Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
You didn't get all the platinum relics, despite getting all the non-time-trial boxes at the same time, often taking the "side quest" crystal path, or not caring at all for hitting the number boxes that weren't in the way? Vote for rejection... rejection for moons and acceptance for stars!
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
In most emulators, the default (opaque) alhpa channel is 0, so it's not necessary to write it in the most significant bytes of the number. BizHawk oddly is the reverse: 0xFF is fully opaque and 0 is fully transparent.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
If this seems counter-intuitive:
In the long run, most numbers have at least a digit '9'. As the number of digits goes to infinity, the percentage of those numbers goes to 100%.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
lsnes was made before BizHawk, at least before SNESHawk.
Ilari wanted to support subframe input, subframe resets, hard resets, etc, stuff that is very hard to implement in a multi-system emulator like BizHawk, for some technical reason.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I don't think there's a reason to ever ban lsnes.
true has an up-to-date repository with windows binaries
https://lsnes.truecontrol.org/
Yes. But I noticed that movies pre-Waterbox desync under Waterbox, the later being much closer to lsnes timing.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I'd pick lsnes as more reliable, if you wanna verify your movie on console, at least for SNES/SBG. BizHawk's movies from an earlier version might not work in recent ones, due to improvements. The new Waterbox concept might have fixed most problem with bsnes core, but it's yet to be verified whether both emulators produce identical outputs with the same input.
Lsnes can be compiled to use bsnes v87 too, but most patches were done for v85, including a recent one that allows new kinds of arbitrary code execution. lsnes "beta" is much better than the delta version, this name is kinda obsolete.
About the SRAM, the interface is not obvious... While creating a new movie (File > New > Movie), you have to pick the SRM file.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
You should use the complete Lua I/O model. If I understood your question correctly, you wanna grab the content of the nth byte of a file. You should use the seek method.
According Ierusalimschy's book, Programming in Lua:
Please, explain. You wanna a function that returns true if the ROM is headered? Wanna read its contents? AFAIK, in BizHawk, there's no way to do it beautifully.
Maybe using gameinfo.getromname().
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Complementing Valads' answer, I'd like to make a distinction.
We usually define ACE as executing arbitrary RAM values (that you can control) or making the game jump to an open bus address. The later is what happens often. For instance, getting the cloud in the reserve by eating the chuck will always make the game jump to open bus, no matter what. Sometimes the game returns to normal execution without any side effects (that's what speedrunners aim in the 11-exit run). However, it's banned for TASers.
Some glitches MIGHT trigger an ACE execution, but doesn't always do. For instance, powerup incrementation. Therefore, PI is allowed if you avoid ACE.
Lastly, in 100% runs it's conventional to BAN eating any Chuck. This was "decided" because one could backtrack, eat a chuck and get the orb to beat any level. Or get a key in the reserve. Not cool, but depends on the hack.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
This game is a bitch to control and has the worst terrain detection ever... but this TAS is very well done! The amount of glitches, zips, graphical bugs and sprites all over the place is insane. Good job making a boring game look interesting. The optimization is noticeable.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Related and inspired, but not dependent on it.
Some people believe that mathematics is just a meaningless game of symbols. I don't like this though. It surely must have some metaphysical meaning.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
natt wrote:
It would be harder to do on something like the SNES because waiting was done with dumb spinning loops, which look more or less the same as all other executed code. Still, some emulators have "idle loop detection", so there probably are heuristics that would work in some cases, and if you were interested in a particular game, identifying that game's idle loops and then using LUA exec hooks might be enough?
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
rv wrote:
Does BizHawk2.2 generate less lags if i change settings?
You shouldn't choose the emulator that "generates less lag". Lag management is done only during gameplay by avoiding enemies and the like. You're supposed to get the same amount of lag as the actual console (or very close).
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
FractalFusion: you're right. Although some 5th degree polynomials are impossible to solve with radicals (x^5 - x + 1 = 0, for instance), all sin(pi/n) can be solved using the n-th root of the unity.
For me there's no point doing that though, or using i in the answer.
And if n is a product of zero or more distinct Fermat primes times a power of 2 it's even better: you can express the sin with only square roots (no cubic roots) and arithmetic operations on integers.
https://mathoverflow.net/questions/36276/when-is-sinr-pi-expressible-in-radicals-for-r-rational
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Have you verified whether the ROM is clean? I'm pretty sure I've tested this game. Post here the MD5/SHA1/SHA256 checksum of the file.
You can use web services like that and tell us the result
https://hash.online-convert.com/sha256-generator
EDIT: BizHawk displays a check mark when the ROM is verified too and a question block if not.
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Yes, the golden ratio appears a lot in the pentagon.
It's possible to get the sin/cos/tan of all integers angles (in degrees), because sin(2x) is a 2nd degree function of sin(x) and sin(3x) is a 3rd degree function of sin(x).
A table with all values:
http://intmstat.com/blog/2011/06/exact-values-sin-degrees.pdf
By the way, all the regular polygons with a mersenne fermat prime number of sides (5, 17, 257, ...) can be drawn with ruler and compass. So, something like that can be done (in a much more complicated fashion).
Editor, Experienced Forum User, Published Author, Player
(158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Warp wrote:
sin(18°) is famous in that its precise value can be calculated geometrically. If somebody hasn't seen or done it before, perhaps they could give a try.
Let ABCDE be a regular pentagon with side = 1.
By playing a little bit, we can get those angles quite easily.
Let d = AC, x = GC, y = BF, h = CF.
ΔGBC ≅ ΔBCA --> AC/AB = CB/CG --> d/1 = d = 1/x (I)
ΔABG is isosceles. Therefore AG = AB = 1.
AC = AG + GC --> d = 1 + x (II)
By I and II we have: 1/x = 1 + x --> 1 = x + x² --> x² + x - 1 = 0
delta = 5 --> x = (-1 +- sqrt(5))/2
x is positive, so we have x = (sqrt(5) - 1)/2
By II, d = 1 + (sqrt(5) - 1)/2 = (sqrt(5) + 1)/2 (III)
By Pythagoras theorem, y² + h² = 1 (IV)
By Pythagoras theorem, (1 + y)² + h² = d²
Using III: y² + 2y + 1 + h² = (5 + 2*sqrt(5) + 1)/4
(y² + h²) + 1 + 2y = (6 + 2*sqrt(5))/4
Using IV: 2y + 2 = (3 + sqrt(5))/2
2y = (3 + sqrt(5))/2 - 4/2 = (sqrt(5) - 1)/2
y = (sqrt(5) - 1)/4
But, sin(18°) = BF/BC = y/1 = (sqrt(5) - 1)/4