Posts for Bisqwit


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pirate_sephiroth wrote:
Vatchern the mod strikes again.
Doesn't mean he's wrong.
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Boco wrote:
I think it's pretty obvious but my avatars are.. Eile: Playful / fun Caacri: Happy Alia: Fan Boco: Helpful / Techy Dan: Success / Failure Forte: Distant Tomoyo: Fragile
I would have never guessed. I think we have differing opinions on "obvious" :)
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erokky wrote:
Don't be deceived by appearances. The main attraction of this photo is the poster in the background (no offence)!
Not the turtle? Aww.
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Kyrsimys wrote:
I don't think that he has just taken the movie files from here, some people also submit their movie files to his site as well as TASVideos.
Or usually, they just answer "yes" when WebNations asks if he can publish their runs on his site.
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AngerFist wrote:
Bisqwit would you be so kind to restore my old nickname?
And so it happens. If you think of something else (a better idea perhaps), feel not ashamed to ask.
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Spider-Waffle wrote:
What are your choices of how to act for this case?
Basically, anything that can happen in playing, while noting that you can't arbitrarily select which frame an enemy dies under given randomness; enemies do move, and you have to fire shots, and those shots do travel.
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ShowTime wrote:
There is only one man who can do that and that aint me. Nice and funny picture by the way :)
There's only one man who can give the command.
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VirtualAlex wrote:
Hey, thanks Fabian, it's nice to get some good feedback. I don't virtual is cliche, I think it's retro.
I also have no problem with that name.
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FractalFusion wrote:
maybe users have one of the [fx] fix ROMs
Actually, one of those worked just fine for me. I think it was "[h1] (Clock)".
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Deep Loner wrote:
$to_round = 0; if($show_subsec) $to_round = 0.5; $i = (int)($length + $to_round);
Correct. (One of the correct solutions, anyway.)
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Vidar wrote:
in before lock! =DD
So you are. I wished people would not post here (after Mukki's post), but it seems I can't have things my way. EDIT: Suddenly, Balinn loses his ability to post.
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gocha wrote:
btw, BisqwitさんもBocoさんも日本語がお上手でうらやましいです。
いいえ、それほどではないです :) But, I'm envious to you about your remixes :)
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Warp wrote:
Btw, nothing beats http://kanjidict.stc.cx/
When it comes to Firefox and Japanese webpages(*), Rikaichan is actually 50 times more useful than kanjidict. *) Which this topic was not about.
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asteron wrote:
The vast majority of my online presence is tied to this name. I don't particularly like it but find it acceptable. Ohh well.
That's more or less the same thing as in my case.
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As I have never seen this game before, I have no idea how good this movie is as for strategy choices and tactics. It also being almost two hours long, it is somewhat long... But after seeing the first 10 minutes, I still want to watch the rest of it, so it seems I'll have to vote "yes".
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It seems like I'm only getting a white window instead of something resembling a game, when I try to play this movie, or actually even just load the game... Edit: The ROM version 554DEDC4 specifically does that. Some other versions seem to work better. Your mileage may vary.
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ventuz wrote:
yes I'm aware of item translate and Last Mission translate, but text look like garbled up. Like this > ƒAƒCƒeƒ€
It looks like that when it is a web-page that is encoded in ShiftJIS, but served with "default" character encoding. In such case, it depends entirely on the browser's locale settings which character set it will guess. Such broken pages are very common in Japan over the world. To view it properly, you have to select ShiftJIS as the encoding. In Firefox, this happens via View|Character encoding|More|East asian|Japanese (Shift_jis). Similar phenomenon is seen with text files too.
Post subject: Re: #1455: DMTM's NES Air (SMB1 Hack).nes in 05:13.62
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Mr Sweed wrote:
Obsoletes the demostration movie by Genisto's Walkthrou for all levels on Air
No, it does not. (First, the goals are different, and second, it is not up to you decide what obsoletes what especially when the goals are different.)
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Stupid MySQL, it shits its pants when /tmp runs out of disk space. Thanks for reporting, fixing.
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KDR_11k wrote:
Does that mean that if two enemies die on the same frame they leave the same item?
Yes. (Also in Rockman 2.) However, I recall the game does object-object collision checks only to half of the objects per frame. I don't remember if it covered all kind of collision checks, but it means for example that when you enter a teleport, you can only enter it at even frames but not at odd frames (or vice versa, depending whether the teleport item received an odd or even slot number in the object table when it was spawned). Point being, I'm not sure if you can actually reliably kill any selected two enemies at the same frame… But you can clearly see this (your question) being the case in Rockman 2, for example when you use the wood shield and a flock of tiny birds approach it simultaneously.
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tmnt9999 wrote:
accurate units would be helpful to that end. Thanks!
Assume x = pixel.
Post subject: Re: #1446: Aqfaq's Genesis Gods in 07:32.93
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Aqfaq wrote:
The real length of the movie is 07:31.93, not 07:32.93. What's going on?
Good question. Can someone fix this code?
function FormatMovieLength($length, $show_subsec = false)
{
  if($length < 1) return 'unknown';
  $i = (int)($length + 0.5);
  $res = sprintf('%02d:%02d', (int)($i/60)%60, ($i % 60));
  if($i >= 3600) $res = sprintf('%d:%s', (int)($i/3600), $res);
  if($show_subsec)
    $res .= preg_replace('@^[0-9]*(\..+)0*$@U', '\1', sprintf('%.2f', $length));
  return $res;
}
It is supposed to format the movie length (indicated as number of seconds, a decimal number) into hours, minutes and seconds. If the movie length does not include hours, hours are omitted. If the $show_subsec parameter is given, subsecond value is also attached to it. If $show_subsec is not given, the value should be rounded towards the nearest full second. [Edit: Already fixed it, but does someone still want to take a try? :)]
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I think it may be starting to be somewhat late to grab on this offer, though.
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You need code? Well, here goes. First declare some global variables:   unsigned char RandomSeed; // at RAM address $46   unsigned char FrameCounter; // at RAM address $23   unsigned char Temp; // at RAM address $0D At the end of every frame, this code is executed:   FrameCounter = FrameCounter + 1;   RandomSeed = (RandomSeed ^ Temp) + FrameCounter; To determine a random item drop, this code is executed when an enemy is killed:   switch(RandomSeed % 100)   {     case 99: create item 0x41; break; // i.e. create extra life     case 97...98: create item 0x40; break; // i.e. create big health refill     case 95...96: create item 0x3F; break; // i.e. create big weapon refill     case 80...94: create item 0x3E; break; // i.e. create small health refill     case 65...79: create item 0x3D; break; // i.e. create small weapon refill     case 12...64: create item 0x3C; break; // i.e. create bonus pearl     case 0...11: break; // i.e. create nothing   } The Temp variable is not reserved for any particular purpose by the game, so it is constantly overwritten with different values. However, by the time the NMI is executed, it practically contains one of these two values (unless there was lag, in which case it may contain any intermediate product of any calculation the game was doing when the NMI fired): ― The number of 8x8 sprites rendered on the screen, multiplied by 4. ― The value 3, if the screen just scrolled a pixel. You see, this code is very simple. Now try to determine how precisely to act in order to accomplish a certain goal fast. Do not bother replying with a quick thought unless you have a simulation to back it up with.
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I'm sorry, but this is not a board (or this forum in general) to advertise hacks. I'm locking this thread.