Posts for moozooh

Post subject: So, who else is coming back to Wraeclast later today?
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For those out of context, in roughly 6 hours from now Path of Exile, an action RPG that Does Things Right™, is about to be expanded with a huge new act, a ton of smaller-scale content additions, a plethora of fixes and balance adjustments, and of course the new ladder season (the patch notes span over 12500 words). Having played the closed beta for the expansion, I can vouch that it completely changes a lot of the game mechanics, most importantly netcode that lead to frequent and annoying, sometimes deadly, desyncs. The expansion uses deterministic lockstep if your latency is sufficiently low, which turns fights based on probability and preemption into those based skill and reaction, which makes a lot of things viable that were previously shunned. The new final boss wouldn't have been possible to beat on Hardcore mode without this improvement. I will be playing the Tempest (temporary Hardcore) league at launch; I believe Kriole, rogueyoshi, and some other people from these forums will join in as well. For those completely unfamiliar with the game, Path of Exile is an ARPG from 2013, initially conceived as a spiritual successor to Diablo 2 back when Diablo 3 was still in the works. The core focus of the game is build diversity, custom endgame (craftable map system), and exploration of gear/skill/passive tree synergies, of which there are nearly infinite amounts. It's created and maintained by an independent New Zealand studio Grinding Gear Games. The game is entirely free to play, does not force you into supporting it in any way, and is supported by ethical microtransactions that don't influence gameplay nor provide any significant advantages. Much like Diablo 3, PoE requires constant server connection since the server doesn't trust client with anything important in order to prevent cheating. This seems appropriate as the game has ladders, regular speedrun-like racing events, and other progression-based competitions with prizes (physical goods and in-game cosmetics/items). It's also really well-designed, with later areas appearing truly grotesque and unnerving (rated R™, and for a reason). Lastly, the developers have been open, active, and eager to communicate with the community, and the community pays back by creating third-party convenience tools and buying expensive supporter packs. Some of the iconic packs have included an ability to design new items and immortalize oneself in the game in different means.
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I don't care about Lufia, but I'm very delighted at this being a Genisto submission. Good to have you back, man.
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Warepire wrote:
Isn't this more due to the lower popularity for the Sony consoles in the emulator development circles?
This sounds more like the effect rather than the cause to me. Surely the popularity doesn't just occur spontaneously? For instance, PS1 definitely didn't see a lack of people trying; there were at least four stable emulators that I could recount off the top of my head by 2010 or so, and one of them, bleem!, I first saw mentioned in Russian PC magazines before I even had any means of internet access (1999 or so?). In comparison, Sega Saturn was the red-headed stepchild of that generation when it came to emulation (and development), because of its horrible architectural decisions resulting in previously unseen complexity. To this date there is only one Saturn emulator I would consider good. PSP is another Sony platform that has enjoyed some popularity among emulator developers, and they have made better progress (imo) on that front compared to PS2 which is actually similar to it in terms of overall performance.
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Pokota wrote:
Not sure about nowadays, but with the Wii and earlier it was because Nintendo wasn't using TEH CUTTIGN EGDE TECHNOGLOGY that was purported to be found in Sony and Microsoft products.
Pretty much this and the platform popularity. There are, of course, exceptions: for instance, Gamecube emulation was the first to arrive at an acceptable state, despite the platform being less popular and more powerful than its contemporary, PS2.
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I know I'm over a year late to the party, but having watched these two back to back with some of the better unassisted runs still fresh in my memories, I can't help feeling like there's a lot of potential left to uncover here with something like a no-skip max score or no-skip max banana TAS. Any% speedruns have been optimized so well that the vast majority of the levels could only be improved by a few frames, if any, and it's no surprise given that the general strat is to go the straightest path from point A to point B and hope it works out. Expanding routes to hit extra targets would allow more freedom for tools to shine and thus far greater improvements compared to unassisted players, and result in a more engaging TAS in my opinion. That being said, it's great that we have these runs, and I thank those who have participated in their creation.
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To underline this point, Xenia is making better progress than all of Playstation 1/2/3 (or any other newer console) emulators have, and is already close to the state Mupen, Dolphin, and DeSmuME were in when we started accepting the first submissions for those. If Xenia devs keep up the pace (and better yet, if anyone from TASVideos joins in) we'll see dozens, potentially hundreds of decent TASable titles by the end of the year. I mean, considering the massive size and quality of XBLA/XBLIG libraries... this is quickly shaping up to be the event to look forward to in 2015. (Well, unless there are some mad desync issues, of course.)
