Posts for Bisqwit


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Tilus wrote:
ads that you simply cannot block, which google ads seem to fall under.
You can block Google ads easily. Just disable javascript. Next easiest is to prevent executing scripts that are loaded from pagead2.googlesyndication.com.
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Phil wrote:
It's Mario 64 thread, not FODA's Mario 64 run. And as far as I know, there's no specific rule that we must absolutely talk about anyone's run here. It's Mario 64 thread. conker64's attitude wasn't offensive and he is respecting rules on this board.
I agree with Phil here.
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Omega wrote:
Some suggestions for integration of the ads: make the grey bar (now #a0a0a0) the same color as its background (#dddddd).
I tried this already, but I'm not sure that I like the borderless version. As for the font, I can't change it. It comes from inside the Google iframe and I don't think I can change it.
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Truncated wrote:
I have nothing against it either, but I thought the Mega Man 2 thing too.
I'll ask for Finalfighter's opinion. For the mean time, I've disabled the ads on pages that list his movie entry. (NewMovies.html excluded.)
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For the record, the votes of the previous submission of this game were: No: 6 Yes: 7 Meh: 2
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agopo wrote:
And if you should happen to make giant profits of this (which I seriously doubt), you might as well have NESVIDEOS-T-Shirts produced for all the players (read: contributers) with that money.
That isn't be a bad idea at all :)
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Thanks for the confidence. Despite what Nach says, I'm somewhat sceptical whether Adsense will actually yield any mentionable profit. But whatever it does (minus the bank fees claiming the checks), I'll update it on the donate.cgi page. So far, the main target is the funds for the server purchased in February 2006. What happens after that, I haven't decided yet.
tub wrote:
btw, phpbb-hacks ftw!
Oops. Yeah, that particular hack works perfectly in 99% of cases, but not in this thread :P
Post subject: Re: Google Ads - Yay or Nay?
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Highness wrote:
Err... What are you talking about? AdBlock can remove those ads mate!
Sure it can. I didn't say AdBlock can't remove them. I said AdBlock removes the ads that I don't like.
Post subject: Advertisements on site (Was: "Google Ads: Yay or Nay?")
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Some of you may have noticed the main site has got Google Advertisements to the left column. Several people have recommended me to try it, as a source of extra revenue, and encouraged by that positive feedback I tried it. However, I don't like advertisements myself. That's why I have tried to refrain of making the site a marketplace. I use the AdBlock extension in Firefox, which blocks me all advertisements that I don't like. So far, it does not block Google Ads (by my own choice; they are rarely intrusive enough to annoy me that much). At the Nesvideos site I also tried to make the adbar unintrusive. So, I'm asking for your opinions... what do you think of it? [Edit: Poll removed, because it's pointless now.] [Edit: Changed for a more general subject]
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josh l. wrote:
HACK. THE WONDERFUL 1990 ALBUM BY INFORMATION SOCIETY FEATURING THE HIT SINGLE "THINK". VOTED 5.
Huh?
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Bablo wrote:
And this hack is accepted.
Which doesn't mean the submission is accepted btw. (Yes, I realise you did not mean it is.)
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I’ll take the blame and decide; this will be published in the concept demo category.
Post subject: Re: Which HTML tags are enabled?
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OmnipotentEntity wrote:
I see that HTML is turned on here. However, I don't see which tags are enabled. Usually the word HTML under Options to the left of the Checkboxes is a link. Did Bisqwit turn on HTML without enabling any tags?
Currently enabled are: b,i,u,em,pre,small,code,tt,cite,hr,div,h2,h3,h4,br,strike NesVideoAgent however posts HTML without restrictions regarding the tag selection.
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Here's the porgram. http://bisqwit.iki.fi/src/nesvfaq.bat *cough* ;)
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hopper wrote:
A day without drugs is like a day without... um...
A day without dugs?
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I’d like to help, but there’s probably not much I can do. > 1) Find bugs in the game. The game didn’t feel buggy when I tried it briefly before accepting the published movie. Finding bugs in this game would require some devotion which I completely lack. > 2) Give me ideas of what I can do to entertain you while I have to wait (example: Edward's Prison, Secret Door in Larai Cliff) In the prison, my idea would be: play the role. In the published movie, it looks, at least in the beginning, like the hero does some flexibility training to utilize his time well. This is good. Only when the bread arrived, he turned mad. Admittedly there’s quite little one can do in a prison cell like that, but one of the things one would probably do is to search the walls to see if they can give an inspiration of method of escape. Of course, knowing the game you already know how the hero will escape, but I am talking about playing the role.
