Posts for Bisqwit


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For me, JXQ would be yii-acks-coo According to the Finnish spelling. NES is nes, SNES is snes. TAS is tas. FCEU is aff-seh-eh-oo well, approximately anyway. English spelling is so stupid :P Kyrsimys is cirr-see-miss except that "i" denotes a vowel that doesn't exist in English (something in between of the vowels in put and pit), and that "see" should be pronounced twice as fast as the other syllables, and that "r" should be an alveolar trill like in Scottish English, not the approximant like in American English. (This is the only right way to pronounce it :P)
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Huffers wrote:
You should submit it to OverLooked Remix!
OverLooked ReMiX is dedicated to ridiculous interpretations of video game music and video game culture. Its primary focus is song rearrangements (ReMiXeS) in .mp3 format.
olremix requires 5 posts before one can make submissions. I'm not feeling particularly posterous, so I'll skip. ________________ Yes, my choice of newly invented word of day probably has a connotation that I did not intend. They often do.
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I think, "to include hilariously bad dialogue" is not a good reason enough to switch the version. And, if the screenshot you included in the submission is a sample of that "hilariously bad" dialogue, I disagree on that assessment on the kind of that dialogue.
Post subject: Crazy SMB1 mix (and a few other vocaloid songs)
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I played recently a bit with the Festival and Mbrola speech synthesizers. Literally played. http://bisqwit.iki.fi/music/misc/smb1mbrola.mp3 (370 kB) (Super Mario Bros) Here is the Super Mario Bros theme, featuring the voice talents* of Tomohisa Tachiki and Yoram Meron, synthesized using the jp1 and jp2 sound sets in mbrola. *) Normally, they're supposed to sound something like this and this respectively. ----------------------- Created some more in December 5-6 2007... http://bisqwit.iki.fi/music/misc/elecmbrola.mp3 (1.9 MB) (Mega Man, Elecman theme) http://bisqwit.iki.fi/music/misc/dmoonmbrola.mp3 (560 kB) (Duck Tales, moon theme) http://bisqwit.iki.fi/music/misc/ddg2mbrola.mp3 (800 kB) (Double Dragon 2, main theme) Contains lyrics... completely unintelligible ones though. This one sounds hilarious. http://bisqwit.iki.fi/music/misc/smb3gmbrola.mp3 (830 kB) (Super Mario Bros 3, grassy lands) http://bisqwit.iki.fi/music/misc/smb2mbrola.mp3 (791 kB) (Super Mario Bros 2) http://bisqwit.iki.fi/music/misc/solombrola.mp3 (600 kB) (Solomon's Key) http://bisqwit.iki.fi/music/misc/gl10mbrola.mp3 (330 kB) (Guardian Legend, updated)
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Xkeeper wrote:
Although now I'm curious, what was it you did to chop down the filesize?
Probably loaded and saved it in photoshop with maximum compression settings. With the gifsicle program, I was able to make it about 30 bytes smaller (commandline: gifsicle -O2 -b test.gif).
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Bob A wrote:
we do it on the others. why not this one?
http://tasvideos.org/ForumRules.html#to_stay_legal_
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How about ranks for other types of activities as well? Also, what should those names of ranks be?
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Baxter wrote:
Finally, I think the average entertainment rating is somehow weird. If you make a perfectly good run of a game that isn't very popular, your average entertainment rating goes down. This discourages from improving movies with a low rating somehow.
Politics, politics. "The road to Hell is paved with good intentions."
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The player <-> user binding only applies to published movies. For submissions that are still only submissions, a restriction could be placed that the submitter cannot vote on their own submission ― however, in the case of team submissions, this would only block the submitter, not their team members. Which wouldn't be very fair.
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Added movie length and rerecord density statistics. Edit: And genres.
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laughing_gas wrote:
Um ... I never made a backup of the movie.