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Haha, just wanted to create this thread myself. Xenia is a relatively recent emulator (the initial commit to GitHub was made in January '13), and it's been enjoying some bursts of meaningful activity lately, bringing many games to playable state. Here are some more links: https://github.com/benvanik/xenia https://github.com/xenia-project/game-compatibility/labels/state-playable I haven't made any contact with any of the devs to see if they welcome RR additions, but so far I don't see why they wouldn't.
Post subject: Re: moozooh <3
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AngerFist wrote:
So if you or any other spot a future or perhaps an old show that I have missed similar to Shigurui, please let me know!
Man, I wish I could help you, but it doesn't seem like there's anything recent in the same/similar style (i.e. swordfighting + period Japan + ultra violent). The only thing that comes close is Beyond the Heavens/Souten Kourou (2009, 26 eps) (and mind you: I haven't seen it, just going by description here; it does seem good though). As for the old ones, I believe you got all of the best ones that I'm aware of. Shingeki no Kyojin has swordfighting as well, but it's more steampunk-ish and has quite a different feel compared to period shows (well, it's to be expected since it's fantasy). There's also loosely related ninja/samurai-ish stuff that I haven't watched: Katanagatari, Time of Shura/Shura no Toki, House of Five Leaves/Saraiya Goyou, Kage OVA (sex and violence, lol). Most of those seem to have good ratings, but proceed at your own risk.
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I actually meant exactly that! Pity to see him go, but then again I like it more when great artists leave on a high note rather than gradually decay into obscurity.
Post subject: HEY ANGERFIST BUDDY NAMEFLASH
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AngerFist, have you watched/read Shingeki no Kyojin yet? You probably shouldn't, because the anime's first season is barely 1/3 through the story, and it's good enough to be depressed at how long they take to continue. Some recent stuff I watched... Kill la Kill: Very much a love-it-or-hate-it thing. Think of it as of Gurenn Lagann of magical girl genre: super fast-paced, decidedly over the top, and full of references and subverted tropes. If you manage to finish the first episode without a feel of disgust or anything of that sort, you'll be very impressed by how clever, nuanced, and generally well-done this show is on so many levels. 9/10. Puella Magi Madoka Magica (the movie trilogy, I skipped the TV series to save time™): While we're on the subject of magical girls, this is more like the Evangelion of the genre; a work that tackles some of the questions and undertones interesting to the mature audience, and presents it in a very solid, satisfying way. 8/10. Steins;Gate: There's been a lot of hype surrounding this show, allegedly based on the thundering success of the visual novel it was based upon, so I decided to check it out. This show left me with mixed feelings, mainly because of how I wanted to like it and how it tried to be likable, but it didn't quite work out. The premise is pretty fun, and characters are somewhat likable, even though they behave very cliche a lot of times (I swear, at least three of them acted out the typical tsundere "it-it's not like I care about you!.." bs a good deal of the time). The pacing, for one, is amazingly bad: over the course of the first nine or so episodes, virtually nothing happens. When you put shows like the aforementioned SnK, KLK, or Madoka in comparison, they manage to tell a helluva lot of story during this timeframe. The story and how it develops is barely held together, but when it works, it does. There's a LOT of genre cliche and various forms of fanservice that is mostly played straight, sometimes to an aggravating degree. The sweetness factor and that some of the characters actually made me care somewhat saved it in my eyes, but I really see this as little more of a lowest common denominator show which has something for everyone but ultimately excels at nothing. 7.5/10. The Lives of Highschool Boys (Danshi Koukousei no Nichijou): Actually this was the second time I watched it (first time was somewhere in 2009 or so) because I remembered just how good it was and decided to watch again. Laughed all the way through, just like the first time. 9/10. Sakasama no Patema: The studio that did a short called Pale Cocoon back in the day tries its hand at a child-friendly Ghibli-like tale and one-ups Ghibli at it. Who would've thought! Then again, with Makoto Shinkai and Katsuhiro Otomo each managing to successfully do it earlier, this is hardly surprising. This movie's premise also connected with me in a very surprising way: when I was a kid, I would sometimes hang from metal bars and other similar playground objects upside down, straightened my feet in the air, looked at the endless space below them and thought how crappy it would be to "fall" there. Many years later somebody made a movie about that exact thing. 8.5/10. The Wind Rises: Miyazaki one-ups himself (lol) in his latest feature. Easily my favorite Ghibli movie since Howl's Walking Castle, and perhaps my favorite original (if you can call a semi-biography original, that is) story since I don't remember when. 8.5/10. Shingeki no Kyojin: Yep, really good, and closely follows the manga which is top-tier. 8/10. Spikestuff, Durarara is rated R now? It's tame as hell (hell, Soul Eater can be more disturbing at times).
