Posts for Bisqwit


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Bisqwit wrote:
hanzou wrote:
Have you tried kolechovski's suggestion? Fight normally then hit Rockman's head on the ceiling just before Bubbleman dies.
On what ceiling? *lost* Edit: Oh. *stupid* I have to try it.
Didn't work out... EDIT: Oh, I figured it out. Rockman must die before the boss, and then it works! EDIT2: Here's the AVI: https://files.tasvideos.org/bisqwit/rockman2-bonk2.avi
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I was able to watch this movie (well, part of it anyway) thanks to an AVI recording Dehacked made. (My 3D setup is currently quite broken.) But I'm not impressed. The maneuvers in this movie look too analog and approximate to me. It is completely lacking the accuracy I'm used to seeing in NES and SNES movies. It's as if it was not tool-assisted at all. It would be sad if this were the last submission ever for this game, but based on what I saw, I wasn't entertained by the movie. I'm voting "no". I would reject the submission, but so there have been only 8 votes and all "yes", so I'm giving it more time.
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Besides the desync, notice that it is slower than the existing movie.
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hanzou wrote:
To what extent are you removing this strategy from the movie? Are you simply not turning left at the end, so as to avoid falling in the pit hence you don't shorten the teleport delay? By that time, you've already lost time having to rise a step higher on item1 and jumping across the shutter. Some of this is still offset by zipping to Bubbleman instead of letting a metal blade travel across the screen, but is this worth it?
The two strategies: - Keep Item2, change to M in boss battle, no zipping - Change to Item1, zip, hit boss fast are actually exactly equally fast, when we measure the frame when the first blade hits Bubbleman. And of course I choose the glitchier one. > Have you tried kolechovski's suggestion? Fight normally then hit Rockman's head on the ceiling just before Bubbleman dies. On what ceiling? *lost* Edit: Oh. *stupid* I have to try it.
Post subject: Re: Submission system broken?
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trazz wrote:
SQL select submission.*,system.abbr from submission,system where system.id=systemid and submission.id>0 order by systemid,gamename,gameversion failed: " Got error -1 from storage engine "
Interesting. That SQL clause actually fails. I have no idea why it does that. EDIT: I "repaired" it by dropping the "systemid" foreign key from submissions and readding it. I still don't know what was wrong. In any case, the submission is there now.
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Vatchern wrote:
I have one concern. When you defeat a boss, does it make a difference where Rockman's Y-Coordinate is? Like in Heatmans fight, you are in the air when you start to teleport upwards. I was wondering if this actually made a difference.
Yes, it makes a difference. That's what the falling-into-a-pit was all about. > If it does, this could be acheived in Metalman fight. You mean the suicide? I'm sceptical. Getting Rockman on the verge of death would require taking hit, and taking hit would require long periods of time where Rockman can not shoot, and the boss is vulnerable. In Heatman it was doable because Heatman has longer delays. > In the Airman stage, you seem to use Item1 quite often at the beginning, when regular jumping could be acheived. Is this really faster than using item1 at the boss entrance of Airman? If I recall correctly, using item1 at the boss entrance is about 30 frames slower than otherwise, because of the switch-to-item1 and switch-back-to-P. > Also, does a Heat charge kill Airman in one hit? or in anyway be faster than just the buster?. Good question. I can not answer that question. However, because Finalfighter chose to use the P weapon to kill Airman in the rematches, I believe it's likely the fastest way. EDIT: The full power H charge seems to take about 3-4 hits to kill. > Or, for that matter, can the "in the wall jump to get in the floor" tech be used in the airman fight to make you arrive to airman quicker? Another good question. I originally shrugged off this idea because I thought it can't be done (there's no solid ceiling in Airman's tunnel), but experience from Bubbleman stage (also, Shinryuu's explanation) proved me wrong. But, if Rockman gets into the floor, he somehow needs to avoid the tornadoes while still being able to hit Airman. If he gets just 16 pixels below the surface, he'll probably take damage from a tornado. If he gets 32 pixels below the surface, the P weapon will not hit Airman. (Probably not even the full H shot will hit.) > In Crashman stage, you use Item3 to get "a boost" when the screen scrolls Verticly, but you dont seem to use it at 35226. Any reason why not? EDIT: There was already an item3 there. So why not use it more above? Because it wouldn't have gained anything. The same time that would be gained in the next screen would be lost if the item3 was used later. Also, this way, another item3 can be used immediately in the next screen for gain. > In Bubbleman stage, would it be any help to use Item2 right at the beginning for a faster movement? or would the weapon switch cause problems? Travelling across the screen with item2 in Bubbleman stage beginning has two problems: - lag (lots of it) - it exhausts the item2 completely. Because of the lag, the travel gains time only if it's done for the full length of the screen. And then it would exhaust the item2 power completely. The place where we currently use the item2 power is much more important (although it's sad that we don't use it completely). EDIT: Hmm, speaking of item2, I think I should try whether using the Item2 to travel above the big fish would save any time. There's enough unused juice in the item2 to do that. EDIT 2: Apparently it's not profitable. It would be only 7 frames faster than the WIP I posted, but the WIP could actually be improved by 21 frames in the item2-zip phase without changing the strategy.
