Posts for Bisqwit


Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
funguy10 wrote:
That's right and TSRP2 doesn't do that. That's why it is clearly the better hack!
I'm not a psychologist, but you sound awfully a lot like someone who has a certain type of autism, I can't remember which. As it seems that you are unable to learn the lesson and to give up with a topic, I have no choice but to ban you again.
Post subject: Re: SMB2, now
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Xkeeper wrote:
Xkeeper plays SMB2 and actually beats the game The various undos were used at the end (I was experimenting with a really, really odd bug I encountered; look for it at the Wart battle, see if you can see it, hehe)
1. You handled the ostrosbirdos much better than I did. congratulations. 2. Nice mushroom death in 4-2. 3. Heh, when you died in 7-2 in a Bob-omb, I instinctively loaded a savestate. Bzzt, wrong. 4. I can't believe you didn't play with the mushroom blocks and ladders. It was always fun to destroy the ladders. 5. You lost the key! And you lost yourself, too, in the fortress. The key-holding os...do was killed nicely. 6: Your controller was acting weird during the end credits. Re: One odd bug. One of the weirdest ways to end this game was once somewhere in 1991 when I took the last vegetable, jumped to the roof (top of screen), and killed Wart from there. Wart died, and game ended. Not. Screen wouldn't scroll anymore, and Luigi was stuck on the top of the screen, unable to suicide, unable to enter the door. No chance but to reset the game :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
zaphod77 wrote:
3) Every screen is still entered. (unlikr the glitched zelda 2 run which is definite BS :) )
Not entirely true. The rooms of last two boss rematches are omitted. But thank you for the feedback :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
funguy10 wrote:
That's right:YOU! I don't count as a user because I am the threads admin.
You're not a thread admin. (Topics are not owned by anybody.) Also, you sound like a broken cd player. Repeating on same request over and over, even though it has already been turned down countless times. I don't support argumentum ad nauseam. I believe I speak for everyone (else) when I say this thread deserves to be locked (again).
Post subject: Re: Making a TAS-friendly game
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Make seems-to-work code and ignore the borderline cases that are unlikely to be found in normal playing. In case of the character getting stuck because of collision checking, zip them away (like in Rockman) or teleport away entirely (like in Postal²). Add as many tools as possible to accomplish a given task. As fine-grained controls as possible. Add daring almost impossible-looking routes to alternatives to the routes a normal player would choose, but make them slightly shorter so that they will be utilized. Make the game beautiful to watch. Avoid monotony, also avoid a tasteless circus of colours. Keep the themes interesting, so that it looks like there's a purpose in all instead of just randomly generated puzzles. Promote the usage of intelligence. Create tasks that require intelligent decisions that aren't just a matter of remembering the cues (walk to X, flip switch, walk to Y, drop sausage, walk to Z, open door, wait for dog to eat sausage, eat dog, flip switch again, ...). Avoid arbitrary limits. Let the player be the limiter. Applies especially to speed issues. Also, I'm opposed to the cutscene skipping. It's nice to be able to skip them when you're playing the game the 10th time, but when watching a recorded speedrun, it's nice if you cannot skip them, so that the audience who wishes to see them, will see them (and those who don't want, can just fast-forward the video). Oh, and yeah, handle "this is not supposed to happen" situations in a funny way, like mr. dk64capslock showed for example.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
quietkane wrote:
... Why does slashing a bush call the RNG? Nevermind the even more confusing question of why slashing vines makes more calls than slashing a bush.
Possibly, so that the code doesn't need as many "if"s and hence, less branch points for unit testing and hence, faster production.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Acryte wrote:
Sorry, but that is what I do. Just look at my latest post and if you see an appendage to the bottom of it that you have not seen before, then it is updated. Also, I don't have that at the bottom of my options list. It doesn't say "EDIT:" or anythign 11 times on my screen... does it say that on yours?
It exists on the bottom of the options list when you are editing a post. Not when you're making a new post. Also, re: "it doesn't say", watch this:
irc channel wrote:
1105#nesvideos.NesVideoAgent New reply by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542 1215#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1216#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1256#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1312#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1318#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1344#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1346#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1347#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1356#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1357#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1359#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1401#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1404#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1405#nesvideos.NesVideoAgent New reply by Xkeeper (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114561 (A loving message from IRC) 1406#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1423#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1428#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1434#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1434#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1435#nesvideos.Bisqwit Also, looks like Acryte didn't get Xkeeper's hint 1435#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114542#114542 1438#nesvideos.NesVideoAgent New reply by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114563 1440#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114563#114563 1441#nesvideos.NesVideoAgent New reply by Bisqwit (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114564 1442#nesvideos.NesVideoAgent Post edited by Acryte (N64gam: Ocarina of Time): http://tasvideos.org/forum/p/114563#114563
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
/me sets topic up the bomb.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Dromiceius wrote:
Here's an (admittedly shabby) attempt at Tetris. My lust for Tetrises was my undoing.
You had a slow start, but you got to your senses rather quickly. And you gradually started losing those senses again after 70 or so lines :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bisqwit wrote:
Does "Improvement 9" bring sync differences to the emulator? Because this movie desyncs at about 4:54 in my official 1.43 version of snes9x. Instead of cutting the plants, the hero tries to cut a cliff which he bumped into.
After a multitude of attempts, the desync problem went away when I activated the i386 assembler version of the emulation core instead of the C-language one.
Post subject: Re: Video's comment
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Corrections.
Naohiro19 wrote:
「注意:この−1ステージはNES版から難しくなっています。
「注意:この−1ステージとNES版のは違います。 "x is different from y" = "x and y are different". Think "xはyから違うことになっている". Difficult=難しい.
