Posts for ALAKTORN


ALAKTORN
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Man, throwing money at me would be a perfect way to make me stop slaking and actually finish one of my runs. If only.
ALAKTORN
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ALAKTORN wrote:
RachelB wrote:
given that it is better regardless of those version differences.
That’s something you left implied before. Ok then, I’m not sure what’d happen in that case.
Although, thinking about it, even in the case that such a run would be published, someone else could come along and obsolete it by switching version and implementing the version-specific tricks while keeping everything else the same, so what’s the point of even using the J version?
ALAKTORN
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RachelB wrote:
given that it is better regardless of those version differences.
That’s something you left implied before. Ok then, I’m not sure what’d happen in that case. Your example is probably completely irrelevant though, considering that it will never apply to reality. If it happened for one game, that could be the exception rather than the rule.
ALAKTORN
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RachelB wrote:
The extra gameplay also won't count against you, so if it's faster, you should use it. The fastest version should always be used. No one wants to watch a version with more text and less gameplay.
…What the fuck are you saying? The extra gameplay does count against you. The fastest version is the one with the fastest gameplay. Text isn’t considered to be any faster in terms of obsoletion.
ALAKTORN
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Malleoz wrote:
I'm going to start working on this again. This is a game that has so many new improvements, and I simply can't just ignore this game anymore. Seeing as how I'm now in high school, progress may be slowed a bit, but let me promise that it will be worth the wait. (I'll also be testing the Japanese version in comparison to the US version to see how much time is saved from text and if flurrie superslide time savers, which don't work the same in Jap, can still be done)
Text isn’t taken into consideration when obsoleting movies. If the actual gameplay is slower, absolutely do not use it. If it’s the same though it’s your choice whether you wanna go Japanese or not.
ALAKTORN
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Tangent wrote:
I suspect Hugo or Akuma would be the fastest,
I think Makoto is pretty broken in this game. I remember her killing opponents within 3 combos or so.
ALAKTORN
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This night I came up with a cool strategy to get M6 in 5 seconds (which means under 360 frames) without the need of a CO Power. Link to video Extracts from our chat: [2:46:44] Julian: 364 frames meh [2:47:11] ALAKTORN: what’s that [2:47:27] Julian: Grit, no cannon guard, no powers […] [3:46:31] ALAKTORN: 5″ seems impossible […] [3:49:53] ALAKTORN: I found a strat that works and is different than yours [3:51:16] ALAKTORN: I think I just saved 4 frames LOL [3:51:32] ALAKTORN: dude just 1 more frame LOL fuck […] [4:16:37] ALAKTORN: that’s pretty fucking sad 1 frame [4:17:26] ALAKTORN: save a frame Julian [4:17:40] Julian: I cant D: […] I have an epiphany: [4:19:33] ALAKTORN: why is this so sad [4:19:46] ALAKTORN: wait a second [4:19:51] ALAKTORN: maybe we can save 1 frame with targeting [4:19:57] ALAKTORN: is there no Arty position that saves? [4:20:19] Julian: only S in front of cannons [4:20:22] Julian: no even not there [4:20:26] Julian: Grit has too much range [4:20:36] ALAKTORN: S in front works [4:20:52] ALAKTORN: hey [4:20:53] ALAKTORN: hey [4:20:55] ALAKTORN: nigger [4:20:58] ALAKTORN: hey [4:21:03] Julian: isnt that crystal then? [4:21:03] ALAKTORN: NE Arty [4:21:07] ALAKTORN: nigger [4:21:09] ALAKTORN: NE Arty [4:21:12] ALAKTORN: doesn’t need targeting [4:21:16] ALAKTORN: in the botted strat [4:21:19] Julian: :O [4:21:21] Julian: yeah [4:21:24] ALAKTORN: SAVE THE FRAME [4:21:25] Julian: topleft is default? [4:21:27] ALAKTORN: yes [4:21:31] ALAKTORN: SAVE THE FRAME All along my strategy was 359 frames but it took me 30 minutes to notice that we were wasting 1 frame to target a unit for an attack that wasn’t necessary (that unit is the default target so you don’t need to target it manually). lol
ALAKTORN
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A little too repetitive, and the AI seems too weak/stupid to do anything interesting with. I didn’t dislike it though, so meh vote.
ALAKTORN
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Thank you Zanoab. Thanks to your script we were able to make this: Link to video
ALAKTORN
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Lmao, this game is pretty fun to play, but a TAS is kinda confusing. Still, short enough not to get boring, yes vote.
ALAKTORN
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How would you find the constants?
ALAKTORN
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Nach wrote:
ALAKTORN wrote:
We tried disassembling but we suck at it.
If you can find any numeric constants used in the code, even if you can't figure out what the algorithm is, you'll probably get much closer to figure out what's going on.
that is true but how are we gonna get the constant?
