Posts for scrimpeh

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I honestly think the timing discussion is a bit of a moot point, because whether or not NTSC is faster than PAL should not be what the judgement hinges upon. TASvideos is not about picking the fastest version of a game at any cost, and I'm glad for that. Instead, in my opinion, whether or not PAL SMB should be accepted and what version should be preferred should come down to the quality of the port itself, its entertainment factor and what version is considered to be 'definitive' by the audience. You can certainly argue many different ways with respect to these criteria, or also argue in favor of having two separate categories, but I don't think the time difference should be the sole determining factor here.
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Regarding category bloat, I generally think that separating a game into 'main' categories and 'side' categories would be a good route to go. Main categories would be your staple any% and 100% runs, whereas side categories would be more inclusive and contain oddball goal choices and the like. Main categories would have far stricter standards for acception and publication and would in turn also be featured more prominently on the site, whereas side categories would be shunted off into game-specific pages. In the case of SMB, this would mean that any% and warpless would be main categories, while things like PAL, max coins, FDS -3 and whatever you have would be considered side categories. Having to draw the line where movies would go would be kind of arbitrary, but ultimately so is the decision on whether a run should go to vault or moons currently. I do admit that this idea does not map well to our current concept of Vaults and Moons, which may preclude it from happening, since the vault discussion is a different topic entirely. I just think it could be a potential way to go going forward.
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Excellent work once again. I'm glad to see an update to the warped run. Yes vote, natch.
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I was trying to find something funny to say about this submission but screw it. If you're looking for feedback, upload to userfiles. If you didn't even try, why did you submit this.
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Wow, I would not have expected the submission for this run to arrive so soon. Of all the runs on the site, I never thought I would see an improvement to the Castlevania run. Simply beautiful work, I enjoyed every second of it. Who would have thought that axes, of all subweapons, would be the most effective against a boss for once? Yes vote, natch.
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I find history very interesting and very enlightening to answer many questions about the world's current political state, but sadly it's a nerd topic for nerds, so I can't really talk about it with anyone.
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Seems like it should be reasonably easy to do using Lua.
Language: lua

local onEvenFrame = false while true do onEvenFrame = not onEvenFrame local keys = input.get() if keys.enter then --your keyboard key here local buttons = { start = onEvenFrame } joypad.set(1, buttons) end emu.frameadvance() end
Untested
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Challenger wrote:
Good news! A new improvement (11 frames faster): http://tasvideos.org/userfiles/info/40724705976887576
Duuuuuuude
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FWIW, I don't think this should obsolete the current publication. SMB is one of the most well-known speedgames there is, and people expect to see the version they're familiar with. The PAL version, however, has way too fast music, which just sounds incredibly offputting. It might also come across as cheating to some to obsolete a run as optimized as the current SMB run not by any improvements or new tricks, but by switching the version. Hence I propose publishing this as a separate category (fuck we did it for super metroid) or not at all, as sad as it would be to reject a submission like this.
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I haven't seen the fall through floors glitch before alright. It's such a shame you couldn't use it in the 4-2 warp zone to save time. I'm voting yes for technical quality and entertainment, although I'm not sure if PAL warrants a separate publication from all the other categories.
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About finding information, there's lots of resources on many systems online, such as Nesdev for NES, etc. Try to find as many resources as you can on the system you're trying to emulate, hoover them up. You can also study the source code of existing emulators to get some pointers. Be warned though that not all documentation is correct or complete, and emulators may take shortcuts or emulate things flat out wrong as well, so be sure to use your head.
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I should preface what I say with that I've only really worked with NES emulation, which is admittedly a very simple console. So my experience is somewhat limited. Emulation is very large topic, and writing an emulator is a pretty difficult undertaking. There are a bunch of different facets to consider if you want to get into emulator coding. To begin with, you should have an impeccable grasp on the system you're trying to emulate. Each console is comprised of many different components, such as the CPU, RAM, Video Processor, Control Input and others. You should know exactly what components your system needs to emulate, and how you would go about emulating each and every single one of them. Start by asking how you would represent something like RAM in your own emulator. How would you emulate the CPU state and the CPU opcodes? For me, personally, I started homebrewing NES games (or trying to, anyhow) long before I even thought about writing an emulator. Having this kind of inside perspective before going in helps immensely. To actually build a functional core, you need to connect all of your components to interface like they would on real hardware. How do you construct your own emulator architecture and timing model around the system architecture? On consoles like the NES, this is relatively simple, on more complex systems, it's not. If you want to write an actually usable emulator, you're gonna need some kind of interface for the user to interact with. There's a bunch of different problems to solve here, like writing a GUI, loading a ROM, getting user input, getting visual and audio output or writing advanced features like save states, movie recording or debugging tools. These problems are all fairly distinct and don't have much to do with emulation directly. Instead, they are more about your ability to program a multimedia application in general. Optimization is also a pretty large concern for more advanced emulators, but in the beginning, I wouldn't focus on it. Personally, if you want to start, I'd recommend by starting out simple and looking at a system such as the NES or GameBoy, as these are not only very simple systems, but they are very well understood and documented also. You can find many resources on emulating them online. Obviously, being adept at a suitable programming language like C, C++ or others is vital as well. You can check out the source code of existing emulators also if you're stuck, but be warned, some codebases are hell. I hope this was kinda helpful.
