Posts for Bisqwit


Post subject: Possible stolen video at Google videos
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I received this e-mail. The video in question is Genisto's Arkanoid movie, and it indeed lacks the proper labeling.
Doublas Muth wrote:
Hi, I've been a regular visitor of your video game speed run site for some months now. Imagine my horror when I saw one of the top videos on Google Video this morning that not only had the standard "this is a tool assisted video" header absent, but had another site's URL plastered all over it. Here is the video in question: http://video.google.com/videoplay?docid=8061676811873767156 A simple complaint to Google would probably get the video removed.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
JXQ wrote:
Bisqwit, I'm interested in what ideas you have for improvements.
I don't keep list of them. I just watched the run, and made my analysis on what the quality level of it is. However I can still mention some from my memory: At 19:49, one should have less hearts. It was very laggy when mr. VANDAL disposed of them. At 22:38, mr. VANDAL throws a lot of those weapons at the boss, but they do not provide perfect hit. The first of them misses the boss. This boss battle looks very ineffecient all in all.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
That being said, I estimate it can be improved by about 10 seconds.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I enjoyed watching this run. Yes, there are some flaws in it, but the creative route choices allows it to be entertaining. Flaws don't stick to my eye all the way in the run. Accepting the submission.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Nice commentary, JXQ. Your sandwich making talk, and sandwich munching, was also heard clearly. Your commentary was 4 minutes longer than my AVI which I made last night, until I noticed that the sound was about 7 or 8 seconds off sync at that point. Talking about sync, I was able to maintain movie sync with your commentary quite well, except for a little guessing in the beginning. It worked fine, which I was surprised of.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I think it's probably a good idea to inform that mr. Xpenguin won't be making his movie. After I banned him for his behavior at IRC a while earlier, he sent me an email with full of personal attacks directed to me and the TASvideos community in general (a mere extension to what he was already doing at IRC). At the end of it he said he won't be coming back or contributing. Of course, that could have just been his step-brother or cousin, but for what we know...
Post subject: Windows project files?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
nitsuja wrote:
full source: http://rapidshare.de/files/7549039/mupen64_src-rerecording-v8.7z.html
I'm trying to customize the Windows version. This "full source" does not seem to include the Visual C++ workspace files. Where can I get them, so that I can immediately try recompiling it? Edit: Oh, I see. It uses Mingw and MSYS. Edit:
bisqwit@GON ~/nes/n64/mupen64_src-rerecording-v8/winproject
$ make -fmakefile.win
gcc.exe -c ../main/win/main_win.c -o ../main/win/main_win.o -I"include"  -I"zlib"  -D__WIN32__ -DX86 -DVCR_SUPPORT -Wall -fno-strict-aliasing -fomit-frame-pointer   -fexpensive-optimizations -O3 -march=pentium2 -mmmx
../main/win/main_win.c: In function `pauseEmu':
../main/win/main_win.c:1103: warning: implicit declaration of function `VCR_updateFrameCounter'
../main/win/main_win.c: In function `closeRom':
../main/win/main_win.c:1212: warning: implicit declaration of function `VCR_stopCapture'
../main/win/main_win.c:1287: warning: implicit declaration of function `VCR_clearAllSaveData'
../main/win/main_win.c: In function `PlayMovieProc':
../main/win/main_win.c:1461: warning: implicit declaration of function `VCR_getReadOnly'
../main/win/main_win.c:1552: error: `MOVIE_AUTHOR_DATA_SIZE' undeclared (first use in this function)
../main/win/main_win.c:1552: error: (Each undeclared identifier is reported only once
../main/win/main_win.c:1552: error: for each function it appears in.)
../main/win/main_win.c:1559: error: `MOVIE_DESCRIPTION_DATA_SIZE' undeclared (first use in this function)
Help?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Omega wrote:
I'd like to point out that you guys are not the spokespersons for TASVideos. Especially not if you're just going to immaturely flame someone for his copyright infringement. Next time, you should just leave it to Bisqwit to write a proper message to the infringing party.