Well, that kind of sucks then. But if you know for _certain_ how your movie is supposed to begin, you can reconstruct a pseudo backup file. 1. Backup your current, broken movie. Call it "B.fcm". 2. Rerecord the first 2-3 seconds of the movie (or actually, any length just slightly longer than the broken part of your current movie will work). The result is "A.fcm", and it is your pseudobackup movie. Now feed "B.fcm" as your broken movie and "A.fcm" as your backup file to fcmrepairer and try your luck. This will work if you know precisely how your movie was supposed to begin -- the exact frames when you hold which buttons. If it does not... well, next time you maybe know to take backups. :-/
Post subject: Re: Need help recovering a movie file
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Post subject: Rank system overhaul and player curriculum vitae
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A long missing feature has been added to the main site: binding user accounts into the player entries. This enables all kinds of new features that have been missing. For example, check your profile page now. (Use a "view profile" link, not a "edit profile" one.) Check profiles of other people. Players, etc. Example: http://tasvideos.org/forum/r/Bisqwit There's some new statistics there, regarding quite much everything related to the main site. The next step I'm planning on is to abolish the Player rank (and variations thereof), and replace it with some concise analysis of the statistics displayed on the profile page. It may be graphical or textual. However, it is an open question, that how that should be done. Ideas are welcome. Yes, this is partially motivated by this thread, but partially by other feedback received earlier.
Post subject: Re: New Dreamcast emulator
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rogueyoshi wrote:
Operating System: Windows 2000/XP/2003 December Redistributable of DirectX 9c
Hmpf, guess it's not Linux-compatible.
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Star World 3 was quite cool. It had lots of interesting things happen in short time. With one exception, I think this movie was very well made. There was no complaint. Except that one exception: Specifically, the last battle didn't quite look perfect. The delays between Koopa throwing the mechakoopas and subsequently getting hurt from them, were quite long. It looked like it could be made faster. I enjoyed this movie. My vote is "yes". However, I have not verified whether this movie actually honors the rules it sets, and whether we should publish it at all for whatever further creations it might call forth, good or bad, and hence, I won't judge this movie yet. At least, "walk at all times." is violated from the very first stage, as others have pointed out already.
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Yay, so we will perhaps see [an opportunity for] a Final Fantasy VII TAS some [not very distant] day? :P EDIT 2008-01-01: Or Chrono Cross? I would actually like to do that, if an able emulator with TAS capabilities emerges.
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hero of the day wrote:
the candy scene is automatically forced when I walk downwards with marle. Oh well, it will still save time, but not really that much.
Thought so :-/
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Henceforth, the dosbox devs are informed. http://vogons.zetafleet.com/viewtopic.php?t=15047
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Yep, I'm happy to hear about positive news too.
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$ cmp -l upthorn.gmv UpthornRistarV2.gmv |wc -l cmp: EOF on UpthornRistarV2.gmv 62574 At least it's not a clone.
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It made sense, yes. Is this 0-9 going variable, by any chance, $6D ? (i.e. $7E016D) I thought it iterates through every object at every frame instead of one object per frame. I have analyzed the event code quite a bit, when I wrote a compiler+decompiler for it in Chronotools, but I never knew this. EDIT: This is the code of this event. Doubt it's useful for anyone, but it's here.
[OBJECT:E][FUNCTION:0] ;"hold your horses" event object
        [ObjectLoadNPC:70]
        [ObjectAnimation:00 [mode:1]]
        [ObjectLetB:{ObjectMoveProps}:00]
        [ObjectLetB:{ObjectSpeed}:80]
        [ObjectLetB:{ObjectDrawingMode}:00]
        [Return]   
        [LoopBegin]
          [IfB:7E0055 & 08]      ; probably some bitmask of events?
            [IfB:7F0218 < 04]     ; probably Y coordinate for Crono?
              [IfB:7F0216 > 17]    ; probably X coordinate for Crono?
                [IfB:7F0216 < 1A]
                  [LetB:{ExploreMode}:00]
                  [ObjectLetB:{ObjectDrawingMode}:01 [for:09]]   
                  [Execute:6 [priority:3] [for:03] [wait:return]] ; invokes function 6 for Marle
                  [Execute:7 [priority:3] [for:01] [wait:return]] ; invokes function 7 for Crono
                  [Execute:8 [priority:4] [for:01] [wait:return]] ; etc
                  [Execute:7 [priority:4] [for:03] [wait:return]]
                  [Execute:8 [priority:5] [for:03] [wait:return]]
                  [LetB:7F023C:1]
                  [LetB:{ExploreMode}:01]
                [EndIf]
              [EndIf]
            [EndIf]
            [IfB:7F023C > 00]  
              [IfB:7F0218 > 06] ;tests whether Crono moves down
                [Execute:4 [priority:3] [for:0D] [wait:return]]  ;activates function 4 for the monitor object
              [EndIf]
              [IncB:7F023E] ;increase counter
              [IfB:7F023E > 60] ; if counted sufficiently long enough
                [LetB:{ExploreMode}:00]
                [AndB:7E0055:F7] ;disable this event, prevent it from occurring again
                [DialogDisplay:$GhM4 [pos:bottom]] ;"Hi, I'd like these."
