Posts for Bisqwit


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moozooh wrote:
Lol, I totally love his facial expression. Groovy.
Yup, tough isn't it. (Note: The redness in the eyes was unintentional; slacky painting. I hoped it won't show up in the downscaled version, and so it was.)
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Here's my "tribute" to a certain Mario64 glitch... EDIT: More tilt now.
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qFox wrote:
Bis are you still running it?
Yes, for fun. Here's another WIP. The URLs are the same as in the previous posting, but the files are updated. https://files.tasvideos.org/bisqwit/bisqwit2-lunarball-incomplete.fcm https://files.tasvideos.org/bisqwit/bisqwit2-lunarball-incomplete.avi (17 MB) It completes now 27 stages of the 60. The length is a whopping 29 minutes. By average, each stage is completed in 62 seconds. Of this, 35 seconds are spent aiming and moving the balls, and 27 seconds accumulating the score. Its best shot so far is 5 balls pocketed at once in stage 11. The same is also accomplished in stage 20. No one-hit KOs. I like the tidiness of the stage 17 solution.
qfox wrote:
I think trying to aim for fastest completion time will remain and the run will include "misses shots to save time". You can miss shots to line up for a better shot as well...
Yes, I'm adjusting the algorithm to do some of this. It seems to be the better choice. However, it'll mean that instead of completing 3―8 stages per day, it would take... umm, 3.5 years to complete one stage. Still needs refinement.
Post subject: Re: October 2006
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Randil wrote:
I wonder when it was last updated? It seems to be pretty outdated... My guess is that it's been about 12-18 months since the last update, judging by the TAS:es shown on that page.
More than that, I recall.
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Morrison wrote:
Although the Rockman TASes didn't peak my interest when I first started visiting the site, I'm hooked now. I think the most recent TASes of this game are essentially the site's premier videos because just when the viewer thinks the game cannot be taken any further, it is taken to yet another level. Excellent work!
Thanks!
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Mostly, it's futile. Anything that comes after you have changed the run, is invalidated by the changes. Especially when it comes to luck manipulation.(*) But you're free to try, there are no rules forbidding that. For example, I have inspected the previous runs' input to do through-wall tricks in SMB for use in my own runs. (But mostly ended up playing it myself.) Just don't copy entire movies, or even entire sections of the game, or you'll need to credit the copied author as the author of your movie :) *) What this means that copying luck manipulation probably doesn't work, because the luck is specific to the entire movie leading to that point.
Post subject: October 2006
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In October 2006 2.4M, 47.6G, 3314. 1285k, 838k, 107k. Lots of referrer spamming. Arc's site still works and lives.
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AKA wrote:
Is there anywhere I can download an AVI from? With a big exception to BitTorrent
Yes, BitTorrent. (Why's that an exception?)
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Vatchern wrote:
I'm sorry, but, I am against using glitches when making this run. There wil be only 1 long/boring battle and that will be fighting the yellow devil in wily1. Other than that, I will have to perform some luck to create the fastest battles.
If you wish for my assistance in your run, I'd be happy to provide it. Particularly, I can probably give some insight in 1-2 frame subpixel optimizations :) Alternatively, you can make the run, and watch me beat it by 40 frames :P
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xoinx wrote:
Bisqwit wrote:
Ps: I'm finally ready to state that this game has been broken.
I hope this doesn't mean this run gets put in the too-totally-obliterated-beyond-recognition concept demo sections...
It doesn't mean that.
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Let him vote "no" if he wants to vote "no". However, I think his action is just about as stupid as the one's who at one point said he'll vote "no" on all submissions made with Famtasia, because he hates that emulator. Edit: wording.
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Oh by the way, here are three AVI clips I made while creating this movie. They are from a WIP, not from this movie. https://files.tasvideos.org/bisqwit/rockman-its-broken.avi (1.4 MB) -- a more beautiful sounding version of the music glitch in Wily2. Includes severe errors in the Clone robot fight. https://files.tasvideos.org/bisqwit/rockman-shootback.avi (44 kB) -- killing a water robot unit via horizontal wrapping. https://files.tasvideos.org/bisqwit/rockman-magic-blocks.avi (205 kB) -- discovery of the infinite ad-hoc-gutsblock technique. [Edit: updated links]
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moozooh wrote:
Bisqwit wrote:
Also, an entirely no-glitch movie would somewhat be contradictory to the goals of this site.
Then how about prohibiting only zipping glitch?
That would work... together with pause+>damage trick prohibition, I guess? Or does someone not want to watch a three-minute long Wily1 boss fight? :)
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hero of the day wrote:
I think a non-glitch run would be very entertaining as well.
Yes, a growing proportion of my waking TAS-oriented mind wants to create one. I haven't started, though, and haven't set a schedule either. Also, an entirely no-glitch movie would somewhat be contradictory to the goals of this site. It has already been discussed that this game has so wide variety of glitches that it's somewhat difficult to define what constitutes as a glitch. For instance, you can jump through enemies unharmed by pausing at the right moment. You cannot prohibit pausing, because you cannot switch weapons without pausing. Some glitches could be inhibited, but it would need to be clearly defined, and hopefully with a sharp filter that lines out only the most prominent cases.