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Bag of Magic Food wrote:
How do you keep him from dying at the beginning of Wily 1 now?
Why would he die there? It's not like he is still beneath the floor there. The game resets HP and coordinates when it loads a new stage or reloads the same stage. Edit: I wouldn't have expected this, but you are actually right :o Looks like we can't use this strategy then. Edit: Removing that strategy from the movie, we're 33 frames slower.
Post subject: Re: Do we have any contact with ROM hackers / datacrystal.or
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Another site with RAM maps: http://rabirion-web.hp.infoseek.co.jp/address/address-title-list.html#p_top EDIT: Oh, it's 404 now. A pity. I don't know its new address. :-/ Perhaps it's in waybackmachine at archive.org? EDIT2: New address is http://rabirion-web.hp.infoseek.co.jp/address.html
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Bubbleman stage completed. (Last 8 of 8 robot masters, next up: Wily 1) https://files.tasvideos.org/bisqwit/rockman2-shinryuu,bisqwit-pending-v2.4.7.fcm (27545 bytes) https://files.tasvideos.org/bisqwit/rockman2-shinryuu,bisqwit-pending-v2.4.7.avi (around 3 megabytes - Bubbleman stage only) The Bubbleman stage employs most of Finalfighter's recent findings for this stage (luckily, after our meticilous comparison of the lengths of different paths, all of them actually could be incorporated into the final path), as well as Shinryuu's and Bisqwit's combined new strategy for the Bubbleman boss. In the end of the battle, Rockman falls into a pit that is located in the Wily3 stage. Because the boss is dead, the game won't check whether Rockman dies. Rockman keeps falling infinitely, at 12 pixels per second. His Y coordinate, being 8-bit only, counts 0->255 over and over again. When the time comes for him to teleport out from the stage, I made it certain that his Y coordinate is as small as possible, so that his magnificent jump is actually over before it even starts. This precision actually counts up to as much as 20 frames in the final hit alone, due to reasons I don't quite even understand myself. Notice that Bubbleman is too terrified by all of this that he can't even move. EDIT: Oh by the way, it would seem that we're around 820 frames (~13.5 seconds) ahead of Morimoto&Finalfighter's Rockman2 TAS.
Post subject: Re: Gradius combo
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Warp wrote:
I'm just wondering if in auto-scrolling games like this there aren't any places where it's simply impossible to play both at the same time without dying. Just imagine one of the games having a long narrow corridor on top of the screen while the other has one on the bottom of the screen... Would be quite bad luck, though. :P
Such places might exist, but in Gradius you can at least maneuver by taking different amount speed ugprades in each game. Or at extreme cases, by suiciding in one of the games.
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Gradius combo! I'm actually quite satisfied how this turned out so far, as far as entertaining appearance is concerned. But it's tiring to do it, so I'm not continuing further. https://files.tasvideos.org/bisqwit/bisqwit-gradiusdual.fcm (FCM, 4 kB) https://files.tasvideos.org/bisqwit/bisqwit-gradiusdual.avi (AVI, 7 MB -- recommended) Length: 2.5 minutes Note: I'm cheating slightly. I had a desync in the erupting mountain scene. I made the AVI from two different FCMs that were recorded simultaneously. For some reason, they differ by 1 frame at around that point. (Most likely a bug in my dual-game input engine.) Note: These two games have exact opposite functions of the A and B buttons. This allows to shoot at different time in each movie. Shooting in Gradius selects a powerup in Life Force, and vice versa. This makes somewhat difficult to try to collect better weapons. You can only refrain from shooting for so long. Because of the limited number of moving maneuvers in these games, I think this pair is especially well-suited for a bigame movie. It is easy to understand by watching the AVI. The movies really act in sync.
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Nach wrote:
The trick would be to have JavaScript on the page load all the data in a cookie, then the GET based page without the question mark. The page parses all the data in the cookie. Technically it's not GET at all, but it's not POST, and it could have forms.
