Posts for ALAKTORN


ALAKTORN
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Why do Spanish people find so many bugs in the DKC series? There was another YTer full of vids. Also, cool stuff Dooty. Will we be seeing an improvement…?
ALAKTORN
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creaothceann wrote:
ALAKTORN wrote:
Did you watch it from start to finish?
Yes.
Then you’re not very good at understanding people. :p Or easily get emotionally-attached.
ALAKTORN
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creaothceann wrote:
ALAKTORN wrote:
Damn, that guy is mad salty about TASVideos lol
True wrote:
inadvertently admits in boisterous fashion. In the video he comes off as a hard-headed supreme know-it-all loudmouth whose preferences are fact
Actually I didn't get that impression at all. He states his goals and TASVideos' (and SDA's) goals, and notes that they just not align.
Did you watch it from start to finish? I did, and True’s statement definitely has some merit. And yeah, a proper TAS would be awesome.
ALAKTORN
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Someone stop him, please.
ALAKTORN
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What the fuck. 7/8.5
ALAKTORN
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I presume calling yourself Jeed cost you some frames? What’s the ruling on naming in TASes, actually? I suppose you could be allowed to name yourself whatever you want, even though it’s not a speed-entertainment tradeoff.
ALAKTORN
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^60 and 30 frames are usual framerates for games, so maybe the DS version runs at 30fps and that’s where the difference comes from? Idk.
Post subject: Re: #4691: phamthanhphung's SNES Little Magic "100%" in 50:49.16
ALAKTORN
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What does “Re-record count: (unknown)” mean?
userchatnew wrote:
this is good
Lmao.
ALAKTORN
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^Damn, that guy is mad salty about TASVideos lol. Does anyone know what’s his account name on here?
ALAKTORN
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The only thing that matters for a run to be published to Moons is entertainment value. If it’s decided that this game/run isn’t entertaining enough, it won’t be published in Moons. It doesn’t matter how hard you worked on it or anything else. The rules were there for you to read, if you didn’t it’s your own fault. If you thought your run was entertaining enough, then accept that you may have been wrong in your assumption. (Btw: http://tasvideos.org/Moons.html)
ALAKTORN
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Thank you guys. :)
ALAKTORN
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Does anyone know how to reverse this formula to find x? y = ax+b (mod M) I was told x = a-1(y-b) (mod M) but it’s not working…
ALAKTORN
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I can ask Jikka about it next time I catch him streaming.
ALAKTORN
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Testing more Aspis kills. Previous tests showed that late spit start is best. Late spit + late dive = terrible, too much time offscreen, you lose 10 frames of charge (which would still be faster than my vid so far) but by doing so you prolong Aspis’s invincibility a lot, losing further frames on the last hit, and he can’t be killed on the ground. Late spit + early dive = bad, you can get a perfect fight (saving 11f over my vid) but you don’t get the grounded kill, and lose too much time (would also lose time from healing 3HP). Considering a spit after another spit has always the same timing (as far as I can tell), the 11f lost vid I made is a perfect fight. Late spit + spit + early dive is the best possible combination, considering the 2nd spit’s timing can’t be made any quicker. Now I need to actually TAS the fight. Hmm… HHS, do you know anything about how Giga Aspis (the snake boss) determines what attack to do? It actually looks really simple. There’s only 1 step in its decision (2 total). At least for the first attack. If it decides to do “nothing”, it will do 3 steps to determine what to do as its late attack. Edit: Just had 3 steps and “nothing”. Not quite sure what makes it 2/3 steps. Edit: HHS has said before that only bits 16–30 are used in general. Well I’m already stumped. Tried checking out 2 different RNG values that give the same behaviour (late spit start Edit: so this means they give “nothing”): values: 1083742552 1287626704 steps (unfrozen): 1083742552 1819325074 (2) 1287626704 1250995402 (2) conclusion: 1819325074 110110001110000 0x6C70 1250995402 100101010010000 0x4A90 Not very many similarities. Won’t be as simple as I thought? Edit: Well I guess it would make sense for it to be a bigger range rather than a single value like a Life Up drop. Edit: Testing: 888243357 1209073663 (2) 100100000010000 0x4810 gives “nothing” 1609663645 1259405311 (2) 100101100010000 0x4B10 another “nothing” 157385885 1073807359 (2) 100000000000000 0x4000 again 1663599773 1073741823 (2) 011111111111111 0x3FFF turns around and goes offscreen :0 1348568221 1057030143 (2) 011111100000000 0x3F00 nothing again… Welllllllll I doubt I’ll be able to figure out anything manually.
ALAKTORN
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Spikestuff wrote:
It's fair rights footage coming from TASVideo TASes so they're in the clear.
What? I was worried about us, not them.
ALAKTORN
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Btw, is the dash forward at the start of the round really necessary? In version 3’s Lei fight it doesn’t look like you’d need any extra distance before the attack. Also OP’s encode should be updated.
ALAKTORN
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Yeah, the video is awesome. I’m not sure whether I should be worried that Nintendo used TAS footage in one of their videos or not, though.
ALAKTORN
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True wrote:
Because someone is using his work, which likely used copyright infringing material to create, as part of a greater work. And he'll go apeshit if someone copies something he copied as part of a new derivative work. I blame hypocrisy apeshit.
I thought you were smarter than that but your latest posts made me reconsider.
ALAKTORN
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When in the vids is the card game? Movement seems kind of weird, it might be hard to optimize in a TAS.
ALAKTORN
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Nach wrote:
Being pushed out of walls you're stuck in is also an intentional feature. It's also not like the game makes any effort to prevent you from placing beams near the ceiling, or the player creating and standing on one.
Glitches are determined by common sense, don’t try to use that defense as it’s stupid. Just saying, no idea what’s being argued in here.
ALAKTORN
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Aqfaq wrote:
EgxHB wrote:
I put three months of on-off work into the original run, and another month on the second iteration. It's a waste of the author's sweat and toil.
It sound like you don't enjoy TASing. You should probably stop and find a hobby that you actually enjoy.
It sounds like you don’t have a brain. You should probably stop posting.
ALAKTORN
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Don’t even know what this game is but I may be able to help with the RNG. Usually the RNG behaves one of two ways: update every frame, or update only when something random happens. All RNGs I’ve found are 4 bytes big, so search for that data size. Do you have a vid of your RTA?
ALAKTORN
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FractalFusion wrote:
Instead of bit.band, maybe use math.floor(iRNG/0x10000)%0x100. This gets the third byte as an actual byte, and not as an 8-bit number times 0x10000. Then you write c=0x84 instead of c=0x840000.
Thanks for that. :) My problem with bitwise operators is that I require a separate file for my Lua to use them. Lua 5.1 doesn’t support bitwise operators, and I don’t know how to upgrade to a newer version.
ALAKTORN
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ALAKTORN wrote:
Now I need a way to put this into a Lua so that I can manipulate drops with ease.
Done that but I don’t like my implementation. Mainly the fact that I have to use a bitwise operator.
Language: Lua

function getThirdByte(iRNG) iRNG = RNGSteps(iRNG, 2) return bit.band(iRNG, 0xFF0000) end a = readRNG() function findItem() c = 0x840000 b = readRNG() thirdbyte = getThirdByte(b) if thirdbyte == c then print(a .. " to " .. b .. " is " .. getNumSteps(a, b, 10000) .. " steps") end end
ALAKTORN
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thommy3 wrote:
Never played the game though. Thinking of tricks like a five hour movie in A to lure enemies away one by one (or put power-ups etc), so B gets really easy.
Nothing as silly as that is possible AFAIK.