Posts for Bisqwit


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Spikestuff wrote:
MUGG wrote:
How can they soft reset the game when only one input button is transmitted at a time?
READ YOU DERPS!
Spikestuff wrote:
Patashu wrote:
Dan_ wrote:
It's okay, they've saved the game at least 20 times since then, so no progress will be lost!
One time they managed to soft reset the game and start a new game, and the streamer has to load from save state.
aaaaaaaaaaaaaaaaaaaaaaaaaaaaand disabled select.
I don't see an answer to that question in anything you posted.
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Welp. 80k viewers again.
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It is staggering to see that majority prefers this chaos where a hours upon hours of hard work can be undone by a single troll in a second, over true democracy.
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SDA is cool. But it would indeed be nice if they upgraded their website as Warp suggested.
Post subject: Re: Problem submitting a movie
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What kind of file were you submitting?
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Very good! Now this the type of maneuvering I was expecting to see in the TAS, with the tether gimmicks, from day 1. Thanks for the entertaining subtitles, too. Too bad about the cyberzone problems pointed out by mklip2001. But I was not bored though. Yes vote.
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Patashu wrote:
Oh, sweet! I was looking for this page before, but my google-fu was too weak.
To be fair, that page is not really well integrated to the wiki structure yet.
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A very nice TAS of this game that is totally not Castlevania.
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feos wrote:
The only thing that doesn't look perfect to me is ladders. It must be logical when Capcom programs ladders/ropes with bigger hitboxes that their sprites, which is what allows you to grab the ladder/rope with less casualties. You know, it's extremely annoying when you need to make nearly pixel perfect jumps just to get some intended physics to work. So I'd call ladder teleporting itself neither an oversight, nor a hack.
I agree. However, it is part of categorically forbidding any presence of zipping, which is simpler than making particular allowances to it.
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Derakon wrote:
I don't understand your "No frame-perfect landing+jumps while ground trembles in Gutsman battles to avoid losing balance" rule, Bisqwit.
I see it as an off-by-one error that if you land while the ground is trembling, you don't lose your control if you jump at the same frame you land. The effects of the tremors kick in 1 frame after you land. They're not checked the same frame when you land; possibly because the trembling check is situated in the code before the check that changes jumping status into standing status when Megaman collides with ground. A "nobody is going to notice that we did this shortcut in programming that technically brings incorrect behavior in certain corner cases" type bug, as are most bugs in general.
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Wow. I did not realize that such a movie has been posted here. For the record, I am working (very slowly) on a new glitch-less Mega Man movie. (I forget where exactly I am in the movie, it's been months since I last worked on it. I think I'm either in Gutsman fight or I already beat Gutsman and moved on. I think what happened is that I got somewhat sidetracked as I began disassembling Gutsman's AI to figure out an optimal algorithm to beat him.) Because it is difficult to draw line on what exactly constitutes a "glitch" and what does not, I made this chart of rules, which is even stricter than what most glitchless speedrunners would consider:
No zipping whatsoever. This means:
        - Not using magnetbeam to cram Megaman into a wall or a ceiling
        - Not grabbing ladder from its top to teleport Megaman 24 pixels up in air
        - Not grabbing ladder from its _bottom_ to teleport Megaman 24 pixels up in ladder
        - Not grabbing ladder horizontally to teleport Megaman horizontally to ladder's center,
          not even a subpixel faster than if he would walk/jump there
        Any kind of technique that results in Megaman moving faster than he would
        normally walk / jump /climb in the present environment, is categorically banned.

No pause tricks:
        - No pausing to cancel hurt-animation
        - No pausing to repeat projectile damage to enemies
        - No pausing to move through enemies unharmed

Other assorted glitches:
        - No duplicating the Gutsman-throwable bricks
        - No frame-perfect landing+jumps while ground trembles in Gutsman battles to avoid losing balance

