Posts for moozooh

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adelikat wrote:
Who said anything about Ninja? Admin and coder have always been apart of the site. When did they leave?
I'm using this line, taken from Bisqwit's old forum title, as an example of excessive regalia. At one point that was abolished almost completely and now we're gradually building towards that again, except now it's automatic.
adelikat wrote:
The purpose of the clash rank would be to keep have both a site (staff) contribution indicator as well as the usual TAS contribution part of the rank.
What's the purpose of a separate indicator?
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adelikat wrote:
As far as those people also getting promoted to other duties, the solution there needs to be do have a slash ranking. Judge / Expert Player. Such a system is on the TODO list.
So we're returning to "ninja, coder, admin" again? Truly, the history goes in circles. What exact purpose does this stuff serve?
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Mukki wrote:
I'd be against lowering the points to 1500 purely so that more players could have the rank. […] I wouldn't be opposed to reducing Expert Player to 1500 to break up the gap a bit
:D
Mukki wrote:
I am still definitely of the opinion that there should be a highest rank that only a minority of TASers will have the ability to achieve. Perhaps having Expert be 1500 and having Ninja as 2500 or 3000.
Maintain, not achieve. Achieving them means nothing because it isn't recorded anywhere. Once you lose the rank it's effectively like you never even had achieved it, making the whole idea nearly moot.
Randil wrote:
Is there a page where you can see how many of these points you (or someone else) has? I've looked around for a way to find out how many points I have, but without any luck. (I'd like to avoid calculating it myself)
You can see it here, but the page doesn't work so you actually can't.
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Kriole wrote:
I lost about 830 frames on the Kicker Skeleton, I wasn't strong enough to kill the Skeleton in time for the elevator.
Is there any soul on your way that could kill the Kicker Skeleton faster? There should be enough time to get any if that allows you to kill it in time.
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If you're using your laptop for work and your work (or hobbies, for instance) happens to involve large amounts of data it's not going to be productive to have a small drive. I'm rather the kind of person that doesn't enjoy having to carry an external USB drive wherever I go.
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I have a mixed opinion on SSDs. Theoretically their technology does allow a lot better performance as well as longevity margins. But practically they have only recently started surpassing top-of-the-line HDDs in non-random performance while still retaining a very high per-GB cost and longevity issues with certain OS/filesystem combinations producing a lot of small writes that wear down the cycle count really quick. Currently I see two possible uses for an SSD. 1. System/temp storage drive. It will likely surpass any amount of surplus RAM in overall performance gain due to eliminating one of the main bottlenecks, and it doesn't have to be large (32 to 64 GB is already enough). Disadvantage: will probably need an increase of rewrite cycle count by an order of magnitude to be safe (by my notion of being reasonable). 2. Laptop drive. Will save a lot of battery, drastically improve speeds, and decrease the amount of moving parts, which is very good. Disadvantage: needs to be larger (below 128 GB just won't cut it, and I'd rather have 256+) and less expensive. That is all assuming using a good drive like the aforementioned Intel X-25M. As the technology progresses SSDs will fully surpass HDDs at the point where the latter will approach the limit of data density (which is already pretty close at hand — modern drives are close to storing data at molecular level).
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Slowking wrote:
Still it might be nice to have a clearer definition on the "heavy". Is it heavy when there is luck manipulation that a real time run could never do and that saves a minute or is it just a run with a lot of luck manipulation in it?
More like the first one, or both.
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Bablo wrote:
I found this sometime ago: http://www.youtube.com/watch?v=gt7_OzN_YoA
Yeah, it was hard to find on a previous page. >_>
Post subject: Re: I have something to say...
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HappyLee wrote:
I tried really hard at school to study English, but I learnt nothing but how to deal with exams.
This sounds completely wrong. I have seen your first posts on TASVideos, and compared to those, your current level of English is really good. I'd even go as far as to say it's on par with many native speakers here. You have made amazing progress even if it doesn't look like that from your own standpoint. :) (That being said, I decided to vote for Aglar because of his consistently good and creative output combined with unexpected game choices.)
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He changed his name to p0rtal_0f_rain and made this topic.
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Ah, so it wasn't for the fact of extra experience but rather because you just shuffled the RNG to a more acceptable number?
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Goddamn polished. :o Though I didn't really understand if getting extra xp was 10 frames slower or "payed off nicely".
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My opinion: - skip the credit roll if it's faster, we already have it featured in the any%, so nobody will really miss it; - don't finish any stages twice, it's completely unnecessary; - do the extra stages in whatever order is faster; - finish the TAS on a 100% completion confirmation screen (option #2 in your list).