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When I purge inactive users or remove them after banning for abuse or something, I try to preserve their names in the posts. (Normally, there is only an ID link, and if the ID is deleted, there is nothing remaining identifying the original poster.) However, it seems to have happened quite often that the identify has been lost anyway.
Post subject: Re: make the nesvideo logos clickable.
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duggie wrote:
the ones at the top of the page should link to the main page. it's a simple change that would make the website more usable.
Simple, but not a trivial change, considering that the logo is not a separate image, but instead, part of the background image. But I made it nevertheless.
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King Of Chaos wrote:
[...] the new NTSC Composite video filter[...] http://board.zsnes.com/phpBB2/viewtopic.php?t=6433
Wow. Hum, how does PAL differ? I recall these artifacts on PAL screens too (which is why it looks so awesome to me), but I have used too many badly-tuned TVs, ancient TVs (a ~210 scanline b&w TV for example), or pirate-nes-clones (which might actually output something resembling NTSC) to actually have something to say on PAL.
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Ramzi wrote:
Is there a way to make a bigame movie involving two games of different consoles?
Theoretically yes, but practically not. The idea is that the same movie file plays both games, and that can't be the case for movie files of different emulators, because snes9x can not load a FCEU movie file, or vice versa, for example.
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Watched it. It was much better than the last time. When I judge it from the "is this movie flawless" perspective, my answer (rounded to the nearest boolean value) is "yes". You also utilized the wait times more interestingly than in the previous movie. However, when I judge it from the "does this movie deserve to be published" perspective, my answer is "no". I'll explain why: It is not an impressive movie. Yes, you kill lots of enemies and complete the game without delays, but it is not obvious that TAS tools have been used to achieve that goal. It looks like a trained player could do the same. There exists no competition for this game. I originally rejected NES Donkey Kong movies for the same reasons I'm using here. They are not very interesting games, and there was no competition for them. However, when competition prominently presented itself, I reconsidered that position. Currently / so far, the aim of my site is not to archive videos for every possible videogame in the existence (though I admit it seems to be slowly, coincidentally, heading into that direction). My vote is "no", but I may be persuaded into publishing this if good reasons enough are presented.
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flagitious wrote:
he had to include stdio.h, and int declarations
C++ does not allow implicit prototyping. There is no "type defaults to int", so both the variable declarations and your declaration of main() are wrong. Also, iostream (not .h btw) must be included, because in C++ there are unlimited number of ways how a "cout << x" call might be translated, depending which operators are defined for "cout" and with which arguments and attributes. Btw, regarding the compilation problem, tell him to use g++, not gcc, for linking C++ programs. Otherwise it doesn't include libstdc++ in the link. I attempted trying to rewrite your broken C++ example as valid code, but you seem to use the return value of cout::operator<< for something. I don't know what you use it for. cout::operator<< returns a reference to itself, which isn't castable into an int. cout has a cast operator operator bool() which gives a false(0) or true(1) value depending on the success state of the stream, but I'm not sure whether it works in an implicit conversion into int/unsigned type..
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JXQ wrote:
Insert random "balls" joke throughout my post.
Cool, metajoking. Reminds me of the prison joke where guys throw out mere numbers to the laughter of others (all good jokes are already used and numbered). My post is probably metametajoking btw.
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I just chose something to prevent the major attraction of this run (the Mew) being spoiled before anyone even downloads the AVI.
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Kyrsimys wrote:
I was under the impression that Pokemon Blue and Pokemon Red are two different games. Am I mistaken or is there another reason for this run obsoleting the Pokemon Blue run?
For the purposes of this speedrun, Pokémon Red and Blue are identical. They differ in what sets of Pokémon are found wild in the nature, but as far as game logic is concerned, they're identical. The Pokédex descriptions in them also differ a bit. Each game has approximately 100 wild Pokémon, and about 10 of them are unique to the particular game. Both games still support all of the 151 Pokémon, and with a link cable, you can trade Pokémon between friends who have different versions.