Posts for Bisqwit


Post subject: Ratings: Should they be public?
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Should it be possible for everyone to see how someone else has rated movies (every movie separately)? If possible, please explain your opinion. NOTE: THIS IS ABOUT MOVIE RATINGS, NOT SUBMISSION VOTES. EDIT 2: Poll is over, option "settings to be voluntary" won the favor. Further votes won't help. Use "view results" to view results if you haven't voted.
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AKA wrote:
Don't you have to wait until the plant is 60% of the way down before you can enter a pipe.
Not if you burn it. (Though the sound effect is not alike burning at all...)
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Spoony_Bard wrote:
Actually, listening closely, I don't think that's even the sound Wart makes when he dies.
You're right. I had sounds muted when I watched this the first time. It is the "ouch, suffer" sound effect of all minibosses.
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jaysmad wrote:
The best thing would be to do the dead Wart glitch then do the game to see if he is dead at the end.
Of course he's not, games don't work that way. He doesn't even exist before his room is loaded. When the room is loaded, Wart is created among other furniture of that room.
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This glitch assigns dead-Wart-like properties to the falling shyguys. I don't think it can be counted as game end; they're just wearing an additional mask; this time an aural and blinking one. In all likelihood there's no connection to 7-2 involved.
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P.JBoy wrote:
Couldn't you go through this wall?
It requires upwards motion, I think. There's not enough room to do that. You cannot reach that wall while being upwards motion. (Well, with walljump you could, but then you'd have insufficient horizontal motion, and it'd be slower in any case.) You could however, probably, land 16 pixels lower, on the bottom of the upper left corner brick, in the same way as was done at timer=314 in the same stage, but I doubt that would save time…
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Fabian wrote:
Since this thread is already on top of the forum, I might as well show you all this cool and weird glitch, which I just caught on tape for the first time. Neat huh?
Cool. :) EDIT: SW demo.smv desyncs for me. :-/ I'm using "Snes9X 1.43 for Windows".
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pdk wrote:
and since this is done in frame advance anyway, would it matter whether you either changed the cycles midway through making a movie or used a different amount of cycles than what the movie was made in, as long as both speeds are fast enough to keep the game from lagging at different points?
If you change the cycles midway the movie, the change will affect the entire movie, and it brings the usual chances of desync and everything. I.e. you must watch your movie from beginning and check if it still plays correctly with the new cycles value. Note that the cycles value is saved also into the movie file header. Cycles = MHz * 1000 For example, 100 MHz --> 100000 cycles. (Actually, it is the number of instructions, and not all instructions on the real machine are single-cycle instructions... but it's close enough.)
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FractalFusion wrote:
By the way, one of the games I'm testing is running unnaturally fast no matter what number for cycles I use. For cycles=100, the loading times are slow but gameplay is fast. Is this supposed to be OK?
I have deleted all emulation speed throttling code in this dosbox version for the purpose of maintaining a consistent movie sync that is not influenced by the host computer's speed. Meaning that what you observe when you run dosbox, is only limited by the speed by which your computer can emulate. It is really confusing to explain (I hope someone can explain it better), but what you may observe is: ― When you increase the cycles, the game may appear to run slower (because the emulation load becomes heavier). However, by doing so, the actual game will experience a faster emulated computer, and in fact, you're therefore speeding up the game (or at least making it run more fluently) even if your own experience is that it now runs slower. ― When you decrease the cycles, the game may appear to run faster (because the emulation load becomes lighter, hence dosbox emulates faster), but in fact, the game will run slower (most noticeable when the game loads something), because the computer that is emulated, is now a slower one. ― Because all changes to the number of cycles may cause both increase of speed and decrease of speed as explained above, it may appear as if the speed does not change at all. To only way to show the real speed on which the game runs, is to make an AVI, because only the AVI is synced into the emulated timestream (the real time from the game's perspective) as opposed to your own timestream (the real time from emulator user's perspective). The actual rerecording emulator is designed primarily for movie making in frame advance mode, not for a real-time gaming performance. ___________________________ ― If the game is designed to only become more fluent when played on a faster computer (such as Doom), as opposed to becoming eccentricly fast (such as Alley Cat), your safest bet is to use a large value on the number of cycles (such as 40000 or 90000). This will give the game a fairly fast computer and dosbox a fairly large load, meaning it will appear fluent when viewed as AVI, and it will not be too fast when you watch it in dosbox. ― If the game however does not understand the concept of faster computers, and becomes twice the faster when played on twice faster computer, you should set the number of cycles by guessing which value is the most natural for the computer of the era of the game. Yes, it may look quirky in dosbox (at least the rerecording version), but the AVI product will look perfect.
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Deep Loner wrote:
Do you enjoy making fun of my programming skills? ; )
Huh? I haven't been making any connection.
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moozooh wrote:
Suggestion: if someone would make a Wizards & Warriors run with normal route that would be faster than both of the famtasia runs, shouldn't it be enough?
Yes.
Post subject: Re: I would like to contribute a commentary for Earthbound..
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Agreed, contributions like this are most welcome. I haven't listened to this commentary and I'll leave that to others, but posting about it on the forums is certainly the right way to go. Sorry that I haven't responded to the e-mail. EDIT: Listened to it now (together with the AVI). I'm not a good judge of commentaries, but it was ok. Better than nothing. :) And there was absolutely nothing wrong with the microphone. But as JXQ says, the bitrate could be lower, resulting in a significantly smaller file as well.
