Posts for Bisqwit


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Shinryuu wrote:
Miyamoto who is he..
Morimoto and Miyamoto are both very common surnames in Japan. The Miyamoto that most of the nesvideos people probably have heard of is mr. Shigeru Miyamoto, who created Mario, Donkey Kong and many other Nintendo characters. http://en.wikipedia.org/wiki/Shigeru_Miyamoto Of course, there are many other Miyamoto, and globally speaking, probably more well-known than Shigeru, is Musashi Miyamoto, a samurai whose first name was given to one of the members of Team Rocket in Pokémon. There are also many people known by the name Morimoto, and the person who most of us refer to by that name, is the person who made the famous SMB3 movie. Nowadays he seems to use the nickname Moramota instead. I also know of Masaharu Morimoto, who is an Iron Chef, and undoubtedly there are tens of other Morimotos who are very famous. Ps: I except a public apology from mr. megaman. He called people idiots while it was in fact him who was uneducated (not that "idiot" has anything to do with education).
Post subject: Re: Discovery I've made about Super Mario Bros...
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megaman wrote:
If your big mario and you jump into blocks and break them, if you duck and jump while in the duck position, you will stay in the air (unluss you jump straight up without moving sideways)
Stay air, as in levitate, or continue to jump upward? Continuing the jump upward, and a walljump, are demonstrated in this pic.
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megaman wrote:
It's Miyamoto you idiots.
Please check your facts before insulting people (and making yourself a jerk in the process). <iron rail for dummies> It's you who is wrong. </iron rail>
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xebra wrote:
Well, you may have noticed I "toned it down" by simply not responding to people who I deemed were not worthy of a response. I hope that is acceptable to you.
It is what you write, that I judge -- not what you decided not to write.
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Can you post a WIP somewhere so that we can comment on it?
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xebra wrote:
It is utterly retarded to talk about programming an AI or giving button sequences some sort of fitness score or anything similar. I really wish people would shut up about it. They just sound stupid to people that have any understanding at all of the subject.
I really hope you tone that attitude down. You could have expressed your message with half the words you used for it. Half of your message was basically about you (mildly) insulting people who make you angry. It's not needed here. But the reason I reply to your post is because I disagree with your message. It is, in fact, possible to score different attempts midway. For example, if you know the location of the exit in the room, and you know Link's position, you can calculate the minimum number of frames required to reach that exit. It is calculateable. Measures like that might be difficult to come up reliably (so that the bot doesn't make misjudgements based on those simple formulae), but it's definitely possible.
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Shinryuu wrote:
hmm.. i can test if you link savestate for it
https://files.tasvideos.org/bisqwit/rm3tr2st1.zip
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Comparing to the video available at SDA, it doesn't sound as much different than I thought it would. All in all, everything was quite right.
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Right, I was kinda going to ask "what programming errors does this movie abuse". You answered it. :) How does it manipulate luck?
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My vote is "postpone". This may be published as a supplemental later when a real movie is made, but until then, this is considered cheating, and will not be published.
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Walker Boh wrote:
it only includes SMB1-3 + Lost Levels. Or + Doki doki panic depending on how you see it
Doki Doki Panic is the game which SMB2 "Mario Madness" was based on. I don't consider SMB2 USA to be the same as Doki Doki Panic, because even though the levels are the same, and the number of characters is the same, and most monsters are the same, there are some big differences too. Greater differences than between the real SMB2 (SMB2j) and Lost Levels. Avatar.. yeah, let's see how quickly I revert this time. :P
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To answer the question. No, we don't need a run of SMB1 with All Stars. But, we want a warpless run of SMB2j (aka. Lost Levels). Do that, if you want. But don't come short in quality :)
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What is SMAS?
Post subject: Re: hay guys lets clean up the queue lolz
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KaitouKid wrote:
Is there ANY logical reason for why it's so damn long?
Yes. The number of people who submit movies is greater than the number of people who process the movies, even though the amount of free time on the members of both groups is approximately the equal. And, the general hesitation to judge movies of games you're unfamiliar with and which aren't clearly audience favourites either.
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What BisqBot did: 1. Find the fastest way to get a weapon refilll (or two or three) when I want them. It was able to get most of my 120 frame results down into about 40 frames. This was entirely luck-against-luck. BisqBot's advantage over me was that he's faster in testing different attempts, and he's tireless. 2. Optimize the battle of Wily3 (bubble machines). The collision checks of the thrown bricks are very vague (the bricks seem to consist 90% of air), and it's hard to make them hit the instant the robot appears. There was about 4-10 frames of room of improvement in each of my hits; as result, BisqBot made the battle about 60 frames faster than it would have been. Again, luck against luck, and again, BisqBot's advantage over me was that he's faster in testing different attempts, and he's tireless. BisqBot played about 8 seconds of the movie in total, saving about 3 seconds in total. Maybe even 5.
