Posts for Bisqwit


Post subject: Re: Little GIF tribute to a certain Megaman glitch...
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Sami wrote:
But if that is Magnet Beam zip? ;)
Method is irrelevant.
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JXQ wrote:
He draws something in tribute of a site and look at the response he gets. Some of you guys are jackasses.
I'm sorry, I didn't mean to say it so bluntly. I really liked the idea of this picture.
Post subject: Re: Little GIF tribute to a certain Megaman glitch...
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Your Megaman looks like a fat kid in diapers. Also, his hand looks like broken, not like a cannon. Also, Megaman should zip back-first, not face-first. But I like the expression on the face, and the animation.
Post subject: Re: Now that the Nintendo Wii has been released....
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Oh btw, please don't post spoilers. Just a warning before anyone does! Or if you do, please mark them so that they aren't accidentally read (big capital letters signifying "SPOILERS ON ________" with the game name inside).
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Now that I analyze it again, it doesn't seem like the aimer distance affects anything after all. Weird.
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Master of Puppets wrote:
well then could I use your bot to make my own 1-shot run for my personnal enjoyment?
There's the source, go ahead. You will need to adjust it, because it depends on a framework that only exists in my personal version of fceu, tailored to my needs and preferences. Shouldn't be too difficult though.
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I also think that the default friction should be used. Friction 1 is fun for playing, but the minute-long travel paths make the results rather random, and not quite impressive.
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Okay, got mine working now as I gave up the RAM poking. Doing a test run without aimer distance adjustments. The scr{Begin,FinishV,ReturnV} stuff in this code is due to cothreading/coroutines. The run() method is called every frame, but it is written as if it calls the emulator, not the other way around. It is a shame C++ doesn't support coroutines by default. Example output:
ang[ 30]velo[204][ 45; 91]Record: Pocketed 1 (time 299, angle 30, velo 204)
ang[ 30]velo[192][ 45; 87]Record: Pocketed 1 (time 295, angle 30, velo 192)
ang[ 30]velo[180][ 45; 83]Record: Pocketed 1 (time 291, angle 30, velo 180)
ang[ 31]velo[255][ 46;108]Record: Pocketed 2 (time 351, angle 31, velo 255)
ang[ 43]velo[ 15][ 58;189]
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Apparently the positioning of the aimer matters after all. I coded a bot, and it reported that at friction 1, angle=48 speed=255 results in five balls pocketed. I tried that input, but it didn't work. The cue ball was pocketed instead. The bot sets those angles and velocities by poking the RAM directly, to save time. Then I did various tests, using a RAM watch to do various shots at angle=48, speed=255. It turned out that the distance of the aimer from the ball, affected whether the cue ball will be pocketed or not even when the angle and velocity match. I was however able to duplicate the result by setting up cheat code to poke those values without adjusting the aimer manually, then press B, and remove the cheat codes, allowing the RAM addresses to change.
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Pretty cool!
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Kles wrote:
Err, what?
Excellent question! There's probably some mistake in the timestamp update code. I have no idea what. Nobody seemed to edit that submission, and no category edits have been done either... EDIT: Oh, I see! Josh L edited this submission today. Since it was a machine-generated submission entry, it didn't have the proper threads on the forums, so NesVideoAgent went ahead and created them now. Please ignore it! :)
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qFox wrote:
yes but like in real pool, the possibilities might be endless (well, the grid isn't that high-res so not so endless, but mighty high nevertheless).
Eight different power levels (to shoot at). The aim is a more complicated issue. Basically, there's the radial aim. I don't know its precision, but I may assume there's 256 or 128 distinct angles. However, there's also the distance. Aims to different distances will cause slightly different results, for whatever reason. So the number of different launchs for each turn is at least 2048, and perhaps something on the order of 131072. Bruteforce-testing one turn ahead isn't difficult. Bruteforcing a couple of them would be quite difficult: 2048^2 would already make 4194304 different combinations. 131072^2 would make 17179869184.
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moozooh wrote:
That was actually based on this post. :D Note the general context.
Thanks. I didn't get the immediate connection. (Possibly because I didn't know that abbreviation either.)
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JXQ wrote:
rst 38h. AMAZING how easily off-topic is created!
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You lose, I could read that just fine.
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Fabian wrote:
I'll take super duper ultra retarded for $200, Alex.
Sorry, and hence can't help you.
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JXQ wrote:
I'm sorry, could you speak up?
With vaguity with vaguity... That way everyone loses and another comedy is born.
Post subject: Re: Incredible skills O_O
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Post subject: Re: FrontPage movies
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evilchen wrote:
Do they link to the same index? i guess for me they do so i just wanted to ask is this necessary?
Same index as what? <Brushy> What are "FrontPage movies"? After I read your mind, I understood what you meant. Yes, they link to the same page. Yes, it is necessary. (The frontpage needs to have a name for it to be editable, hence FrontPage, and Movies is there for historical reasons; I don't like to break once-working URLs)
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Master of Puppets wrote:
Just wondering what you guys think would be more entertaining. Using 1 for friction and clearing the table in the least shot possible (but longer) or faster using regular friction (32) but more shots?