I do appreciate that I don't have to do everything myself ^_^
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
Roughly how many floating-point operations are there per frame?
It does not matter how many. Do notice that in the mathematics in the previous post, I said "trillion frames per second". It is a great over-exaggeration. You see, in NTSC NES, the CPU runs approximately 30k cycles per frame. This would imply that the computer runs around 30 trillion NES cycles per second. Because it takes approximately 30 cycles (*) from a PC to emulate a single NES cycle by average, it would mean that the computer runs at approximately 900000000000 GHz. No matter how many "floating-point operations per frame" you assume, you won't get that number into a sane range. *) This was a Harrison-Stetson constant.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
pirate_sephiroth wrote:
http://youtube.com/watch?v=mn0hY56FbLs&mode=related&search= <-- another TAS, but stolen from another guy
That one is actually the original Morimoto's Famtasia video, a copied moSMB3.wmv. There is no malice happening in that republication, although mere uninformedness. If watch the ending of that movie, it shows Played by もりもと, @ やるきなす, and Morimoto's old site URL. This is allright. The Mario64 one is the problem here.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
Is the emulator limiting you?
No, mathematics is. This was already explained in the thread about robot-assisted speedruns, or maybe in the thread about entirely computer-generated game input... or maybe somewhere else. Let's explain it again. If you assume that the robot plays a 70-frame sequence that consists of a random combination of the Left and A buttons (2^2 = 4 different combinations) at every frame, it makes 4^70 different combinations to test, that is 1393796574908163946345982392040522594123776 different combinations. If you assume that the computer emulates NES at a trillion (british, 10^18) frames per second, it will still take about 44166748260 million years to cover all those combinations, assuming that the length of year stays as 31557600 seconds for the whole period, which it does not. Edit: Nah, it was actually in Acmlm's Monopoly submission thread! Perfectly logical.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Warp wrote:
It's funny how there are still tons of sites out there which report something like 95% of IE users. I suppose that if those figures are correct, it tells that only nerds visit this site. :P
Yeah, I've been thinking the same.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
hmm, so you can give it certain requirements, like fire at the 10th frame from the start, then it will pseudo-randomly do stuff within it's range of freedom? Then does it save sequences for you that generate results you were interested in
Precisely so.
Spider-Waffle wrote:
Do you think instead of it randomly doing things you could have it systematically do everything that is possible?
The number of possible actions is a mathematically exponential function of the length of time. The computers aren't just fast enough to do that kind of exhaustive testing within a reasonable time (talking about years).
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I have to admit that's cool. But it is not the same thing as switching cartridges on the real console, because in your demonstration, the system experiences an IMMEDIATE switch. * CPU runs * Time is stopped (savestate save) * Cartridge is switched * Time is resumed (savestate load) * CPU runs On a real console, it would be like: * CPU runs * Cartridge is removed, CPU still runs * Another cartridge is put in, CPU still runs I.e. what you did on the emulator cannot be duplicated on the real hardware, unless you can really switch cartridges in less time than it takes for the CPU to execute 1 cycle -- around 0.0000001 seconds I guess. If your hands were to move the cartridge that fast (say, for a total cumulative distance of around 30 centimeters), they would be moving at about 10 million km/h (7 million mph), that is one hundredth of the speed of light. So in other words, it is not a realistic experiment. I don't think it can be allowed :P EDIT: And it also undermines the point of our videos. We are supposed to present the games in all their flaws and beauty. If you remove the game for a moment and distract the console itself by putting in another game (or even without doing that), it is no longer the game that is presented. It is no different from using a memory hacking device (Game Genie, Action Replay...). I don't know where we could draw the line after that, and what would the point of the videos be, either. No, I cannot allow this technique.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
It is stolen from TASvideos allright, just as gravitech pointed out. I want those to be taken out. He's trying to gain money and fame with Spezzafer's (and others', such as Dehacked's encoding) work. He has that paypal link there for example.