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DonamerDragon wrote:
Haha, is this even a game anymore? Still don't think you could mess this game up that bad with a game genie. Do you think you'll ever find a way to beat that first boss? I know why you choose him first, but that must bug the crap out of you, haha. Wow...almost makes me wonder if that fireball glitching is possible elsewhere?
I have no idea what you're talking about.
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Here's BisqBot's first nine levels. It seems to be quite proficient in playing Lunar Ball now. My part in the making of this movie only consists of the startup menu and adjusting cursor distances for fun (besides creating the bot). However, the score tallying is beginning to reach ludicrous lengths... if this run would be published when finished, it would certainly need a tag "ignores delays caused by bonus effects". https://files.tasvideos.org/bisqwit/bisqwit2-lunarball-incomplete.fcm https://files.tasvideos.org/bisqwit/bisqwit2-lunarball-incomplete.avi It uses no look-ahead; just optimizes each shot at a time without caring where the balls end up for the next shot.
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anubis wrote:
Bisqwit, whatcha use to create that code screenshot?
I first interpreted your question as "what purpose is it to provide it as a screenshot (instead of just code)", hence I changed it to link to the actual code. Upon second reading, I interpreted it as "what tool do you use to make a screenshot like that". Shortcut: WDYM. So, I use a custom-written PHP script that highlights the code and produces HTML, and then I view it up in Mozilla Firefox, adjust the font size and capture the screenshot and crop it.
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By the way, here is the source code of the program snippet of BisqBot used to navigate through the involuntary movements. It is my first FCEU bot to use a genetic algorithm. In addition, it uses paraller processing using a dual core CPU. (Click to zoom) [Edit: Now links to actual source code instead of a snapshot of it.]
Post subject: Explanation of the Wily2 trick
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Here's the technical explanation of the trick. When a boss battle begins, there are only three ways to end it: * Kill the boss * Start another boss battle * Die When I enter the Cutman battle, and escape it, the battle does not end. It goes on. Cutman is still alive. Momentarily after escaping the room, Cutman throws a scissor. However, because Cutman is no longer visible, the scissor does not appear. Cutman thinks he has a scissor, but there is no scissor. This is when things go awry. You see, as long as Cutman thinks he has a scissor, he will use some kind of telekinesis to manipulate the scissor back to his hand (for catching). In other words, the game adjusts the scissor's position every frame to make it meet Cutman's hand. The method it does that, is that it first looks up the object table, searching for a scissor type object. Then it alter the properties of the found object (the sprite number, and the Y coordinate). It does the lookup using a common function in the game code. However, Cutman is so certain that a scissor exists, so the return value of the function is not checked. So when a scissor doesn't really exist, it writes into a random memory address instead. (The actual value returned in an error case is the number of alive objects.) This memory address happens to coincide mostly with Rockman's data. The rest is pretty obvious. The glitching stops when the Clone robot fight begins, because at that point, the previous boss fight is over and Cutman with his magic scissor powers exists no more. However, Megaman maintains a weird pose for a few frames, because his object properties (mainly, an action delay counter) were messed up.
Post subject: Re: Happy Birthday to Me
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For the record, I'm now two years and three days older than when I last posted in this thread. This time period contained more than 1% of my mortal lifespan.
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> I was thinking a image of some generic forest, then link shoots > by so fast reality warps into a bizarre glitchy mess. That's a worthwhile idea.
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SMB3 zipping has the problem that it's sloooooow. It doesn't make a good picture. It can't really be called "zipping". It's more like "conveyer belt through a wall". [Edit 2008-12-18: Updated link]
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Phil, your question was answered. Now, answer this?
Zurreco wrote:
Why, what is memorable about SMB3 that can be contained in a simple tribute image?
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It is my perception that "shipping" is most common among teenager girls. Less common in mature girls, and even less in boys in general. I saw it the first time five, six years ago. (I ran a Pokémon IRC channel, and regulars were from an age range spanning two decades.) The objects of "shipping" tend to be quite random; any combination of a male and female character is a candidate for shipping, and each have their arguers. Some go beyond those limits. And no, "shipping" doesn't come from "worship"; it comes from "relationship". Though of course, you could think that the "shipper" worships the characters she would like to think as secretly (or not secretly) loving each others. Mostly it's just playing on hilarious or romantical combinations for the fun.
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Zurreco wrote:
I love how there are waterfalls teleporting out of a magmaish chasm, or how water magically turns in to skyline at the temple. Oh Nintendo, what will you overlook next?
Maybe you didn't notice, but the part of map with clouds and magma is separate from the rest. There's no scrollable bridge in between. At least I can't find one. Edit: But you're right about the skyline/temple part. Well, anything for the theatre! Games are all about coulisses. Who cares if there are inconsistencies if you can't notice them in normal play. But what's this doing in a SMW thread? Isn't this a Zelda map?