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This is ultimately what ACE does to TASes: end them before anything interesting happens. It was still good in the GT run, here you only need to watch the last 5 seconds if you've ever watched any SM TAS before. This shows nothing of entertainment value to me I'm afraid. But it still needs to be published for obvious reasons. Truly great research though! I hope it won't end up with something as destructive the next time. :)
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Acheron86 wrote:
I think the spirit of this rule was made to avoid people creating runs where technical precision in managing elements like health, enemy damage, and other mechanical factors could be nullified with cheat codes that would remove a large factor of what makes TASing unique. I don't think the rule was made to preclude a route that makes the current real-time run faster than the TAS run would be without it.
It's the obvious part, i.e. "is TASing like cheating". A typical cheat code, or Gameshark, or anything else silly like that offends the most in this respect by the simple virtue of being 1) widely known, 2) easily accessible, and 3) not requiring any TAS-exclusive features. The less obvious part is that, regardless of rules and methods involved, abusing a feature that provides the player character with unlimited or otherwise endgame-worthy resources at a subjectively early point where for us the viewers it would interfere with the progression of the game—the character's visible effort of dealing with its obstacles. Just like with real movies, we actually get a lot more entertainment out of seeing how the character is developing and being pushed to their limits than seeing how there is neither development nor actual limits. It's the limits that give shape to everything in the first place! They make us emotionally connect to the onscreen action, and where there is no limits, there can be no such connection. Unlike a cheat code, stuff like ACE, memory corruption, and accessing hidden game-breaking debug features—i.e. completely ignoring in-game limits—at least get geek points for being ingenious and unexpected, but entertainment-wise they roughly amount to Luke Skywalker asking Obi-Wan to teach him how to use the Force, and then promptly killing Darth Vader with a lightsaber in the next ten minutes of the original Star Wars. Cheapening the experience is what it's called. I, for one, enjoy it a lot more when I see the awesomeness of an in-game character develop, not come "for free". This run's main (and only?) saving grace is that it ends at pretty much the same moment the "free" power comes, and before that comes some pretty hardcore "development".
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AngerFist wrote:
My other reason is for my beloved friend moozooh, I've missed you :(((
<3 Chances are I'll return to IRC sometime in early April or so!
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Why must it so often be Super Metroid for submissions that challenge the status quo, ugh. Anyway, this is a very interesting case. People may oppose the particular techniques used in this run (any of them or all at once), but like Tub said, it is the unique combination where every dubious, unconventional, controversial technique works to the run entertainment's immediate favor. To summarize: 1) it deserves recognition for ending a very well-explored game in a (yet another) groundbreaking way that coincides with the current trend that definitely sets it apart from non-tool-assisted completions; 2) the way it is completed is the fastest known and the fastest possible from power-on; 3) it uses ACD which is a very polarizing technique for viewers and players alike; 4) it uses a leftover debug code and, furthermore, accesses it the conventional way, thus technically cheating; 5) it abuses pause screen, yet another shunned technique, in an efficient and non-offensive way; 6) for what it is, it remains entertaining through and through, never showing any boring parts except those in the beginning (i.e. technically unskippable); 7) a "more legitimate" version that finishes the game in the same way would be both longer than the current any% and have little to no unique content relative to the other runs, sans the actual ending trigger. I think it should be published. But, due to this run only making maximum sense the way it is, it should also be published the way it is. At the same time, I don't think it should obsolete any of the current categories, at least directly, as it's not directly comparable with any of them. In fact it's as different from them as currently possible without turning to arbitrary goals. And for the record, I dislike all the controversial techniques used in this run, yet I do enjoy the result. It's not the most entertaining SM run for me, but it's way more entertaining than the X-Ray any% for sure. I voted yes without hesitation. Also, I don't believe in precedent rules, and I think every run should be adequately and fairly judged on its own merits.