                [Execute:A [priority:0] [for:03] [wait:return]]
                [ObjectLetB:{ObjectDrawingMode}:00 [for:09]]
                [DialogDisplay:$GhM6 [pos:auto]] ; "Thanks for waiting."
                [PartySetFollow]
              [EndIf]
            [EndIf]
          [EndIf]
        [Loop]
        [Yield [forever]]

[OBJECT:3][FUNCTION:6] ;Marle's functions related to this event
        [ObjectSetFacing:01]   
        [DialogDisplay:$GhLy [pos:auto]] ;"Hold your horses"
[OBJECT:3][FUNCTION:7]
        [ObjectLetB:7E1C81:01]
        [ObjectAnimationReset]
        [ObjectLetB:{ObjectSpeed}:40]
        [ObjectMoveTowards:19:07 [facing:change]]
        [Return]
[OBJECT:3][FUNCTION:8]
        [ObjectLetB:7E1C81:01]
        [ObjectLetB:{ObjectMoveProps}:00]
        [ObjectLetB:{ObjectSpeed}:40]
        [ObjectMoveTowards:1B:06 [facing:change]]
        [ObjectSetFacing:00]
        [ObjectAnimation:01 [mode:1]]
        [Return]
[OBJECT:3][FUNCTION:A:B:C:D:E:F]
        [ObjectAnimation:1A:08 [mode:2]]  
        [Return]

[OBJECT:1][FUNCTION:7] ;Crono's functions related to this event
        [ObjectLetB:7E1C81:01]
        [ObjectAnimationReset]
        [ObjectLetB:{ObjectSpeed}:40]
        [ObjectMoveTowards:1A:07 [facing:change]]
        [Return]
[OBJECT:1][FUNCTION:8]
        [ObjectHide:33]
        [ObjectLetB:7E1C81:01]
        [ObjectLetB:{ObjectSpeed}:40]
        [ObjectMoveTowards:1C:06 [facing:change]]
        [ObjectSetFacing:00]
        [Return]

[OBJECT:D][FUNCTION:4:5:6:7:8:9:A:B:C:D:E:F]  ;some kind of monitor object for the event
        [LetB:{ExploreMode}:00]
        [Execute:9 [priority:3] [for:01] [wait:call]]   ;execute functions for Marle and Crono
        [Execute:9 [priority:3] [for:03] [wait:return]]  ; changes their poses
        [ObjectLetB:{Result}:7F023C]
        [IfObjectB:{Result} == 01]
          [DialogDisplay:$GhM0 [pos:auto]] ;"wait some more"
          [LetB:7F023C:02] ;increase counter
        [ElseIfObjectB:{Result} == 02]
          [DialogDisplay:$GhM2 [pos:auto]] ;"don't drag me like some kidnapper"
          [OrB:7E0055:10]    ;remember the action for the jury's opinions later
          [OrB:7E0055:20]  
        [EndIf]
        [Execute:8 [priority:4] [for:01] [wait:return]] ;restore Crono and Marle
        [Execute:8 [priority:4] [for:03] [wait:return]] ;to the previous state
        [LetB:{ExploreMode}:01]
        [Return]
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Awesome! I hope this glitch can be utilized in other locations too. Why exactly does it let Crono pass the event trigger?
Post subject: Re: Keeping track of game routines
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Adding the ASM code in the ROM would affect timings, and possibly randomness as the result too. It is fairly easy to add such function in an emulator. I have done it couple of times on FCEU. Unfortunately I have no general solution; I have always customized it for the particular situation.
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I had to read this thread with Dillo to comprehend it better. Yay for simpler browsers!
Post subject: Re: Forum Speed Boost
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The forums don't particularly crowd the traffic nor clog the server. It's large file transfers that do. At the moment of this posting (and around 20 hours before and after), I'm transferring backups to an offsite computer. That kind of activity saturates the upload band, increasing latencies.