Posts for Bisqwit


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Indeed. I can't write good descriptions for movie of games that I know next to nothing about. You don't want to read a description says something like: "A platform game beaten in 9 minutes and 4 seconds.".
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Mister Boat wrote:
And I'm not getting "worked up." I've been up over 24 hours at this point. I feel like Jack Bauer. Hunting down the evil AVI-using terrorists.
Sounds to me like getting “worked up”.
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schneelocke wrote:
are those "this is a tool-assisted recording" reminders throughout the movie really necessary?
Because the tracks in this game are rather stand-alone, there is a possibility that someone will rip a single track from this movie, post it somewhere and claim it as their own work.
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Warp wrote:
Why mirror them anyways? The more people download them from somewhere else, the less seeds the original torrent will have.
More choices, better availability. But I second your question about the different quality versions.
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Vatchern wrote:
If only it had went to the ending credits :(
Still working on that :P
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Error detected: This submission starts from a savestate! It must be rejected. And it's a doctored savestate, too. It is different from a regular poweron-savestate in the aspect that the following memory addresses have been modified: 128 at $5D 9 at $AC 1 at $BC It is left an exercise for the reader to guess what they do.
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/*- wrote:
dual movie!? AVI back to back! we must see these startling differences at the same time!
Sure! https://files.tasvideos.org/bisqwit/rockman-dualfinal.avi It's my first dual encoding. 1.6 MB. The aspect ratio of the video is intentionally a little skewed to make it easier to view on a non-8/3 screen. (For those players that are actually aspectratio-savvy.) Edit: Forgot to make audio stereo. Replaced now with a 1.8 MB file.
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I am requesting more information. Edit: And the message says that one whose account has been closed by Google, can not reapply. [Edit April 7th: This was the reply I sent:]
Bisqwit wrote:
Hello, Google AdSense. Excuse me. I am honestly baffled this message I received, and I want to know details of this violation that you have found. I swear that I have not clicked the advertisements placed on my site [1], nor have I encouraged anybody to click on the ads. I have not used automatic clicking programs or deceptive software. I have altered the colour codes of the javascript code, but this was actually encouraged by the generator on adsense pages, as I recall. I have a "Google Ads - Yay or Nay" poll on the discussion forums [2] of my site, asking for people's opinions regarding my decision to place Google Ads on my site, but never in that thread do I encourage people to click on the ads. Therefore, I want an explanation. [1]: http://tasvideos.org/ [2]: http://tasvideos.org/forum/t/3564
Soon thereafter, I sent another message:
Bisqwit wrote:
On Sat, 1 Apr 2006, Joel Yliluoma wrote: > I have not used automatic clicking programs or deceptive software. Appendix: I did do a "wget http://pagead2.googlesyndication.com/pagead/show_ads.js" yesterday, followed by a "lynx -source" as I received a HTTP 403 error. I did this, because I noticed that when the Google script loads, the page rendering stalls, and I wanted to see the show_ads source code to see if there's a way to make it activate after the rest of the page has loaded, so that it doesn't stall the browser mid-way during the page loading. I apologize for this, but I swear that this was not done in any attempt to inflate the advertisement click numbers. However, in the case you do understand what I am talking about, and you do return the account into active state, can you answer the question -- whether show_ads can be made load last so that the page rendering doesn't stall while it's loading? -- Joel Yliluoma http://tasvideos.org/
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Looks like I won't be receiving anything after all. Google reported that they have received "invalid click activity" and proceeded to close my account. [Edit: I originally posted this part in a different thread at Sunday April 2nd:] At April 1st, I received this e-mail from Google, sent at Friday 31th.
Google AdSense wrote:
Hello Joel Yliluoma, It has come to our attention that invalid clicks have been generated on the Google ads on your site(s). We have therefore disabled your Google AdSense account. Please understand that this step was taken in an effort to protect the interest of the AdWords advertisers. A publisher's site may not have invalid clicks on any ad(s), including but not limited to clicks generated by: - a publisher on his own web pages - a publisher encouraging others to click on his ads - automated clicking programs or any other deceptive software - a publisher altering any portion of the ad code or changing the layout, behavior, targeting, or delivery of ads for any reason Practices such as these are in violation of the Google AdSense Terms and Conditions and program polices, which can be viewed at: https://www.google.com/adsense/localized-terms?hl=en_US https://www.google.com/adsense/policies?hl=en_US Publishers disabled for invalid click activity are not allowed further participation in AdSense and do not receive any further payment. The earnings on your account will be properly returned to the affected advertisers. Sincerely, The Google AdSense Team