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Why are you arguing? You don't even seem to know what sophistry and common sense are, but still feel the need to defend your opinion even though I neither attack it nor really care about it. To get these things out of the way, common sense is a system of beliefs and judgments that can, on a very basic level, attribute sensations to certain phenomena. On a higher level, it is essentially a preconception that things you deem familiar should work as you expect them to. No logic is truly involved at any step, and sometimes no reasoning is required at all; eg. most animals are afraid of heights even though they can't understand nor justify the danger—this is what common sense is. So yes, it is essentially a feeling that is easy to relate to. And there's nothing wrong with that, because logic itself only provides a limited set of instruments to learn truth, but doesn't guarantee that results will be true. And if I were to ask you to point me to sophisms in my previous post, you'd have a hard time not falling flat on your face. You're welcome to try though. Please use logic while you're at it. :) Really, all I'm asking is to stop dismissing other people's opinions using extreme amounts of grandiloquence to justify your own. Perhaps in your dreams you are a freedom fighter who opens the world of mythical TASland to everyone under the sun. I wouldn't know. It does look that way though.
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feos wrote:
It's not some obsession that makes me post in this thread.
feos wrote:
I imagine his ruleset is applied to all the community and... I'm scared.
All the needless pathos makes me feel that exactly the opposite is true. Are you quoting a movie character or something? Is this how you avoid basing something off of feelings? feos, you seem to have this delusion that this site, and TASing in general, has adopted an "anything goes" policy at some point, which Warp (in this case) is trying to oppose. But neither has been the case. We've had a lot of rules against cheating that can be seen by someone as "limiting the creativity" and "infringing upon opinions". Warp is merely stating his, and fully maintains a solid composure in doing so. Kindly don't infringe upon it.
feos wrote:
This means, if someone WANTS to make a full use of some programming hole in the point where hardware connects the software, no one must be able to stop him. Because if such a border existed, it: 1) would make no constructive and logical sense, 2) it would distract very skilled specialists from contributing.
No-one is stopping anyone. Specialists can do whatever they want. Whether the result remains a speedrun (or a superplay), eligible for the site that hosts speedruns and superplays, is the question. Again, last I checked we had rules in place that made sense to (most of) us, but could be argued that they didn't. In fact, the rules—any rules, anywhere—are merely an attempt to legalize what is ultimately based on feelings. Is killing people wrong? People seem to say so, but is afterlife perhaps a better place to be? I don't know, and can't provide infallible logic or evidence for either choice, but there is a rule that we shouldn't kill people, and I obey for the lack of a better option.
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Any video editor that doesn't force a particular combination of encoding options "gets" good quality. You just have to choose wisely.
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For what it's worth, I agree with Warp on virtually every point he made here. Potentially there are limitless ways to abuse a game's code or the hardware of its platform, but ultimately none of them are as interesting to me as abusing its gameplay. While these other kinds of abuse should be represented in some way, I feel that they should always be secondary. Of course, people would always want a clear line defining what constitutes the "true" spirit of whatever activity they enjoy, and be frustrated about not seeing that line, but apparently, while it cannot be seen or sometimes even properly expressed, it can still be felt, and thus debated and upheld.
Post subject: Re: Notable improvements not so notable
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Nach wrote:
These movies are notable improvements over their predecessors. These include massive improvements, brand new routes, new glitches, significantly improved entertainment throughout or something else fresh and surprising. The intent of this distinction is to inform viewers of a significant change and not just minor optimizations. A significant distinction is not always obvious from looking at the movie times. When seeing this label on a movie, viewers who saw the prior movie know there is fresh play available. This will attract those who don't watch improvements that are merely frame optimizations. Edit: In case it wasn't obvious, I indicated the portions that best apply to the movie in question. You might want to see the last posts in its discussion thread as well. They remarked on how notable the improvement to the run is other than just saving a frame.
Nach, I'm pretty sure I asked you to explain how the SMB movie is notable improvement. What I expected you to do was telling me how the new/different things in it corresponded to the description. Instead, you just stated it was a notable improvement and quoted the description. Lazy, unsatisfactory rhetorics like this disappoint me. For the record, I specifically watched the comparison video linked in the submission post. The difference between two versions is very subtle, and basically the only people who have spoken for improvements in entertainment are SMB TASers/fan(boy)s who watch every improvement anyway. For the rest, it's "he made a bit different stylistic decisions", which happens in virtually every improvement out there. But something would be wrong if SMB didn't get special treatment for the most mundane stuff, I guess. Again, who is the intended audience for this flag? Is it general audience who doesn't even see nuances so miniscule? Is it experienced community members who know what to expect of the TAS and need to be pointed towards something surprising specifically? Is it the author, whom we tell in this way that we distinctly recognize his contribution? I've yet to see an answer.
Post subject: Re: Notable improvements not so notable
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Nach wrote:
With this example, you've shown to utterly miss the point of the flag. [...] If you'd compare that movie with the previous, much more was changed than just a single frame. You would have no idea of knowing it by seeing the time alone.