Naohiro19 wrote:
これはファミコンディスクシステムです。」
Correct.
Naohiro19 wrote:
「ここで終わり?このテクニック終わりではありませんが、なぜなら本当のステージで終わるからです。」
「ゲームが終りましたかね?技術的に本当の終りではありません。でも、本当のステージではないので、終りになります。
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Quoting... <PhilCote> Well, what is it supposed to mean anyway? <Bisqwit> Precursor: précurseur <Bisqwit> Your movies have set standards and been a model to adhere to. You have created entertaining movies like nobody else. <Bisqwit> Instead of trying, you have been doing. As for the source of vocabulary, I was thinking of Star Control II. :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
AngerFist wrote:
Uhm personally, I would like to have the Ninja status rather than the Precursor rank.
Perhaps, but you are not Phil, and you have neither of those ranks. :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
laughing_gas wrote:
The trend of great TASers disappearing continues.
I wouldn't call a "trend"...
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
My third attempt! Here's Mega Man 2 in 33 minutes. It completes the game. https://files.tasvideos.org/bisqwit/rm2nondum.fcm
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Effective today, I have removed Phil's privileges such as editing / judging from this site. It is because prolonged arguments that I, among many other people, have had with him. The discussion I had with him, ending in goodbyes, was not bitter, but the end result was not surprising. The precise problem for why Phil is ejected, is because he is completely uninterested of how his words are interpreted by others. He thinks, or as indicated by his behavior, seems to think, that if someone misunderstands him, it is their own fault. He did not explicitly agree with this, but he did not disagree with it either, indicating that he did not care whether my analysis was correct. Also, he was not forcefully ejected. His leaving has been clinging on a fragile balance for a long time. Phil has on multiple occasions said that when he leaves, he will create his own website for tool-assisted movies. So perhaps it will happen. As for why did I need to remove those privileges -- it is because of the controversial use of those privileges that some of the arguments have arose. Many of the arguments have rose because of mutual misunderstanding, but I still think it is because of Phil's indifference to other people's perceptions of his communication and actions, that it is better if he no longer is in position to cause those problems. It is sad, because Phil is one of the oldest visitors of this site (first appearing in March 13 2004), and because he has contributed many of the best movies on this site. As a token of appreciation, I granted Phil a new user rank that nobody else has. I request that nobody will post in this thread saying things like "good riddance" or other words of disrespect. It is because of Phil's problems to integrate in this community that this was done, and demonstrating your own behavior problems will not do any good. Ps: If my avatar appears as a beef, reload the page...
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Me too. Super Mario Bros 2, that is. https://files.tasvideos.org/bisqwit/smb2dum.fcm 33 minutes…
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Myria wrote:
Hmm. What if you luck-manipulated the random generator back to a previous internal state?
If only you can. In games that take the frame counter into the equation (such as Rockman 1), it is only possible if you happen to match the frame counter within multiples of 256.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
In my opinion (based solely on the screenshots on its homepage), it looks too unprofessional. It is guilty of the following offenses: - Trying to cram everything between earth and heaven into that game - Lacking a consistent style. When I look at the screenshots, I feel like I'm looking at five different games. And the level design sometimes looks like it's straight from a random generator. Challenges for the sake of challenge, without a spirit behind. Graphics for the sake of graphics, without a connecting theme.What's Kirby doing there? Sonic level graphics? Too many of the screenshots are coloured like some carneval. It just cries out, "unprofessional". Does not reach anywhere near Super Demo World, except in laboursomeness. Though, SDW has some warts too...
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Does "Improvement 9" bring sync differences to the emulator? Because this movie desyncs at about 4:54 in my official 1.43 version of snes9x. Instead of cutting the plants, the hero tries to cut a cliff which he bumped into.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
CtrlAltDestroy wrote:
That was fun to watch. Some of those parts really looked tool-assisted, like the koopa jump in 1-2.
It was completely accidental. The first time tools (rerecording, unintentionally) was used was in 8-1. But yeah, it looked cool in my opinion too. I think it may have been the first belly kick we have seen. [edit: moved picture]
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
This topic is not showing any signs of anything getting better. And it is not the flaw of any single individual. Locking.
Post subject: Re: Let's see you play something.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
CtrlAltDestroy wrote:
Load up a game and pretend you're taking a break after a long day just to play on your NES- except record a movie of it and post it here.
Fair enough. Here's "Super Mario Bros completed in 38 minutes and 46 seconds", except that it does not complete the game. https://files.tasvideos.org/bisqwit/smb1dum.fcm And I assure that none of the funny incidents were pre-planned. A few rerecords were used reflexively to cover approximately 4% of the blunders. (In all honesty, it stops being funny after the 5th death or so.)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
#9 is indeed christmas avatar. However, when I use the christmas avatar, I don't use #9. I link to the right gif directly. It's #9 only so that I could use it in that table in my posting without having to write exceptions to its (of the posting) generator. #10 is the default avatar for the same reason. #11 and #12 were attempts at creating new palettes. I posted them as "unassigned". JXQ described them as "aroused" and "overcooked", and I didn't like them so I changed what they point to. You can find this on the first page of this thread. #13 was an actual new addition. So why everyone else needs to follow/suffer this gap between 8…13? Because I didn't fancy rewriting a bunch of stuff while simultaneously needing to avoid destroying the backwards compatibility (namely, the references in the posts in the first page of this thread). EDIT: But after posting this post, #11 and #12 were assigned new meanings, and #10 and #9 will follow the suit eventually.
Post subject: Re: Prior knowledge of these things is always nice
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Xkeeper wrote:
9 is reserved for Chistmas 10 is reserved for "default" (no-referrer) 11 is created, but unused 12 is created, but unused
75% correct. Getting the rest 25% would be too much hassle.