I had Google Ads on my site for 6 days, collecting about $21 of virtual money. Apparently, I won't be seeing a cent of it. As soon as I read the e-mail, I sent a query to Google asking for details regarding this incident. Because it is still the week-end, I do not know yet what is happening. Worst-case scenario is that they ignore me, and I remain banned from Google AdSense without exactly clue why, without receiving anything from them. The best-case scenario is that they notice some misinterpretation in their results and fix things, and don't reset my statistics. Nevertheless, at least this weekend didn't gain a cent. Possible reasons: - Someone has roboted the ad links and they noticed it. Ergo, I suffer. - They got annoyed when I did a "wget <address>" once to observe the source code. Ergo, I suffer. (I explained this in the e-mail I sent to them) - They got annoyed of the "Google Ads - Yay or Nay" poll, interpreting it as attempting to influence the click ratios. Ergo, I suffer.
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Luke, didn't you used to be known as Superninja? Have you created a second account in this site (which is not allowed in the forum rules)? Which name do you want to use in this publication? How about previous publications by your name? I found two entries, Luke G (aka. Superninja) and Luke Gustafson, in the Nesvideos players list. I combined them now. But before I go ahead and make another mistake that is difficult to fix, please answer my questions.
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KDR_11k wrote:
Hm, you used that one frame of movement before the refights to get closer to Gutsman but you didn't use it for the other refights to give your projectiles less distance to travel (opting for shooting instead), would that have made no difference?
It would have costed time getting back into the teleporter. (The teleporter contains an invisible wall during the fight.)
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JXQ wrote:
How'd you change that, B?
Source code included a few posts earlier.
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Such a movie would actually be doable. I know how to do it, in theory. - Track the scrolling-position variables from the game RAM of different emulators simultaneously (or sequentially, and record them to a file that is used when multiplexing the videos together). Here are the scrolling position variables for Rockman if someone is interested in carrying out this idea: $1B = screen number $1A = horizontal position $1E = vertical position (only updated in Gutsman's stomps and when scrolling up/down) Whenever one movie gets ahead the others, pause the ahead-going one until the others catch up. During pause, the screen might be dimmed or something to indicate clearly when it's going ahead.
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Oddity wrote:
Memory watching = being able to tell when there is going to be slowdown or something else?
Read the submission message of the movie discussed in this thread. It is what he is talking about.
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Different routes make it hard to make useful side-by-side comparisons. Morimoto's rockman: Guts-Cut-Elec-Ice-Fire-Bomb Bisqwit's v1 (unpublished): same as above Bisqwit's v2 (unpublished): same as above Morimoto's sup0010 (unpublished): I don't remember Bisqwit's v3 (unpublished): Guts-Elec-Cut-Ice-Fire-Bomb Bisqwit's v4: Guts-Elec-Cut-Ice-Fire-Bomb Morimoto's sup0040 (unpublished): I don't remember Bisqwit's v5 (unpublished): Guts-Elec-Cut-Ice-Fire-Bomb Morimoto's sup0060 (unpublished): same as above Bisqwit's v6: Elec-Ice-Fire-Bomb-Guts-Cut Bisqwit's v7 (unpublished): same as above Bisqwit&AngerFist's v8: same as above (I have received a couple of Morimoto's WIPs, but I don't remember how exactly they place in the timeline or what they contained.)
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chyren wrote:
This TAS's just insane! Starting with Bomb Man's stage, it just becomes one huge programming error. Cut Man's and Wily's 2nd stage are nearly impossible to follow. I'm just a little disappointed that Mega Man had to take some slight damage from Wily's first boss. I also wonder if staying close to Elec Man throughout the battle might not have improved the time by some frames--I know you're into that!
Thank you for the feedback. - Wily 1 boss: I took damage for fun. It's not like it matters. - Elecman: The only thing that affects is whether you hit Elecman as soon as it stops blinking, or not. The distance the shots travel before landing bears no effect to the timing. I could have shot a lot faster if I wanted, but the shots would have went through Elecman without harming him. So I only made it sure to ensure that Elecman has a shot inside him at every instant he resumes swallowing them. Sometimes the shot travels a few pixels inside him before he swallows it, because I shot it early (but not too early, or it would have been completely through him before a hit was registered).
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MovieWatcher wrote:
I actually think there should be an entirely glitch-free version of this game available too.
I once started making one, but I ran into the problem of defining what counts as a glitch and what not. I discussed that in this thread.
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Xkeeper wrote:
also: requesting "img", "a", and "s".
Already doable with
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Nach wrote:
So if someone makes a submission with HTML embeded using annoying JavaScript popup Windows, NesVideoAgent will post it and it'll get through the filter?
You can't create HTML submission messages. It just won't render like HTML would.
Post subject: Source code of the magnet beam solidifier
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This is the source code of the emulator extension I used in the making of this AVI (not in the making of the movie). It makes the magnet beams look much more solid.
void RockmanBeams()
{
    unsigned a;
    int scrollbegin = RAM[0x1B]*256 + RAM[0x1A];
    //for(a=0; a<256*240; ++a) XBuf[a] = (XBuf[a] & 15) | 192;
    if(RAM[0x1E] != 0) return; // vscroll
    for(a=0; a<16; ++a)
    {
        unsigned power  = RAM[0x5B0+a];
        int      xmid   = RAM[0x5D0+a]*256 + RAM[0x5C0+a];
        int      ypos   = RAM[0x5F0+a];
        unsigned length = RAM[0x5A0+a];
        unsigned units = 1+length/4;
        if(!power) continue;
        