You seem to be knowledgeable about the "point of the flag", so I'd like you to please explain that and the "much more" in the SMB run that constitutes notability according to the description. Maybe it makes sense, maybe it doesn't. Right now I wouldn't know because the description is too broad and vague.
Nach wrote:
The description is correct and not vague.
...Right. Nah, I should just stop taking you seriously. :)
Ilari wrote:
IIRC, "notable improvement" was the other half of "notable publication", after the "first platform" was split away.
"Notable publication" was the single most arbitrary flag issued on the site. If there can be some meaningful logic behind improvement notability—indeed, if only because some people (myself included) often skip minor improvements to avoid wasting time—what decides the notability of publications in general is basically politics and personal preferences. Good thing it's gone.
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It's fairly recent, 2012 I believe? The revision you're talking about was way earlier. If this label is to be used, the current list should be nuked, then some (rough) guidelines established, then a (rough) list assembled collectively by editors, like what was done during the category revision. Right now it seems like only one or two persons are doing it, and they don't have a clue what they're doing. With according results.
Post subject: Notable improvements not so notable
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I've noticed this label a while ago, but recently decided to see what it was all about. And apparently there's no consistency to it at all. I don't know who manages the label, but so far it's been done... poorly, to say the least. The description says: "These include massive improvements, brand new routes, new glitches, significantly improved entertainment throughout or something else fresh and surprising. [...] The intent of this distinction is to inform viewers of a significant change and not just minor optimizations. [...] When seeing this label on a movie, viewers who saw the prior movie know there is fresh play available." The terms used in the description are incredibly vague and broad enough to be applied to most improvements on the site. — How minor must something be to be considered minor? — Is a single change in gameplay significant? How do you tell what is and what isn't significant? — Do small isolated portions of altered gameplay interspersed between long stretches of identical one constitute freshness? — How many improvements out there don't use something out of "a brand new route, new glitches, significantly improved entertainment throughout or something else fresh and surprising"? — Is the label supposed to help people notice the significance that could otherwise be missed, or just state the obvious? Apparently the label manager(s) can't decide! For some reason the list of currently published notable improvements contains only 36 movies (21 more in the obsolete list), and the choice is... confusing. They're mostly games from popular franchises: Mario, Mega Man, Sonic, Zelda, and, surprisingly, a whole bunch of RPGs. Let's look at the most ridiculous entries: — [1946] SNES EarthBound "check glitch" by pirohiko & MUGG in 09:01.77, [1752] GB Final Fantasy Adventure "warp glitch" by Touch-me in 17:41.33, [2080] N64 The Legend of Zelda: Ocarina of Time by SwordlessLink in 22:50.27 and others like this: thanks for telling us these were significant, because we absolutely couldn't tell otherwise. It's not like the previous time was suddenly cut in three or anything. — [1312] Genesis Shining Force by DarkKobold in 1:59:59.05. About a dozen changed battles surely motivate the viewer to watch the rest of the two hours the previous movie already featured. Obviously only the direst fans would do that anyway. Misappropriation at its finest. — [1715] NES Super Mario Bros. "warps" by HappyLee in 04:57.31. I bet any person can instantly tell where the new frame was gained, right? Including one-frame improvements throws any legitimacy of the description out the window instantly. — [794] N64 Super Mario 64 "16 stars" by Rikku in 15:24.08. "This 10-second improvement is half made of no saving and a different overworld route, and half of just framewise optimizations". So basically the exact stuff that puts off people who don't watch every improvement unless it's significant, right? Likewise with [748] N64 Super Mario 64 "16 stars" by Rikku in 15:33.77. The label manager just loves Mario. — [1678] GBC Pokémon: Yellow Version "save glitch" by p4wn3r in 01:36.95. At this point I stop any attempts to comprehend any logic behind "notability". — [304] SNES Super Mario World "all 96 exits" by VIPer7 in 1:23:38.37. This isn't even an improvement... Tl;dr: the label manager(s) is/are clearly confused, and it makes the label itself confusing and pointless. Solution: fix it or get rid of it.
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I much prefer it when characters aren't overpowered, and especially not endowed with endgame-worthy abilities from the get-go. I did enjoy that run, though.
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henke37 wrote:
Is it too much to ask for a run of this game that doesn't horribly break the save system?
I have to second the sentiment. At some point entertaining stuff gradually becomes replaced by menu navigation, out-of-bounds travel, NPC interaction, cutscenes and whatnot. This TAS is way past that point.
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This route is crazy! I couldn't follow it at all. Voting yes, but I think reinstating the in-bounds category is very much warranted at this point.