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What a game. Truly Genesis does what Nintendon't. Anyhow, good job on coming back to really max out this game. It really shows how much you've improved each section. It just sucks that you constantly have to struggle to keep your momentum. Sadly, it really kills the flow watching for me. Because of this, I still have to vote 'Meh' for entertainment, despite all the improvements. I'm kind of reminded of the SMW NES pirate which has a lot of similar problems to this game. In general, there's enough Mario pirates out there to choke a horse, and I'm not sure if, of all them, this is the one to publish.
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Strangers on the internet tell me to click a random link and I'm happy to oblige.
User Agent: Mozilla/5.0 (Windows NT 10.0; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	101.63ms
13	3	correct	207.13ms
14	3	correct	419.45ms
15	3	correct	843.70ms
16	3	correct	1591.02ms
12	4	correct	216.05ms
13	4	correct	430.01ms
14	4	correct	830.61ms
15	4	correct	1700.66ms
16	4	correct	3374.30ms
12	5	correct	426.25ms
13	5	correct	849.40ms
14	5	correct	1729.17ms
15	5	correct	3474.16ms
16	5	correct	6866.11ms
Status: Done.
http://i.imgur.com/lW70ka2.png
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Is it even possible to reason over the state of a variable over the course of the execution of a program P? To me, this sounds like well in the realm of undecidability. Anyhow, your best bet is to figure it out by observation, either by going over the disassembly with your eyes or by looking at the value during runtime. I don't think there's any shortcuts for it.
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Easy, you buy the cart and dump the cartridge yourself. No viruses, garantueed.
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https://www.youtube.com/watch?v=RTf0qVu4t1M For posterity, here's something I found some time ago. Pretty precise skip. You may be able do it from the vine. Input File //I also noticed it's possible to skip the Wall Boost upgrade by doing a damage boost off one of the bats. You can proceed as normal, but I don't think it saves any time. // Link to video A slight optimization. By holding Up and Jumping on the vine as the boxing glove hits, you can get a full height jump off the vine, which allows you to clear the gap from much lower. Input file #2
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In only two minutes, this game's gimmick already outstayed its welcome. Safe to say this was not a very entertaining TAS.
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This is an interesting submission. I'm always into oddball goal choices, and this is certainly up there. However, unfortunately, as others pointed out, the entertainment is severely lacking. While it's cool to see some of the strategies used to avoid jumping, after a fairly short while, things begin to repeat already, and we get a fairly good grasp of the tools you have in your toolbox. The tricks in the run are fairly basic as well. There's nothing as crazy as the fabled "building up speed for 12 hours" to go to parallel universes as there is in SM64. The run doesn't really seem to employ much mastery over the game despite its crazy goal choice. Outrageous comes to mind, you just seem to struggle to get along, and it doesn't really look optimal at all. The various null sprite glitches are cool, but probably suited better to a playaround run. Ultimately, I unfortunately don't think this should be published. I enjoyed the novelty at first, but it wore off fairly quickly. In the end, the run sadly is not nearly entertaining enough for the amount of time that it demands from the viewer. Perhaps it should go to Gruefood Delight instead, I'm not sure. Also, for an encode, it would enhance the viewing experience if you made a Lua script that counts all the A presses and shows it on the screen, along with if the A button is currently held or not.
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Quick question: Are sourceforge and github cool with people just using their services for image hosting? While tasvideos is more than likely too small for anyone to notice, I can't imagine that's in either of the sites' TOSes.
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Thanks, fsvgm, for the encode! I'm so glad to finally see a TAS of The Adventure: Rebirth, and I was not disappointed in the slightest. The sheer amount of enemies on hard difficulty made the run really entertaining to watch, and the Zombie Belmont tricks and the shortcuts really stood out as well. Enthusiastic yes vote for a great run!
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As usual for an HoD run, Juste's crazy movement and zips all over the place were out of this world. Sadly, the constant equipping of the Floating Boots killed the pace somewhat, but it got better later on. Still, I'm voting yes for a monumental improvement to a great run.
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Tompa wrote:
https://youtu.be/Z4fdjU_2vyc
Sick! I found the pyramid level to be especially entertaining with the frog suit. Also, what's that glitch at the end of the airship?
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Insane run. The incredible attention to detail and stuffing cool and unusual tricks into every nook and cranny of the run really show through once again. The new 7-4 and C-4 were amazing, even if they have no time difference. Yes vote, of course.
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zoboner wrote:
encode please
I fully concur. I'm really looking forward to watching this.