Post subject: Re: How to use slowdown?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Leet Tom C wrote:
I've looked around, but I can't figure out how to do it. Apparently you have to use + and -, but that doesnt work. I'm using the re-recording build.
Which language is your keyboard layout in? Try customizing the key settings at Tools->Customize, as indicated by http://tasvideos.org/UsingEmulatorTools.html. Edit: And do try the + and - keys in the main keyboard section, not the numeric pad.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
KaitouKid wrote:
Given the almost nil turnaround times some runs have gotten in the past? Yeah, I'm surprised something of this caliber is getting put on hold. ~.~
In this situation, another rule applies: N64 submissions always take a long time to process.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Xpenguin wrote:
d00dz, one question: when I stop working on the movie, how do I continue it later? Like if I stopped recording at world 2-1 and I wanna continue the movie from there... how?
http://tasvideos.org/FAQ.html find "resuming recording"
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Shinryuu wrote:
Bisqwit have you tested Bisqbot yet ?
I did mention in my previous post that BisqBot had already spent around 600k attempts.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
In July 2006 - Globally on my webserver, there were 2633095 hits, 47.2 GB of traffic, with average of 3539 hits per hour. 1.34M hits in the name of Mozilla, 987k in the name of MSIE. Total unique sites: 98899 In the top-10 of most active visitors by IP, this time I don't recognize anyone in particular. Googlebot takes four slots though. I guess it was a boring month from this perspective. But I had a nice summer holiday.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
So here is a new WIP. It plays until the Wily4 boss. I want to do Finalfighter's "crashdouble" technique here, but it is beginning to feel like impossible for the first kill. Finalfighter confers that the technique is much more difficult to perform with the bomb and target residing horizontally to each others (Y axis around the same) than vertically (X axis is the same). https://files.tasvideos.org/bisqwit/rockman2-shinryuu,bisqwit-pending-v2.13.1.fcm As of this writing, BisqBot has attempted the trick about 600.000 times, with various different starting setups (that I have manually selected): * Switching weapons before the boss room / switching it inside the boss room (switching it inside is 12 frames slower btw, due to the lag) * Vertical placement of the bomb in the leftside wall * Whether trying to kill the leftside gun, or the topright side gun So far, no single success has been experienced in this first item of the glitch. So in simpler words, we are stuck. (Unless we decide to go without doing the glitch -- which is not an option we are entertaining yet.)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
hanzou wrote:
All looks great. Good luck devising a new metal blade show.
Thank you. It is done! https://files.tasvideos.org/bisqwit/rockman2-wily2noilm.avi (800 kB) I turned Wily2 boss into a puzzle game. Goal: Use as few blades as possible. I managed to reuse 3 or 4 blades. No miss shots were fired. Here is a very cool AVI which shows how the battle was displayed to me when I was playing it. I created this FCEU extension which shows where exactly I should place those stationary wheels to kill each particular piece of the enemy. And then I just planned for which ones I can use to kill more than one target. https://files.tasvideos.org/bisqwit/rockman2-wily2ilm.avi (1 MB)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Updated movie. It plays Wily3 and a part of Wily4. A small part of Wily2 was improved from Shinryuu's movie. https://files.tasvideos.org/bisqwit/rockman2-shinryuu,bisqwit-pending-v2.13.0.fcm But, now Finalfighter pointed out that we do not have excess metal blades to play around with! They are needed in the final Wily boss. I have to devise a new strategy for Wily2 boss. Because I want to play around with those blades. And I already have ideas... For that, I need to patch my emulator a bit (or otherwise, put post-it stickers on my screen). Edit: I forgot to mention it, but I was really impressed by Shinryuu's progress.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bag of Magic Food wrote:
Okay, is the avatar showing up in this post?
Yup. So it does not work, I guess. But it does not change the fact that it _should_ work.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bag of Magic Food wrote:
Hmm, is this the right place to ask what "Attach avatar" means? It doesn't seem to affect whether my avatar shows up, so I'm not sure...
Oh, it _should_ work though.