        int screenbegin = (xmid - scrollbegin) - units*8;
        int screenend   = (xmid - scrollbegin) + units*8;
        
        if(screenbegin < 0) screenbegin = 0;
        if(RAM[0x1A] != 0 && screenend   > 255) screenend = 255;
        if(RAM[0x1A] != 0 && screenbegin > 255) continue;       
        if(screenend   < 0) continue;
        
        if(RAM[0x1E] != 0) ypos -= RAM[0x1E]-256;
        
        while(screenbegin <= screenend)
        {
            unsigned x=screenbegin&255;
            int y, ycount=0;
            for(y=ypos-2; y<ypos+4; ++y,++ycount)
            {
                int color=12;
                if(screenbegin > 255)
                {
                    continue;//if((x|y)&1)continue;
                }
                if(y < 0 || y > 239) continue;
                switch(ycount)
                {
                    case 0: color=13; break;
                    case 5: color=13; break;
                    default:                
                    {
                        int offs = y+screenbegin+RAM[0x1A];
                        int hi=0x2C, lo=0x11;
                        //if(power==156 && (RAM[0x23]&1)) hi=0x3C;  
                        //  -RAM[0x23]/8; // frame counter for visfx
                        color = (offs&2) ? hi:lo;                   
                    }
                }
                //if(((x^y)&1) != (RAM[0x23]&1)) continue;
                XBuf[x + y*256] = color | 128;            
            }
            ++screenbegin;
        }
    }
}
This function is placed in video.c and called from FCEU_PutImage() before any other line. (Actually, this is not precisely the same function; the actual code uses a copy of the RAM that is updated on every NMI (to prevent it from predicting the magnet beam locations on next frame), but the difference is small and this one was easier to post.) It has a visual quirk: the decorations in the real magnet beams go \\\\\\\\, but the decorations of this filter go ////////. It renders the beams more properly than the game, so during some zippings you may see the game's rendered beams appearing erroneously in the next screen, due to wrapping.
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Turambar wrote:
Hopefully the encode is good, unlike some encodes lately.
Although it is off-topic, which encodes have not been good lately?
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Bag of Magic Food wrote:
Well, I wouldn't say Meggy's "moving faster", but rather just moving along a slightly better path.
He does also move faster, because I ensured that every time*Rockman starts moving horizontally from a standstill (like coming ahead an obstacle or clearing a ladder), the subpixel part of his horizontal position is optimal. For example, if there is a wall at positions 64...128, and Rockman is descending down from the left side of the wall, by the time he clears the wall, his X position is 63.95, rather than 63.10 for example. You can't observe the difference from what you see within the first few frames, but you'll know that you reach some place a frame faster than normally. Similarly, when going left, it's better to wait at 129.00 than at 129.35, when the direction is going to be to the left. If you hold right while facing a wall, Rockman's subpixel X position will fluctuate, but the integer part will be kept at constant value. (Acceleration works even when facing an obstacle; the position is fixed separately.) For example, assume Rockman's X speed is 1.3 pixels / frame. When you hold right while facing a wall, the coordinate may go through a sequence like this:  50.0 (50.0 if there was no obstacle)  50.3 (51.3 -"-)  50.6 (52.6 -"-)  50.9 (53.9 -"-)  50.2 (55.2 -"-)  50.5 (56.5 -"-)  50.8  50.1  50.4  50.7  50.0 Knowing this effect, you can choose to stop movement when the coordinate is 50.9, and then start moving when it's possible for the coordinate to reach 52.2 at once. (Or rather, because of the acceleration delay, time it so that it reaches 50.9 just before the edge and immediately 52.2 thereafter.) Of course, you need to be able to read (and interpret) the RAM to do this, because you can not see the subpixel position from the screen (pixel is the smallest display unit). (* Actually, not every time. I realized this opportunity about half-way to the movie.) Ps: This same thing applies to Rockman 2 as well with exactly the same numbers.
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KDR_11k wrote:
BTW, I've always been wondering, what is that compass-looking thing on one of the lower platforms in the screen where you enter the teleporter to the boss refights?
Yashichi. It refills all weapons and health to full.
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Baxter wrote:
Besides the improvements, there were a lot of stylish things added aswell
Yup. From the top of my mind: - Stealth jumps in Wily1 and Wily3 bosses - Toe walking at Elecman boss - Facing the unlikely direction after each boss kill umm.. my top of mind is small. But there is more :)
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Dromiceius wrote:
If you can't see the google ads, you probably have it blocked in your c:\windows\HOSTS file.
Or, /etc/hosts or c:\windows\system32\drivers\etc\hosts.