I don’t even know what we’re talking about.
ALAKTORN
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If you’re stuck having to math it out, here’s a tip my partner showed me today: translate things into a different perspective. 0 288999488 718069888 793069760 774832384 605423936 981885312 135006656 271778304 59198016 1066721920 250071744 This series of base 10 numbers probably doesn’t mean shit to you (it doesn’t to me). But if you translate it into binary and space it out accordingly… 00 0000000000000000 000 00000 000000 = 0 00 0100010011100111 001 00001 000000 = 288999488 00 1010101100110011 100 00010 000000 = 718069888 00 1011110100010101 001 00011 000000 = 793069760 00 1011100010111100 000 00100 000000 = 774832384 00 1001000001011000 001 00101 000000 = 605423936 00 1110101000011001 100 00110 000000 = 981885312 00 0010000000110000 001 00111 000000 = 135006656 00 0100000011001100 000 01000 000000 = 271778304 00 0000111000011101 001 01001 000000 = 59198016 00 1111111001010011 100 01010 000000 = 1066721920 00 0011101110011111 001 01011 000000 = 250071744 You can start seeing patterns where you wouldn’t have before. This is actually an on-going work me and my partner are doing with AWDS’s RNG, everything in the chunk of bits in the second column is still an unknown, but we’ve figured out all the other columns at least. We tried disassembling but we suck at it.
Post subject: Re: How to determine the formula for a random number generator?
ALAKTORN
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Vykan12 wrote:
Is there a way a formula like that could be determined from a sample set of say, 100,000 consecutive RNs? Is there some kind of pattern recognition program you could run? Do you have to disassemble the ROM?
100,000 are way too many. You should be fine after about 20, if you’re not, then I don’t think you’re gonna figure it out anyway. You can try using http://www.wolframalpha.com/ for pattern recognition. For AWDS me and my partner have been wanting to disassemble the RNG, but we’re not sure how to do that or if it’s even possible on DeSmuME. All that was figured out was through testing and mathematics, he’s a bit of a maths genius.
ALAKTORN
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Sirmola wrote:
Honestly, i think that the difficulties require routes that are so different that they should count as different categories.
I don’t think we’ve ever done that. If harder difficulties are harder, then they’re more spectacular, so a TAS should use them. What I thought is that it’s not about categories… it’s about picking the correct difficulty to show off TASing at its best.
Guidelines wrote:
Where a game has multiple difficulty levels, it is preferred to play on the hardest difficulty level (for more interesting gameplay) unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed.
ALAKTORN
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cheetah 7071 wrote:
(the 5 prologue chapters don't show up in difficulties above normal)
Wow, really? Well, that would make Hard mode faster, though…
ALAKTORN
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^I’m not sure why Fractal never spoke about that… it looks like it should be the published movie.
ALAKTORN
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Good luck Dooty, looking forward to DKC2 getting optimized!
ALAKTORN
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andypanther wrote:
This sounds like a run made on the hardest difficulty would be different enough for a separate category.
…I was thinking it’s different enough that it should be used, and Normal isn’t acceptable for publication. Hard 5 doesn’t matter because you have to unlock that; that could be a separate category maybe.
ALAKTORN
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This would be helpful for MKW TASing.
ALAKTORN
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FractalFusion wrote:
MrWint wrote:
I'd love to see this movie of yours.
Here's the movie then: http://tasvideos.org/userfiles/info/17319790281107650
Pocket Monsters - Red Version (J) (V1.0) [S].gb
Emulator: VBA v22
Can someone encode this?
ALAKTORN
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I’m not fond of how you say “This mistake probably cost about 5 seconds over the course of the run, nothing to lose sleep over”. I’d think 5 seconds are a substantial amount for a TAS. Also, you don’t really explain why you use Normal mode over Hard mode in the submission text… you should use Hard mode unless the only changes are irrelevant; are they? I’ll watch the movie now… The movie was enjoyable.
ALAKTORN
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I agree with Zeupar. The screenshot is not part of the input, but it’s part of the movie; what does it matter if the input ends earlier? Great job on the improvement, MrWint. But I’m sad to hear such an obvious menuing optimization went unfound with all the drama surrounding the previous submission.
ALAKTORN
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Dooty wrote:
it's slower as I still have to sacrifice Diddy;
Because you can’t throw the beetle far enough without falling on the vines? :(
ALAKTORN
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Could you grab the beetle and throw it forward while keeping it alive? So you would grab it normally, throw it past the enemy, then grab it again and do the glitch grab to set up the wrong warp. I have no idea what I’m talking about so forgive me if this is a stupid idea. Also I had a question about the first lava level: is that stuff you do with the enemy inside the barrel to set up a wrong warp?