something, if they don't drop it won't advance the table). Leaving an area and coming back later also does not seem to affect the table. I have not tested this with all types of monsters but I would guess that each monster has a table of size 8 and acts the same way. I think in a time attack we just won't be able to take a big advantage of this. There are still things we can do though. Like always get a drop instead of nothing, and figure out ahead of time if it is going to be worth it to kill certain monsters to get to the good drop.
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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Volkov: what method do you use to use an actual snes controller on your pc? I really like snes controllers...
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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Fun game although I am not far yet. With all of the work being done it would be a waste for it to not be fully time attacked. I haven't watched your guys' videos yet but I will soon. Edit: oops there already is a time attack, it was very nice btw.
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 have some bad news and I have some bad news. The bad news first, this game desynchs on me even with no sound/full sound or whatever sound. Also not that it matters since znes doesn't have rerecording: the newest versions of zsnes desynch also, but I tried what was mentioned in another thread and that was using version .898c. This version seemed to work fine for recording. And now for the bad news, I have discovered something about the randomness of this game. It will make it difficult to make doing the 2nd crystal dungeon first viable as was my plan. The game has at least 2 variables for randomness. The first is affected by everything you do. Timing and what buttons/directions you press. Interestingly enough if the button has no effect it won't effect the randomness either. This variable will affect if a monster drops an item or not (not what it will drop), it also affects things like what direction an enemy chooses to go. The other variable that I know of affects what an item a monster will drop or what item a bush will have under it. This variable seems to only be modified when it is also checked. Meaning if you have a some monsters and you want to make them drop a red rupee the only thing that I know of that you can do to cause this is to kill other monsters and have them drop items first. There might be some exceptions but I doubt it will be something quick. This makes it practically impossible to get red rupees from most of the enemies that theoretically could have dropped it. I'm no expert at this so it would be nice if someone could double check this for me. It still might be faster to get rupees elsewhere so dungeon 2 can be done 2nd as planned but its probably not going to be as fast as I thought. Oh wells since no recording can be done now I will just have to wait and hope these desynch problems can be worked out.
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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Ut oh it desynched with no sound at all, playing and recording. I have sound -> settings -> mute sound. Is there more I need to do to stop sound from interferring? This is the first time it has desynched without sound though. Edit: even with Enable sound CPU emulation disabled when recording and watching there is still the problem. Another thing that might be relavent is that this rom is Speed: 20/SlowROM. I don't know what is up but if there is anything I can do to help solve this problem please 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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I haven't played most of these games but I think that snes has the best games of any system so I'll be using this list as my guide. Lemmings 2: The Tribes is a really awesome game but it is just not played by many. I might be a little biased towards it since I played it when I was very young, but it really is the best puzzle game ever. A time-attack for this would be cool but pretty long because there are around 100 levels. Many of the early levels are pretty easy but later there are some that really make you use your brain. Oh and play it to always get gold (not losing unecessary lemmings, otherwise the puzzles would be easier). Also if any of you have played it and want a really hard challenge I have one for you: In the space section there is a level designed so that you must lose at least 1 lemming by using it as an exploder. However using several tricks it is actually possible to do without losing any.
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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Zelda:Link to the Past, CRC32: 777AAC2F I don't know if there are other versions of this game but I doubt that would matter for this problem. And using the same sounds settings didn't fix it.
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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