Tricks that are still used:
        - Luck manipulation
        - Jumping to cancel out standstill-walk delays
        - Jumping in ladder to cancel out shooting delay
        - Pausing to move before enemies move (as long as you're not moving through enemies)
This movie, however, even given its arbitrary choices, it is somewhat suboptimal. Oversize jumps appear in many places for instance. Megaman walks faster than he jumps. I strongly suspect no subpixel optimizations were done either. I would refuse this submission too. Thank you for trying, though.
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mathgrant wrote:
Holy crap, now I feel sad that I didn't watch AGDQ. Most of the games don't interest me, and I have a lot of stuff on my mind. I absolutely have to see the "console verification" of this TAS, though.
AGDQ is still going though.
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Dessyreqt wrote:
Was the inability to reproduce Super Mario Bros due to the limitation of the entire system, or was it due to the hardware used to replay it on console?
It was because it would have taken a ton of time to program the game in. (And it has to be done in real time because all of it comes from the controller(s).)
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Absolutely found it entertaining!
Post subject: Re: Congratulations, 10 years old TASVideos!
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RGamma wrote:
This question might have been raised on any n-th anniversary already: What makes this day special in the history of TASVideos (i.e. how did you choose this day to be its origin ten years ago)?
Today was the day I came back from travelling in Baltic countries. I could not post earlier, unless much earlier. I posted now, because I saw nobody else had done so. I would place the birthday of the site anywhere within the latest 30 20 days, and no later than 19 December 2003.
Post subject: Congratulations, 10 years old TASVideos!
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Congratulations, 10 years old TASVideos! That's all. Just thought I should say it.
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This belongs here, I believe. The scrolling is here inhibited by the precisely timed jumps. When Simon is moving up, the screen won't scroll down, and when he's moving down, there is a limit to the speed at which it can scroll. The horizontal scene change is initiated before the screen has completely scrolled to the expected vertical level, and Simon ends in the wrong screen. Additional places where you can do this (most of them involve the falling-through-floor glitch): -- The other lake. It gets you exactly where without the trick. If you manage to completely avoid scrolling though and end up on the other shore (only possible with cheats), you will get to Veros. -- The left exit of Aljiba. leads under the ground of Aljiba woods, instant death. -- The left exit of Jova. Leads under the ground of Belasco swamp, instant death. -- The left exit of Ondol. Untested. Probably leads under the ground of Deborah Cliff for instant death, though. -- The left exit of Alba. Untested. Probably leads under the ground of Sadam Woods for instant death, though. -- The entrance to Aljiba tunnel. Leads under the ground of Aljiba woods, instant death. (As demonstrated by the video posted by Phil in 2007, a few comments above.) -- The entrance to Strigoi graveyard. Leads under the ground of Sadam woods, instant death. -- The left exit of Uta Lower Road. Leads under the ground of Devious woods, instant death. -- Possibly Laruba mansion. Untested. -- Many ways to do when exiting Castle ruins, as demonstrated by kolechovski above.) Leads to ??
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Healblade wrote:
L337 wrote:
dlzm wrote:
Baxter,if you think you are capable,you can play Adventures of Lolo 3(J).I think this game is the most difficult I ever played!!!
Acualy jap version of adv of lolo 3 was adventures of lolo 2 >_>
Well... The Adventures of Lolo 2 (J) looks like The Adventures of Lolo 3 (U) as far as the overworld and plot are concerned, but the rooms/puzzles aren't the same. Even the tutorial puzzles are more difficult than the North American version. Even though there are some overlaps here and there, you can play the 3 (U) and 2 (J) The Adventures of Lolo games and feel like you're playing 5 different games due to the largely different puzzles.
Adventures of Lolo 2 (Japanese) was Adventures of Lolo 3 (western) but with different puzzles. Has anyone still started TASing that game, Lolo2j that is?
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Mitjitsu wrote:
All TASes have a defined ceiling where perfection is reached.
No they do not. Who is to say which one of these two TAS snippets is closer to perfection, for example? And there is an near-infinite number of variations.
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I just call it creation. To create a TAS. Haven't used the term "write" there, because it too much points towards book-like pursuits, and while both are creative pursuits, involving rules, goals, and designing, you wouldn't call painting, which is also a creative work, by "to write a painting". Then again, I am not opposed to using the word "playing" in this context. After all, when TASVideos was young, I intentionally emphasized in my propaga^H^H^H^H^H^H^HFAQ materials, how TAS-players are really playing the game normally, with tools that enable them to play at high precision, to dispel the myth that TASing involves video editing, hacking the games, or is fake and cheating. Today, I even like to say that TASing is simply just regular speedrunning, except with arbitrary segmentation. There is a really narrow line between those two. I consider segmented speedruns as TASes (when speaking to people already familiar with both concepts). True, there are more tools that are widespread today, such as RAM watching and robots, but using robots (scripts) is not new in RTA speedrun communities either. Perhaps the most fundamental difference arises from our site rules: All TASes must be reproducable in the form of an input stream that can be fed to the unmodified game, possibly running under an emulator to accomplish it. But it's not like I haven't broken that rule either. And, it's not like RTAs have not been produced that also provide an input file. _________________ ^H was used here for epanorthosis. Unfamiliar, too young to remember? http://en.wikipedia.org/wiki/Backspace#.5EH may help.
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Cameron wrote:
This run also defeats Lamia
Defeats Lamia? Are you going for 100%? Good luck! Hoping to see the rest of it :-) This WIP is not very optimal though. You should try manipulating the luck!
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Just Finns being Finns. We are not known for our tactfulness, as a nation; quite contrary. Carry on... (I still hold that I am being wrongly accused though.)
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I think that in his zealousness to be politically correct, someone has forgotten to be human.
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Speaking of Back to the Future: http://www.youtube.com/watch?v=Ad6b1-wuM3w
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Warp wrote:
I think the problem is that you used this opportunity to preach your religion (with lots of links and all), which is kind of uncalled for.
I wouldn't have anything against it e.g. Truncated annotated his posts with a few relevant references that help explain who that person is and what he is known for. Not even if he went beyond his way to link to a few performances in which that person was in that he is passionate about. Nor would I have objected if someone referred to some top-of-class homepathy or ufology guru they had met. After all, Uri Geller was already mentioned too. Nowhere in my post did I preach about anything, urging anyone to take any stance towards one or other way. The links that I did give were there for the purpose of establishing notability. But I see. Some topics are prejudiced against and that is totally fine.