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Entertaining run, from beginning to the end.
The enemies looked really dumb sometimes. And other times, Abe seems invincible and without a hitbox area. Well done and yes vote!
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If I understood Hetfield90 correctly, (s)he doens't want to press frame advance twice while TASing, as every other frame is useless. Therefore, running emu.frameadvance() twice in the while loop won't solve the problem. And there're other problems for some games, like:
1) a lag frame occuring as a 3rd frame in this cycle;
2) the game stops this rule while loading a level and the parity changes;
The following game specific script might work for all games, if the user is able to find the RAM address that acts as a flag for "input being applied".
Language: lua
-- Game: Crash Team Racing (U)
local Input_frame, Frame_advance_mode
while true do
Frame_advance_mode = client.ispaused()
Input_frame = mainmemory.readbyte(0x98800) ~= 0 -- game specific RAM address that determines whether the input'll be used
-- Custom frame advance
if not Input_frame then
client.unpause()
emu.frameadvance()
if Frame_advance_mode then client.pause() end
else
emu.frameadvance()
end
end
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There isn't a formula. If you can debug the game's code with a trace logger, that'll facilitate the task. Every game can do the collision detection in different ways... If you try it experimentally, you'll be in big trouble.
In a future post, I can try to explain the general steps, but that requires some basic assembly knowledge.
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DKC2 has always been some of my favourite games and it's been a while since I started playing again. Now I'm really in love with it!
I created a Lua script that shows the hitbox of the kongs and sprites and I'm working in an utility script, similar to my SMW-TAS.
As there're many improvements for the any% and 102 exits, I'm definitely going to TAS DKC2. Of course, the help from the veterans who are still around is welcome.
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You don't even need to rename the article. Just drop the pdf on the emulator screen and the movie will run!!!
Can the moderators allow people to change their votes after all those modifications? If not, the authors could cancel and upload a new submission.
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Voting yes and for stars. The strat in the last boss was awesome and I know it took a lot of testing. The optimizations are really amazing and actually huge (more than 5% of the previous TAS shaved off).
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You already verified the warps run, and I thank you for that. It would be good to see if the current 96 exit and small-only runs could be verified.
Post #424582
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In general relativity, for non-spinning and non-charged black holes, all the mass that falls eventually reaches the center. The geometric center of the BH is point such that: for all r > 0, the sphere of radius r around this point has a mass m0.
Therefore, the density of such a sphere tends to infinity, as r tends to zero. The same thing would occur at the moment 0 of the Big Bang.
Many physicists expect that general relativity and quantum mechanics break down at Planck length scales.
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Encode with inputs, including subframes (in blue). Tell me what can be improved, for the definite video. For a better experience, watch in at least 720p60.
Link to video
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gbreeze wrote:
I'm wondering if that lateral clip was the same one ISM did in his 96exit wip years ago or something new?
ISM, indeed, used that clip in a WIP. People called that upward corner clip and it was considered luck, and some people made a confusion between that and the 'corner clip without sprinting' technique.
It was clarified here (2013/03): http://smw-tas.blogspot.com.br/2013/03/lateral-block-clipping.html
But it was never used in an official TAS again, as far as I know.
I just realised the reason for that clip when I drew the hitbox (interaction points) between big Mario + Yoshi vs blocks: the distance between the shoulders and Mario's ass is bigger than the block.
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Go to http://redump.org/discs/system/psx/ , search your game/version/region/ and download the Cuesheet (that appears near the top of the page).
Open this cue with a text editor to make sure the name of the the BIN/ISO/IMG is the same.
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This infinite tower can be defined recursively, as follows:
a(1) = x
a(n +1) = x^a(n), for all n.
f(x) = limn->∞a(n)
This'll only converge if e^(-e) <= x <= e^(1/e)
http://mathworld.wolfram.com/PowerTower.html
The answer is indeed sqrt(2).
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The best emulator, by far, is BizHawk.
DiscoHawk says it can import ISO files, so if you have only the BIN it won't work. However, most PSX games have only 1 track and this little guide will help you.
Edit: malformed URL
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Warp wrote:
What is the integral of sin(x)*cos(x) dx ?
a) sin2(x) / 2 + C
b) -cos2(x) / 2 + C
c) -cos(2x) / 4 + C
You can derive each alternative or:
sin(2x) = 2*sin(x)*cos(x)
sin(x)*cos(x) = sin(2x)/2
integral of sin(x)*cos(x) dx = 1/2 * integral of sin(2x) dx
Let u be 2x, then du = 2 dx:
= 1/2 * integral of sin(u) * (1/2) du
= 1/4 * integral of sin(u) du
= 1/4 * (- cos u) + C
= -1/4 * cos(2x) + C