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We're not fighting at that. We usually negotiate. I can think of two issues on which you're extrapolating that we are "busy fighting". Rockman 2, in which I took over the work Dehacked had already started, because I think there's an audio quality issue at stake there. And N64 movies in general, because there is no upper limit on quality standards, hence we compete. There aren't many N64 movies.
> How is this fixable? Efforts could be coordinated among encoders better. For example, Maza had first encoded my Castlevania run, and then Nach also decided to encode it himself. This could have been avoided with better coordination, with Nach spending the time encoding a different run, and we’d have more runs published as a result, with less wasted time by both encoders.
It is meant that when an encoder takes the job of processing some movie, he edits the submission and marks it as "processing" with his signature. However, often they slack at that, if they think nobody else is doing it...
> This is a five-minute process, if that
15-minute, actually. I measured it the last time I published a Maza's movie. That's how much it takes to gather up all the required information for publication (such as verify the AVI quality, get its length, verify the author's name, verify the game name, check if there already is a player entry, check the movie categories, network delays here and there...)
Screenshots, descriptions etc take up even more time.
It's usually fastest to publish a movie one has encoded himself, because most of the information is already at hand and in close-recall memory.
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I did not see what you tried to do. However, I think everything about this feature is completed now. In addition, I implemented maintenance logging to it, similar to movie maintenance log, except that so far there's no public page to access it.
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I created a new administration function to the site. It's here.
http://tasvideos.org/Users/Edit.html
To that effect, I created three new access items:
* Assigning homepages: Administrators only
* Assigning roles (such as editor permissions): Administrators only
* Assigning forum ranks (such as "Player"): Publishers and administrators
Together with this change, I hereby promote DeHackEd to the rank of a half-administrator. As far as the site functions are concerned, that's "everything".
More promotions may come later :)
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I got an idea how to implement this.
I would like to add the excellent icons The Kins has created, to the forum system, so that the award icon is displayed underneath the poster's name (hopefully in a manner that doesn't spam the forums too much), with a title (mouseover text) indicating the type of the award, and the image being a link to the actual movie for which the award was given.
How does this sound?
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AI is the lagging thing.
But in Wily stages, once the boss is killed, no AI is run. Only the coordinates are updated by the function of velocity, and it doesn't eat enough CPU cycles to lag.
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You really should have submitted this last (or next) April fools day instead.
This is a funny movie. It totally surprised me. I only expected a nostalgic movie of a game I haven't seen for a long time, but you biking through those flowerbeds, destroying half of the windows on your route and still getting the customers to thank you of perfect service, this movie was ridiculously funny.
Even Mr. Death got a paper.
Voting yes, despite that the movie exhausts its funniness at the halfway.
"MYSTERIOUS VANDALISM BAFFLES POLICE". No kidding.
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Yes -- you would be perfectly right if it weren't for the substituted-pipe trick that is done later. You see, for the pipe trick to work, Mario has to get ahead the screen. This is accomplished by forwarding scrolling momentarily stopping while Mario still moves forward.
21-frame rule liberties, I guess.
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It is an illusion. Here's what happens after a boss is killed.
* Clear all sound.
* If last stage, play game clear music. Else play stage clear music and remove all actors except Megaman.
* Load levelend graphics.
* If last stage, delay 510 frames.
* Delay 383 frames more.
* If last stage, remove all actors including Megaman.
* Hide energy bars. Draw a batch of text.
* Calculate score, 1000 points per frame
* Delay 64 frames.
* Draw second patch of text
* Calculate bonus pearls, one per frame (3000 points each).
* Delay 383 frames
* If first 6 stages, add the weapon to owned weapon list, and goto stage select screen.
* If last stage, hide score and stuff permanently, and prepare for ending.
* Start next stage. (Which might be the ending.)
There are no waits in the ending that depend on the duration of the explosions on the screen.
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http://bisqwit.iki.fi/kala/pok2.gif
Here. It's 2285 bytes.
I reduced also its dimensions a bit, since I prefer that :)
(Without resizing, I could still make it 2926 bytes, but I won't give that to you :P)
If you decide to use it, please put it on a server of your own control; do not link to the URL I pasted.
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You have the right idea, but the wrong facts.
The Elecman weapon, in fact, generates 7 (seven) live objects -- five of which go ahead, one goes up and one goes down.
With seven live objects, two of them large, it is indeed very laggy every time it is used.
(Live as in, each of them has an AI routine to run.)
From the game code:
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It has been asked.
Specifically, a thought "are you sure this glitch is in the game and not caused by the emulator" has been put into words at least two times that I can remember, on these forums. Maybe you didn't find it because the instances have been specific to some particular game.
The others already answered you, so I'll add nothing.
If you need some specific information about Mega Man glitches, which I'm best familiar with, I'll be glad to help you.
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So? I don't see a mention at http://tasvideos.org/ForumRules.html limiting the length of signature in characters.
Edit: I'm surprised you discovered about the length.
Yes, last four or so of my signatures have all been "manual workarounds" because of phpBB limitations.
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Those IP addresses for which a DNS query returns nothing.
The colours in the graphs are determined solely by the order of percentage.
In the righthand side image it's probably included in the "other".
How so?
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The only "English" text the USA version introduces that the Japanese version doesn't, is the copyright copyright all rights reserved licensed by nintendo of america crap. I couldn't care less.
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Yeah, I guess I did fail to add a "given present knowledge of the game" clause to my estimate, or iow. "unless a new technique is discovered", which was.
Congratulations for the frame improvements in each stage, Shinryuu.
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Yes, unfortunately. But the between-level animation can be skipped by pressing select and selecting the next level manually. Which, I did not do in the WIP.
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As far as I see, the physics are the same in this fast version, except that it's more difficult to insert fine-precision input because the movie format only has input every frame, not more often.
This may matter when going through enemies in the ladders...
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I see. It directly controls the length of a busyloop the game spends after each game iteration, or the number of iterations of game for when to render the display. The default value is $24. The minimum is $01, and the maximum is $00 (interpreted as $100).
Here's level 1 with the fastest setting. (256 kB AVI)
https://files.tasvideos.org/bisqwit/loderunnerspeed.avi
I have mixed feelings about this.