Posts for qFox

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Joined: 4/25/2004
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Yeah I've been thinking about adding some kind of database but I'm still not quite sure of the exact implementation of such a thing. I won't be coding it before next week anyways, but if anyone has any idea's on how to please do tell. So I mean some kind of memory address database for games. No wiki...
qfox.nl
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Well this is just for testing anyways... An easy chance to get to be #1 ! ;)
qfox.nl
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Joined: 4/25/2004
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Location: The Netherlands
There's three signups, no activity otherwise... yet... i hope.. :)
qfox.nl
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Location: The Netherlands
Hm I've started this one, haven't I. I still stand by it, it would be hella cool! Yes, hella. Wish I had the linux skillz to set up autocreating a movie.
qfox.nl
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Location: The Netherlands
Um. Wow.
qfox.nl
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From hits like http://stochastix.wordpress.com/2007/11/10/smooth-sorting/ I conclude that it uses some hardcore math (explaining the obfuscated code, I guess there's no way out of that) and I literally dont have the time to get into it now (eg. trying to understand it).
qfox.nl
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Location: The Netherlands
Re hotlinking animated gifs; You could create the gifs and put them behind login, only allowing logged in users to see them. That would stop hotlinking hands down.
qfox.nl
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I see. I guess some kind of auto-animated-gif producer for a movie is out of the question now. Because it would be kickass and seemingly easy if you can automatically take screenshots from the movie anyways. But it's very much prone to hotlinking, as well as bloating up quickly.
qfox.nl
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Bisqwit wrote:
Those crc32 values are used to compare tiles.
Yeah that sounds like what I had in mind :)
qfox.nl
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So how do you actually compare the tiles? I can't really follow that part on that page. Get the data for some tile and compare it to all other tiles? Or maybe something like a hash to speed up comparisons... -- btw, it also seems to me like the algorithm can be optimized even further by reducing the white tiles as much as possible. There are probably a lot of single tiles that are never used in conjunction with another tile. There's no need for those tiles to be "near" the other tiles from that game. Same for a certain disjoint group of tiles. Like in https://files.tasvideos.org/packs/6a4ad3f.png you can clearly see that some parts of that image can be reduced. Dunno how much that will improve the filesize though.
qfox.nl
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Posts: 615
Location: The Netherlands
Oh wow. That tiling algo looks impressive.
qfox.nl
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Nope. Sorry, that can be confusing. qfox.nl doesn't have a cert installed so it uses the one from pathsharing.com (one of my sites) instead. It's the same server though. Just ignore it... Like this: http://support.mozilla.com/nl/kb/Secure+Connection+Failed#Certificate_is_only_valid_for_i_site_name_i_
qfox.nl
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I've started the pilot compo with Tennis for the NES. You can find the topic here: http://tasvideos.org/forum/viewtopic.php?p=182277
qfox.nl
Post subject: Console Bot Contest
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I guess this is the correct topic for this. I've started a Lua scripting contest. The goal is to produce a better self playing script for a given game than the other contestants. The first game will be Tennis (thanks theenglishman) and will run for three weeks as a test. This is to check if systems (at the site) work as intended and if rules are fine this way. Signup is obviously free and not restricted to the TAS community. See http://cbc.qfox.nl for more details! :)
qfox.nl
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Oh, I was able to reproduce it too last night and since it was complaining about a table being full (one of the log tables...) I asumed the error was trivial.
qfox.nl
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Yes. The masterscript makes a savestate before handing over control to each of the bots. Uppon return, the state is loaded again. So it doesn't matter what the bot does then. Hm, maybe I should remove that rule altogether since the masterscript will determine input anyways. -- I've edited the rules. I've removed the rules about manual input, savestates and memory writing and added two rules about not messing with the master script and not being slow.
qfox.nl
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Ok I've spent most of this day finishing up the website for this contest. You can find it at http://cbc.qfox.nl where you can signup and whatever. I've created a submission system where you can post wips that anyone can see or submissions that only judges can see. The current contest page will list all the files uploaded for that contest (whether you can actually view the contest depends on whether it was uploaded as wip, or on you being a judge :) What needs to be done now is to have the general rules and regulation texts set up properly (for as far as it's not fine this way). We need to pick a simple game to start with (for the 2 week trial contest) and set up a goal for it. Last but not least a startup lua script has to be created for it. Anyone wanna help here?
qfox.nl
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Alright, glad to have that resolved.
qfox.nl
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Warp wrote:
Fixed? You consider it a problem which needs fixing?
If you must know, it was this reply that triggered my response. Maybe I didn't quite understand your intention with it, but it seemed like bashing to me.
qfox.nl
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The reason, I guess, is that not counting presses from before or after a movie sounds a little cheap to me. I would think it's fair to say that any key pressed at the first frame of a movie, at some point was not before the movie, and should be counted as a keypress. The same argument applies at the end of a movie, at some point you're bound to let go of any button, hence any buttons pressed at the last frame of a movie should be counted as a release. Write up some examples, counting like this you will ALWAYS get as many presses as releases. And that is why we find it somewhat redundant to explicitly count buttonreleases as well. -- PS nobody will stop you from counting them though! And we'll all agree that the number of releases is equal. We might disagree on the buttons pressed before or after a movie. But for me personal that's something we won't agree on then.
qfox.nl
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Ok, granted. I did not clearly define to be talking about one button :)
qfox.nl
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Warp wrote:
Fixed? You consider it a problem which needs fixing?
Wtf? Are you really so dense that you can't see what I mean? I'm sorry but I'm trying to help and make you see that there was no "problem" in the first place. But if you wanna go ahead and make it difficult for yourself then fine. But don't be crying here when people are telling you http://www.doingitwrong.com/
qfox.nl
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Easily fixed by treating the movie as if it had an extra empty frame at the end of the movie (that would cause all buttons to be released, no matter what)....
qfox.nl
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Why exactly? Keypresses and keyreleases are 1:1. Eg. You cannot release a button that has never been pressed. In fact, it can be proven that at any time, the number of button presses (a key that is held in frame n while it was not in frame n-1) is always 1 more than the number of buttonreleases (a key that is no longer held in frame n while it was in frame n-1). It's not exactly rocketscience...
qfox.nl
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Joined: 4/25/2004
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Location: The Netherlands
The Lua input bug has been fixed. You can get the latest interim build (which also has this bug fixed) here: http://fceux.com/zip This does not include that limiting run function (since we won't use it for now).
qfox.nl