Whatever looks coolest. When I play this game regularly, I use the slicky friction (1). Wow, I didn't realize it was two years ago when I created that little Lunar Ball WIP. Time sure goes fast. Here's an AVI of it, by the way. https://files.tasvideos.org/bisqwit/lunarball-l1-3-demo-bisqwit.avi (3.7 MB) For this, I used the regular friction. Goal: Minimize the number of time spent in completing each board, minimize the number of shots and maximizing score in the process.
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I see no need for such "nfo" mechanism. Most people, who download from this site, download the torrent file. They appreciate it if it starts downloading right away, instead of launching a ZIP manager, so more files cannot be attached there. Having a separate txt file downloadable is pointless as all the relevant text is already represented on the page. And putting the txt into the zip that has the FCM, M64, etc… well, it could technically put the submission text there automatically, but I don't quite see the need. The people who download the emulator movie file already know what it's about (those who don't know how to use emulators, won't download the file), so it needs no explanation. Besides, the nfo/txt files are often considered annoyances because they're clutter that just calls to being deleted ― similar to advertisements send in between of pages of a magazine.
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Warp wrote:
A run of rockman1 which does not abuse glitches and goes through the intended route would be *boring*, completely opposite of "fun".
I disagree. I liked Morimoto's original Rockman video (that abused next to none glitches) because it employed interesting choices regarding the weapon selections. It was colourful, not monotonous. In that aspect, my video loses to it. Mine is monotonous in the sense of regular playing strategies. But, my video contributes a huge number of esoteric playing techniques, which I think greatly compensates for the aforementioned fact. Also, I think what NecroVMX's "technical rating" became is called "cross contamination", which the rating form warns against. I.e. you give a low (or high) rating in one category, and it makes you give a similarly biased rating in the other category as well, even though the categories are distinct.
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nitsuja wrote:
Something seems to be wrong with the link for editing anything about movies.
Correct, also reported by Truncated. Fixed now!
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The torrent files have game first, author last, and the movie files have author first, game last. This is somewhat arbitrary, and not even all movie files follow the formula. There are 13 movies that have a differently named movie file; these are: rockman.fmv, rockman2.fmv, youkaidouchuuki.fmv, gradius.fmv, hinotori.fmv, atla.fmv,supspyhntr.fmv, upthorn.gmv, Aqfaqv2Gods.gmv, mokaimura.fmv, ZELDA.fmv, mario3j.fmv, contra.fmv. When Nesvideos was young and consisted mostly of Morimoto's movies, I preserved Morimoto's filenames in order to gain Google hits for those specific filenames (if someone had downloaded the FMV and was looking for an AVI). Of course, this reason is no longer important. However, if you load the site snapshot (http://tasvideos.org/TASSnapshot.html), you will find all the movie files there neatly organized under directories that are named for each respective movie/submission ID. Changing the filenames in the system is not a taboo. Nobody seems to be linking to those files directly, so it shouldn't matter if the filenames change. Adding this to the TODO list.
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I'll remove that category. I'll consider about the tagging thing. EDIT: I have reopened the category changing to editors. Here's the permission chart of the site as of now:
+------------------------------------------------------------------------------+
|                     |nobody|anyone|editor|judge|publisher|halfpublisher|admin|
|                     | (1)  |(530) | (38) | (2) |   (5)   |     (0)     | (1) |
|---------------------+------+------+------+-----+---------+-------------+-----|
|view_submissions     |Y     |Y     |Y     |Y    |Y        |Y            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_submissions  |N; N  |N; Y  |N; Y  |Y; Y |Y; Y     |N; Y         |Y; Y |
|(all; self-submitted)|      |      |      |     |         |             |     |
|---------------------+------+------+------+-----+---------+-------------+-----|
|submitting_movies    |N     |Y     |Y     |Y    |Y        |Y            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_pages        |N; N  |N; Y  |Y; Y  |Y; Y |Y; Y     |Y; Y         |Y; Y |
|(all; homepage)      |      |      |      |     |         |             |     |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_deletedpages |N; N  |N; N  |N; N  |N; N |N; N     |N; N         |Y; Y |
|(all; homepage)      |      |      |      |     |         |             |     |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_moviehdrs    |N     |N     |N     |Y    |Y        |Y            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_movietext    |N     |N     |Y     |Y    |Y        |Y            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_moviecats    |N     |N     |Y     |Y    |Y        |Y            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_moviefiles   |N     |N     |Y     |Y    |Y        |Y            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|publishing_movies    |N     |N     |N     |N    |Y        |Y            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|judging_movies       |N     |N     |N     |Y    |Y        |N            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|editing_page_history |N     |N     |N     |N    |Y        |N            |Y    |
|---------------------+------+------+------+-----+---------+-------------+-----|
|edit_recommendation  |N     |N     |N     |N    |N        |N            |Y    |
+------------------------------------------------------------------------------+
The one "nobody" is NesVideoAgent in case you're wondering. And lurkers are "nobody", too. Changes in files and categories are now logged to the database. I'll add a tool for tracking those changes later.