Posts for Bisqwit


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adelikat wrote:
2) the mecha dragon fight. When you took damage while it was chasing you, I thought it was just for style.
That can't be true, because the dragon kills from a single hit.
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JXQ wrote:
/me adds Ramzi to his list of "reasons to not put your picture on the internet"
Point.
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How do you plan to find the RNG value from the debug menu? (Note: I have no idea about any "debug menu" in gens at all.)
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moozooh wrote:
Another question. As I wasn't thoroughly tracking the creation of this run, could some of you authours tell me if there are any possible spots (more like, frames) of improvement (despite how low they can be) in this run?
― There are places where +1, −1 frame variations occur without us noticing. With extra carefulness, they could be turned into all-gain. ― We didn't optimize the subpixel position in all situations. There could be probably around 4 frames in total to be gained by optimizing it. (For example, using a position xxx.00 when entering a teleport when the next direction is to left, and using a position xxx.99 when the next direction is to the right.) ― There are situations where Item1 randomness is bad: its vertical positioning is off for some unknown reason by 1 pixel, and we end up losing 10 frames. Happened a couple of times. Nothing much we could do about it, save replaying the entire movie and hoping for better. ― There are situations where we copypasted entire stages due to fixes at earlier positions in the movie, and when it desynced, we patched over the desync with a minimal plug, sometimes resulting in a loss of a few frames. Carefully replaying other situations in those copypasted sequences would probably reveal opportunities that could balance out those losses. ― There are situations where we noticed an earlier mistake, and tried to fix it and copypaste the rest, but the copypaste desynced, and our minimal plugs caused so much delay that the end product would have been slower than before the "fix". One such example is the Flashman fight; it would have been possible to land on the highest platform at the end, saving 1-4 frames. I say there's a possibility of maybe 3 seconds in total in these minor issues.
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Dromiceius wrote:
The only disappointing part of this movie was in re-fighting the 8 bosses. I was expecting some zip-glitch insanity to skip straight to the boss. I don't suppose that would actually work, would it?
We would have used whatever is possible.
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moozooh wrote:
By the way, why such an enormous rerecord count?
There was a lot of work. The millions (literally!) of rerecords done by BisqBot were not included in this count, as they were done on a separate copy of the movie.
Post subject: Re: Interesting discussion topic regarding religion
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Fabian wrote:
Prediction: In 75 years, the vast majority of organized religion in Europe and North America will have disappeared.
At first reading, I interpreted your message as if, the point was rapture; all christians disappearing at once. However, when reading replies, I understood that your point was the development of civilizations and religions becoming recognized as obsolete. My personal belief is it that the certain powers that have existed for millenia, are not going to disappear in 100 years.
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Inzult wrote:
If a translation already exists, wouldn't it be possible to just copy the text from that to sub on the Japaneese version?
Often the translation text is not available. The translations are published as game patches, which are just codecodecodecodecode. No readable text, except when you patch the game and run it in the emulator. And still not copypasteable.
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Hyena wrote:
I've noticed times on SMB where a goomba just doesn't appear where it's supposed to, and having a run where Mario jumps on a goomba that doesn't actually exist, would very quickly desync. Maybe it's a problem with reading the cartridge... I don't know.
It's a matter of which how many frames you let the game run after power-on before pressing start to start the game. The random seed is iterated also on title screen frames. If you press reset and immediately start the game, you are better off preserving the randomness, but the thing is that reset does not reset the RAM. It only resets the CPU. Meaning, that it's possible that some data from the game is preserved, such as randomness, leading into that each reset is unique.
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defender wrote:
Nero converts it automatically. AVI to VCD. There are no other steps not mentioned in first message.
Try some other program, if Nero can't do it properly.
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Maybe we should consider allowing established translations; i.e. translations which are near-perfect in quality and have been around for years. Whether they should be published as hacks or official movies, is another debatable issue.
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Hyena wrote:
This is a little off-topic for Zelda, but I've been thinking about a very simple game that might benefit from Bisqbot. Bisqwit had mentioned in the Monopoly thread how difficult it would be to process a 30-second video with the wide range of input options. How hard would it be, if there were only six different possible inputs? "Up, Up/left, Up/right, Up and A, Up/Left and A, Up/Right and A" for instance.
six raised to the 1800th power (30*60). It equals, 47016542686193066036546774025438736748006028881169178326657860657238\ 87494617879657960610186220482585683660667088914422525960491257996573\ 89797439424676647004746709977759829838686292911452094937698092400318\ 60574183316115554391365035887912380359718078325007327095508386825892\ 67390129755505392089485810383413636683578078308323961605492552333698\ 07234526994563639826353686569705364520517332510311310666960180979946\ 88535747079541375319681633296229775801854333316284453647504976414603\ 18433497609100802832289778218429787181917151490714022806072143945339\ 53740985356611109892282192056552249074160623097023676942290488771475\ 49281351712038388974919743769396025918404127056058899859454070495113\ 94587810726962249892590312318910748416221721733959268105628880383474\ 12181005657489221681464741679020002050845667151246745306147908604844\ 52713470099606620647689944212004906416527396960952227190727037313186\ 69538429355250902438458170026091320317517168027796282721442468974316\ 68065081798719636971915687114059218173342084445314334003643863200471\ 55884546929428980421306002535474856531247054573779753251193018153910\ 49635959647163792792098373253938791979726613816344941449566752887451\ 37624002863431746577639926195819109419224107662350300973429868282413\ 27477816025838975115873521378090249603279852978215018332004564483371\ 60005087517374197229714668210481391353238489100085727876392441360558\ 29362969677866144149816972391622037733376 different sequences.