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Who're you.
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arukAdo, no questions here.
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Quoted the changelog because Snes9x forums are pissing me off.
Snes9x 1.52 
- IMPORTANT NOTICE: The structure of savestates (also known 
  as snapshots / freeze files) is incompatible with older 
  versions! Snes9x 1.52 cannot read the savestates created 
  by 1.51 or older.                                         (zones) 
- Highly acculate SPC700 and S-DSP emulation.               (Blargg) 
- Replaced APU emulation cores (SPC700 and S-DSP) with 
  ones provided by Blargg's SNES_SPC library. This renders 
  savestates incompatible with older versions.              (BearOso, zones) 
- SPC7110 emulation.                                        (byuu, neviksti) 
- Merged bsnes' SPC7110 emulation code. Note that the .rtc 
  file of Far East of Eden Zero is incompatible with older 
  versions.                                                 (zones) 
- Removed graphics pack support. It's no more necessary.    (zones) 
- Replaced S-RTC emulation code with bsnes' one to keep the 
  good compatibility of .rtc files between the two 
  emulators. As a result, Daikaijuu Monogatari 2 now 
  outputs the .rtc file, and its .srm file is incompatible 
  with older versions.                                      (zones) 
- Added savestate supports for DSP-2, DSP-4, ST-010 and 
  OBC1.                                                     (zones) 
- Added UPS support.                                        (byuu) 
- Fixed DSP-4 AI problem.                                   (Jonas Quinn) 
- Fixed invalid memory accesses in C4 and OBC1 codes.       (zones) 
- Fixed invalid memory accesses in BSX codes. My mistake.   (zones) 
- Fixed the read value of $213e, $4210 and $4211.           (zones) 
- Fixed the writing of word values at the memory boundary.  (zones) 
- Fixed the bug that the unnecessary SA-1 emulation 
  continues once any SA-1 games are launched.               (zones) 
- Removed old color blending codes.                         (zones) 
- Removed too-old Snes96 and ZSNES snapshot support.        (zones) 
- Updated command-line options.                             (zones) 
- Code cleaning.                                            (zones) 
- GTK+ : Added a port of Snes9x to the GTK+ toolkit.        (BearOso) 
- Unix : Reconstructed and simplified all the contents. 
  Some features have been removed to be simple, and many 
  options have changed. GTK+ port is recommended for most 
  of Linux users.                                           (zones) 
- Win32: Now uses snes9x.conf to prevent problems with 
  modified meaning of settings.                             (OV2) 
- Win32: Removed broken OpenGL mode.                        (OV2) 
- Win32: Removed support for 8bit output.                   (OV2) 
- Win32: Reworked settings dialogues to accomodate the 
  new APU core and display settings.                        (OV2) 
- Win32: Updated defaults to use D3D and XA2 (better 
  Vista and Win7 support).                                  (OV2) 
- Win32: Direct3D and XAudio2 support.                      (OV2) 
- Win32: Added Blargg's ntsc filter (three presets).        (OV2) 
- Mac  : Fixed corrupted screenshot on Intel Mac.           (zones) 
- Mac  : Fixed sudden abort in QuickTime movie export on 
  Intel Mac.                                                (zones) 
- Mac  : Changed sound settings for the new APU core.       (zones) 
- Mac  : Changed the default folder which Snes9x looks for 
  to 'Application Support' folder.                          (zones) 
- Mac  : Changed folder names: 'IPSs' -> 'Patches', 
  'BIOSs' -> 'BIOSes'.                                      (zones) 
- Mac  : Added Blargg's ntsc filter.                        (zones) 
- Mac  : Internal changes for Leopard and Snow Leopard.     (zones) 
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Tough decision, but finally voted for Alien Soldier. Already fast game was basically destroyed.
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I felt CT was more surprising than MM2 and more broken than SotN, so there.
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SotN flipped my shit. The rest were either too predictable, or too short, or both.
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It was a close tie between NxCy and Cpadolf, but I guess I'll go with Cpadolf.
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Family Feud, for opening a whole new genre for TASing.
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MM2 wasn't my favorite NES TAS this year, but it probably deserves this award more due to being more outstanding.
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Family Feud, because there's nothing there but fun, and it's a damn clever fun.
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Aria of Sorrow, because it was hella impressive even without bots.
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Decided to vote Kriole in the end, because I prefer quality over quantity.