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FractalFusion wrote:
I tested this program under Windows for a while. It seems that F5-F10 don't work. Nothing happens when I press them (no status window change). Only F1-F4 and the savestate slots work.
Tried holding the shift key? (Read the first post of thread.)
FractalFusion wrote:
Also, only the "ZXCV..." row has immediate shift-key registration. The other keys (for shift variants) require registering shift one frame before that key.
Probably because the scancode of the shift key is a smaller number than the scancode of ZXCV… keys, but bigger than the others. Hence, if Shift + A are pressed on the same frame, first the game is reported about A being pressed, then about Shift being pressed, but if the key is Z instead of A, the order is reverse. (The keyboard input is serial, not paraller, and my patch serializes the events in the order of scancode.)
Post subject: Re: porblem solved
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Xkeeper wrote:
The external program handling the check would simply instantly create an inactive copy of you, compare your changes from ten years to the current you, and then instantly destroy the copy.
But just aging the person by 10 years does not equal the person living 10 years in the world.
Post subject: Re: porblem solved
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Xkeeper wrote:
function tenyears($player)
Suddenly aging 10 years without any time passing around me would probably make me somewhat sad.
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Deep Loner wrote:
unsigned CalculateWhatPlayerWillBeInTenYears(unsigned WhatPlayerIsNow)
{
    return WhatPlayerIsNow + 10;
}
Any volunteers for testing?
There is an error in your function. It adds 10 into what the player is now. For example, if I now possess 1000€ of money, it claims I then possess 1010€ of money. The key is "unit". Your program does not indicate the unit of the number 10. Fix it. Presumably it should be something time related. Do note that you cannot just add apples and oranges together. You need to code a framework that transforms another unit by a time unit. Perhaps some simple formula will do.
Post subject: Re: Google Ads
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VirtualAlex wrote:
I am assuming theenglishman's sweet potato ocerana are from this site also.
Quite likely. I have Ocarina appearing as a keyword on some pages. And there likely are ocarina shops advertising through Google.
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Deep Loner wrote:
OK. So it is possible to download Torrents from behind an NAT router; it's just not fair to the other users. But it's a start.
No, of any two peers, if either one has a connectable port, the transfer can work in both directions. If neither one has, then they cannot exchange pieces.
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If the tracker determines that your client cannot be connected to, it will not offer you as a peer to other peers, for it would be futile for them to try to connect to your client as well. You will still receive list of other peers (but only those who don't have that same cumbersome problem), so transfer should be possible. This is how I understand what the NAT checking feature does. I might be wrong. PS: The tracker that is currently running on the server (for the last 11 days) is not the one I posted about; it is the official BitTorrent tracker once again.
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theenglishman wrote:
...still trying to submit a publishable run. 27th time lucky?
Off topic, but why do you have a Google Ads snippet in your avatar?
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pdk wrote:
1) should i play the bonus stage every run (so as to get a proper score tally) or only once? 2) after a run, should i reset as soon as possible after the last bar is found, as soon as the flashing on the borders stops, after the score tally, or some other point?
You already asked these questions, and got answers, but since you asked them at IRC and at forums, yet got answers only at IRC and you didn't post it at the forums, I'll repeat it here. 1) At most once I think. 2) As soon as the screen starts scrolling I think. This gives the least chance of confusion about possible premature reset, and it is a consistent moment.
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FDS "cartridges" are not cartridges; they're disks. They also have a distinct format (the file begins with "FDS" instead of "NES"), and are usually named .fds. This should be enough to distinguish them.
Post subject: Re: #1329: Phil's NES Super Mario Bros. in 02:58.2
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mmbossman wrote:
Bisqwit wrote:
… as a concept demo. This will <em>not</em> obsolete Pom's movie, not the least because it's a different game with different rules. (The differences in the games (NES SMB1, FDS SMB1) are completely unintentional and driven by the platform change, but striking in this particular movie.)
Came across this during my archiving project and was curious why it is in the NES category on the front page instead of in the Concept demos and hacks section?
I changed my mind about the "concept demo"ness (first 4 words of the quote). The rest of my words still hold though. It's not a concept demo because it's a real game and it arguably beats the game.
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Michael Fried wrote:
There's a published Top Gear run of just 1 track
Am aware of that. The history of its publication seems to be unclear, but it is not a "see, see!" movie I'd want to draw as a precedent to yours. It is one of the many disagreements between me and Phil, the author of that movie who was also a judge at that time.
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There seems to be a misconception of the site's purpose here. I will skip over all the talk about numbers (for those only matter to people who are utterly familiar with the track times in this game, and that is not the core audience of my site) and look at the other reasons the author provided for accepting this movie.
* The strategies are very complicated, more than just taking turns tightly. It normally takes many months just to develop a proper understanding of the game physics, so you could say in a way I did many months of research for this TAS, even though the TAS itself took me less than a week to make. * Why only 1 lap, you might ask, instead of the whole race? 3 laps would get repetitive.
The first reason quoted only makes me wish to see more than just one lap of one track. Agreed 3 laps might get a bit repetitive, but I would like to see all tracks instead of just one. Hence, out of concept, my vote for this movie is an automatic no. Edit: About the purpose of the site? Well, Michael Fried's movie is clearly aimed as a TAKE THAT for Super Mario Kart 64 speedrunners. Those who compete on the fastest time. It is not aimed to please the general audience. This is clear from the abundant comparisons to world record times in the submission message, and in the talks preceding the submission. Such curiosity movies should be published at youtube or something, I think.