Posts for Andypro

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Experienced Forum User
Joined: 5/24/2004
Posts: 262
Yes vote. It's the best any% ever and the music alone is enough to make it enjoyable to watch for me. It's too bad the Hojo glitch at the end robbed us of some of that great music. Oh well.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Great work so far Lil_Gecko!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Alyosha wrote:
creaothceann wrote:
Is that line using bit masking and shifting? You could also store each emulated bit as its own boolean.
Yeah it does this:
public static bool Bit(this byte b, int index)
		{
			return (b & (1 << index)) != 0;
		}
It also seems like Bools are just slow altogether, not sure.
I would posit that it's the sheer number of function calls to Bit() that eat away at performance. Can you run a disassembler to determine if the JIT compiler is inlining those calls? If it isn't, you could try the AggressiveInlining attribute that was mentioned in the NesHawk thread. I haven't done a huge amount of performance optimization in C#, but it's pretty fascinating.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Interesting. The only thing I would offer is that perhaps your lean body mass percentage is higher than it used to be, meaning your own density is what's changed as opposed to the water. This would explain why it's much harder to float now, though it doesn't necessarily explain your other points. I had a similar experience when I went swimming after getting really lean, and I was expending almost all my effort trying to stay afloat while the less lean person next to me was easily floating.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Great stuff, Alyosha! I always wondered about Micro Machines - I rented that game a few times as a kid, and it *never* ran without severe graphical glitches! Wouldn't Neshawk be more accurate if it ran the glitches in that case, or are there certain CPU or PPU revisions that actually did run Micro Machines correctly?
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Great movie. Can someone explain to me why he wasted time getting the wire? Thanks.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Phenomenal work keylie. Would you mind sharing the GC netranking code for this run? I'm interested to see if the algorithm for encoding the score still works for a score that high. I don't think we ever located the most significant bit. :)
Experienced Forum User
Joined: 5/24/2004
Posts: 262
keylie wrote:
I just realized that the stage 3 boss with two players must be leeched for maximum score. I kinda don't like that :/
I'm surprised to hear that. I guess that'll be another major difference with a 1p run, because 1p alone certainly won't be able to absorb enough to make grinding worth it.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Yep, looks really, really good. I don't see any errors in ch2. It's interesting that 16 rows are possible. It would be nice if there were some crazy homing strategy that allowed you to get all the 2nd generator chains and still get 16 rows, but that doesn't seem likely. Looking forward to ch3!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
keylie wrote:
Andypro, do you know if by chance the content of the ikaruga.co.uk strategy forum is still available somewhere?
keylie: I asked the former operator of ikaruga.co.uk if he had the forum contents or a database backup, but unfortunately he says he does not. It's a shame, because there was quite a wealth of information there. If I ever find an old mysql backup I will let you know, but it seems unlikely at this point. Sorry!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
keylie wrote:
Spoiler of the upcoming stage 1 WIP: 144 chains! (afaik nobody achieved more than 138 chains unassisted). I spent about 10 hours on the last bonus enemies :(
Wow, congrats! Can't wait to see the video of your chapter 1. :)
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Hah, a paradiddle. Almost as if it was designed by a drummer! Thanks guys.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Hey cak and/or others: How do you determine which direction the veggies will come out of the tubes at the wart fight?
Experienced Forum User
Joined: 5/24/2004
Posts: 262
cak wrote:
Be at or near the bottom of the vine and start climbing up just before the Shyguy touches you. Climbing will reverse direction and you'll end up going through the floor.
Awesome, I got it! You rock, cak!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Can you guys help me with the 1-1 through floor trick? I'm not sure how to go about setting it up. From the Game Resources page: "In 1-1, you use the shyguy and the enemy through floor trick to get him stuck just under the ladder. With the right y subpixel positioning you can get the character to land on him instead of the floor. Pick him up and you will fall through the floor! This takes you do Birdo's room." In the current SDA speedrun, the guy doesn't pick up the shyguy after taking damage; it looks as if the shyguy just knocks him through the floor as it falls on him. I've tried this many times but when I manage to get to the bottom of the ladder before the shyguy, the invincibility timer runs out on me and then the shyguy kills me and proceeds to fall through the floor itself. Tips?
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Such dedication! Amazing work. I love how you showcase the massive levels in the game. Yes vote.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
From personal experience and testing, I believe that FCEU and FCEUX are both not stable over netplay all the way back to 0.98.12. Due to changes in the emulator, desyncs are common. However, the netplay in 0.98.10 version of FCEU is rock solid over the internet and didn't ever desync for me. I suggest trying that legacy version first and see if that solves the problem.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Patashu wrote: The dead last player clearly had one goal in mind - to be the very last player on the list - with only 10 points. It appears others have tried to get the lowest score on the board, but many failed with 20 points. So far, only two people know the secret to getting a game over with only 10 points (something I can't figure out myself). Wait, if they don't leak it out, how does anyone prove that they didn't cheated?
I was involved in creating ikaruga.co.uk and cracking the Gamecube's netranking code system for Ikaruga. The full game scores required the code provided after the credits to be listed on the site. We had to generate many 10 point scores when we were working on cracking it, so the score is indeed legitimate. It's not really a secret: when you tap fire you see a single shot, but it's really two shots overlapping one another. Thus in order to score 10 points, you have to be firing a stream of double shots and be able to graze an enemy with only one half of the double shot stream. It's not too difficult.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Win 8 x64 with an older Logitech G5: http://pastebin.com/MnCYTiYg
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I reluctantly voted yes for this submission. I did find it entertaining, and if there's any run that should be published other than any%, this is probably it. I'm still not sure if there's a good case for a second category besides any% for this game, but the run was done well and I liked seeing the optional objectives, hunters' guild quests, and combo attacks.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I second Crystal Castles. Q-bert. Beat 'em and Eat 'em (lol).
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Wow. Best TAS of 2012 for me. That was hilarious and very well executed. Yes.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I've decided that megaman is too easy:
Language: lua

started = 0; while (true) do health = memory.readbyte(0x006A); gui.text(2, 10, "Hardcore mode"); if health == 28 then started = 1; end; if started == 1 and health < 28 then FCEU.softreset(); started = 0; end; FCEU.frameadvance(); end;
Experienced Forum User
Joined: 5/24/2004
Posts: 262
How about maximizing a score run first for play points and then for score? That would prevent death abuse and also warping.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I submitted a bug regarding high pitches in nes sound emulation. I would also like to suggest a clear button on the joypad config screen. There were default joystick buttons already assigned as secondary inputs, and I assigned the correct joypad inputs but had no way to remove the defaults. Thus some of my buttons were doing double duty. I had to manually edit the ini to fix.
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