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Myria wrote:
We need emulators to have the ability to annotate movie files with text that can optionally overlay the screen during playback. If they add it, make sure it uses UTF-8 for the text, for our non-English speaking friends.
As far as I know, ZSNES is so far the only emulator to implement something resembling this. EDIT: Apparently, I misremembered. Or then http://tasvideos.org/ZMV.html isn't up to date.
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I'll leave them as-is, because I intend to keep those links functional anyway.
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AngerFist wrote:
Correct me if Im wrong here Bisqwit but after Mega Man is in the wall using this new trick, the key here is to find the fastest way to die in order to begin the Wily battle right?
No, the key is to find the fastest way to reach beyond the second checkpoint (which is the first room of the hangar), and then die. (Or preferably, instead of dying, find a way to get the game thinking that the battle is over, and find a way to get Rockman out from the floor so that he can activate the shutter that leads to Wily's yard.
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finalfighter wrote:
wilymachine shutter bug? http://www.yuko2ch.net/rockman/m1wily.mpg
Not really. When you enter a boss room, there is an invisible obstacle in the room left edge to prevent you from exiting the room. The obstacle is materialized as soon as the battle begins.(*) In Wily4 boss room, the obstacle is pretty tall, but with magnet beams you can climb over it, and thus exit the room. Left-scrolling is however broken in Rockman 1 (it can be easily fixed with a simple patch), and Rockman ends up in the left edge of the screen instead of the right edge. *) If you can get Megaman move left when entering the room, such as from damage (see http://www.yuko2ch.net/rockman/r1w3.mpg), he will also avoid the obstacle preventing him from exiting.
Post subject: Re: The star right next to the video names
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graviteh wrote:
I say we replace it with some sort of 16 x 16 medal or trophy, signifying that it is a winnar
It is not an award. It is a status. It is oriented towards the audience, not towards the player. Also, as for visibility, I don't think it needs to be changed in any way. The star is no way invisible on the page. As for understandings its meaning, there already is an explanation at the beginning of the movie listing. As for newcomers finding them, there is already a "list all recommended movies" option on the front page.
Post subject: Re: Mixing JXQ's commentary with the Zelda OOT video
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What kind of non-success is it that have you had?
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Arne_the_great wrote:
And I wonder if you can fly to get the goal target earlier?
No. I already tested it while making the TAS. This "levitation" technique was actually originally discovered in relation to Gutsman blocks. In the post after that, Finalfighter mentioned the possibility of flying to the goal target. When we made the TAS, we tried it in various bosses. This example is from Cutman: https://files.tasvideos.org/bisqwit/rockman-m1cutboss.avi Unfortunately, none of them benefited any. But perhaps this trick, with the sprite table overflow technique, can be used to create up-exits where none exist. So far, you have demonstrated that Bombman's bomb (not one's own, but Bombman's) neglects the sprite table fullness when it creates those explosions, and messes up Rockman's stats that way, allowing him to warp up somehow. Other objects that behave that way are still to be found.
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Which monday was that? Anyway, thanks to Arne The Adjective, there is a new technique now. Thanks to that technique, the current Mega Man TAS (16:10) can be beaten by at least 17 seconds. Here is a movie that completes Mega Man 1 in 15 minutes and 52.18 seconds -- 1058 frames faster than the published movie. https://files.tasvideos.org/bisqwit/bisqwit-rockmanv9-semicomplete.fcm I don't submit it at the site yet, because this is a careless product of haste. More analysis should be done of the technique, to see where else the technique applies. New attributes: Uses death to save time. Edit: Congratulations to Bablo for indepedently realizing the same thing I did, and announcing it while I intended to keep it as a secret. ;)
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IZVAC wrote:
Bisqit just told me it's based on the length of the video.
Who told? When? I never said such thing. EDIT: Nevermind. Locking this thread and the poster's account for violation of forum rules. (No double accounts.) You said you won't be coming back to this "stinkin' dump"; you should have kept your word. For clarity (or maybe further confusion) to those who have no idea what just transpired… here's a portion of an e-mail he sent after I locked this thread.
Xpenguin wrote:
HAHAHA!! Hey, Bisclit. It took you THAT long to figure out.......I wasnt even usin' a proxy... plus I gave it away when I called u Bisqit. Dont mind me, i was bored. Playin with u is fun :D. And that stunt was just the beginning... however u got me before i was able to do what i planned. No probs, u wont know next time.
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IZVAC wrote:
author of the SMW run just flew under the wall in order to not have to dodge all the spikes/enemies
In my opinion that was cool. It was awesome seeing the author take the most unlikely path -- below the screen, which usually results in certain death.
Post subject: Re: im against Tool-assisted videos
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The reason we don't have many playing-around movies is that they are difficult to judge. There is an infinite potential of movies like that to be submitted, and there are many reasons to not accept all of them. However, given that it is possible that there will be, say, 20 submissions of different goof-arounds for Super Mario Bros, it is certain that we would be forced to choose which ones to accept, which ones to reject, and which ones that have already been published we should replace or remove. Comparing apples and oranges is never easy. While we do not actively reject movies like that, these practical reasons are keeping the submissions next-to none. Let me ask if I understood you right: You are not against tool-assisted videos. Using tools is okay for you. You are against tool-assisted speedruns, right?
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finalfighter wrote:
A usual player will give up and advance ahead. You did not compromise. Your zeal is wonderful.
That's called perseverance (sisu (セィス)). It's what Finnish people are known of :)
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DK64_MASTER wrote:
So RAM can affect your button presses?
When did you swap the object and subject? I was talking about when and whether the controller input manipulates the RAM, not the other way around.