Right. I dodn't really consider that a strategy worth mentioning :)
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OmnipotentEntity wrote:
Because you totally can't have dynamic content without having that question mark in the URL.
Yes you can. But you can't have GET-type forms (as in with the input fields and stuff) without those.
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duozmo wrote:
In my case, I'm talking about a scenario where there's just one guy who wants the file, and there's only one seeder providing original data. Just like you say, even though there's 4 other people in the swarm, that one guy who wants the data is still going to get it in 1000 seconds.
What are the 4 other people doing then, if they aren't seeding, and they're not wanting the data either?
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duozmo wrote:
I'll respect your choice not to have mirrors on the seeds and delete my torrent archive.
It is not about not allowing to have mirrors on the seeds. It is about that downloading dynamically generated HTML pages from the site is an utter waste of resources. You can get the list of torrent files from this resource instead: http://tasvideos.org/data.xml And this one does not block wget.
Post subject: Re: mirroring
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duozmo wrote:
The user-agent is there because the site has protections against mirroring which block it if a user-agent of wget is reported.
False. I am not blocking wget. wget is a very well-behaving useful downloading-program. However, I am generally forbidding attempts to mirror my site (see below for exception). The reason has not anything to do with "rival sites". My reasons are explained here: http://senseis.xmp.net/?WhyMirroringIsBad I am going to block your "Firefox" useragent from now on. I appreciate honest user-agents much more than false faked ones. If you make it impossible for me to distinguish a faked useragent from an allowed one, I will IP-ban instead. I repeat: - I am not blocking wget - Your attempt to download those torrent files was well-written and OK, except for the faked user-agent, which is not allowed. [Edit: Oops. It appears I'm indeed blocking wget, for the autogenerated pages. I will have to reconsider this one.]
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duozmo wrote:
Right but there's no real advantage to having those peers, is there? If we assume that either the seeder or downloader is going at max speed (or, likely, both) then those peers just change the route of the data, not the speed that its delivered.
Oh yes there is. Assume there are 5 people downloading. Assume the seed can upload 100 kB/s at maximum. Assume the file is 100 MB. It will therefore take 1000 seconds for the seed to upload 1 copy of the file. If the people only download from the seed, it will take 5000 seconds for all of the 5 people to get a full copy of the file. Now assume that each of those 5 people can upload at 100 kB/s maximum to other people. Now, it will still take 1000 seconds for the seed to upload 1 full copy of the file. However, whenever the seed sends a piece of the file to one peer, that one peer passes it on to the second peer, and so on, all while the seed continues to upload more and more of the file, distributed, to those people. It will take 1000 seconds for all of the 5 peers to get a full copy of the file. That's why BitTorrent is so useful. Oh, and this is also explained here btw: http://tasvideos.org/WhyBittorent.html
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Graveworm wrote:
Note: Works with both Mega Man 4 and 5, and that's kinda the point.
For clarification (it wasn't obvious from that post) -- it appears to be a dual movie that plays MM4 and MM5 with the same input. It looks nice. EDIT: AVI available here: https://files.tasvideos.org/bisqwit/rockman4n5-dualgraveworm.avi (3 MB) EDIT 2: Updated the AVI and moved the thread, starting from the previous Graveworm's post, to the thread FractalFusion suggested.
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Yes, he quitted because he thinks he can't possibly invent anything new anymore that would be impressive while also meaningful. > if the point is just showing what can be done, why not TAS it? And become assimilated? ;)
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Bag of Magic Food wrote:
Shame on you, Bisqwit! You should make your code more portable! :)
It's not that it doesn't compile, though.
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Swedishmartin wrote:
Can anyone release this?
It will be a challenge to anyone who dares to try it, to attempt to create a windows GUI for the features I've added. Not the least because some of them are configured by editing the source code...
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Erim wrote:
So obviously the SNES9x emulator is an NTSC system?
Depends on the game being run. If you run an NTSC game, it emulates an NTSC SNES/SFC. If you run a PAL game, it emulates a PAL SNES. The same games are released in different countries, as different versions. For example, of the Rockman X2 game, there exists a Japanese version (NTSC), USA version (NTSC) called Mega Man X2, and European version (PAL) also called Mega Man X2.
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60 on NTSC systems. 50 on PAL systems (Europe only as far as I know).
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Spider-Waffle wrote:
Also, for small jumps before falling where you hit a ceiling, Zoizite found it was faster to do large jump even though you hit the ceiling anyway, are you doing this?
Due to positive verification I agree with Zoizite on this, and I did it in Quickman stage and other places where applicable. Shinryuu?
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Youtube is annoyingly slow, but I think I saw enough. Interesting the floor-entering glitch you've discovered.