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I second that it sounds like a bug in snes9x. (I didn't try viewing your movie though.)
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Yumiko, your idea sounds certainly worth of testing. I'll see when I can try it in SMB :) Of course, it will only work for situations where there is a scalar method of evaluating the success, and the better with more precision. I don't believe it would be very successful with the luck manipulation in Rockman, for example: there the goal is to accomplish a very unlikely event (it either happens or doesn't happen) in least possible time. You can't find a faster way by refining an existing method. You just have to try until you find a new one.
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Highness wrote:
Woulden't it be easier if BisqBot could use ini files or something, with data that contains instructions. Then we won't need to patch BisqBot over and over again.
That's what I suggested in the first post of the thread you linked to. So far, I haven't been able to derive a description language that would be versatile enough yet. Each situation is so different. TNSe suggested embedding an interpreter of Perl/Python/Ruby. (Because those languages are generally cleaner/easier to edit than C++, and it doesn't need recompilation.) Such possibility is open (and I'd prefer Ruby), but there's no avoiding at least some level of programming skills is needed when adjusting the algorithm. (The level of not being afraid to change some number and try what happens.)
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Yumiko wrote:
I wonder if Generic Algorithms would be of any use here? Although calculating the fitness value for just *one* genotype could be quite expensive.
You probably mean genetic, not generic. (For the record: I later made the same typo in this post…) I've been thinking about it, but there isn't any "learning", or room for learning, in the current system. I don't see how it could work... Edit: What I mean is that it doesn't help to use a genetic algorithm to optimize the parameters of the current 60-frame sequence, because the next 60-frame sequence might already need different parameters. The reusability is the key. But then again, perhaps someone who actually has studied those algorithms would know better than I. And the reason why the entire game can't be fed into the genetic algorithm is that currently, BisqBot is stupid. It does not have any understanding of the game. It literally bangs its head into wall 1000 times until it accidentally finds the hole where its head will go through. It knows if Mario gets hurt, but it has no idea why it happens. It will just try again, a new random try. Such algorithm can only be used for small lengths of the game. Otherwise the chances of actually accomplishing something diminish to nonexistence.
Post subject: Game explained
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Michael Fried wrote:
Btw I'd be interested in seeing a run of the whole game.
You have now seen it almost all of it. The game contains eight levels. I made movies for levels 1 and 8. The objective of the game is to find 5 items and then fly away. The 5 items are: - bag - 4 items that go into the bag The items are hidden inside various pieces of furniture. Unless you have the bag, you can only carry one item at time. (So you may need to hide them from the other spy while searching for the bag.) The main entertainment of the game comes from the fact that you are equipped with many kinds of traps that you can employ by your discretion, and the comedic looks of those characters, especially when one dies and the other laughs at him. Besides those 5 items, you can also pick an umbrella (which will protect you against a poison can if one has been placed on top of a door), or you can pick pincers (unknown purpose), or you can have one of two stabbing weapons - one of which kills in 5 hits and the other kills in 6 hits, should you engage in direct melee with the other spy. There's also a training mode, which is basically level 1, but you only need to find one item to go with the bag -- not all four. And the two-player mode, which is the most entertaining mode, of course. The levels 1-8 only differ by the number of rooms and stairs. In level 8, the downstairs has two separate sections, and to cross the sections, you have to visit upstairs and climb down the other ladder. Some rooms are also pre-trapped.
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> to be sure: the player has the option to stop ducking Player has the option. > how come i've been able to do the trick without letting go of Down on the control pad? (though it's possible my finger slipped off in the fury of it all.) I don't think I know a way to do it without letting go of Down. > also, is the game ever ejecting him from the ceiling in this scenario, > or does it merely do the ceiling collision test when ejecting him from the > wall? i just want to be sure as to how many ejections are involved. I don't exactly know what it checks. Apparently, it checks Mario's feet for falling even when his head is in ceiling… but for ejections, the lower body does not matter. > ah, so "steering" in this comment from the webpage: I suppose it should be clarified, because this only applies you are airborne! When Mario is standing or walking, you can not cancel the leftside ejection. The only way to cancel the leftside ejection is to jump again and steer left (and that's why the ceiling is handy ― it allows fast repetitive jumps), or by being a big Mario and having him poke his head into the ceiling (again, ceiling is handy). To reword ― when you're entering a wall / corner but Mario's feet haven't yet reached the support, by steering to the left, the wall will eject to the right, and by steering to the right, the wall will eject to the left.
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The mechanism responsible for the trick is the same as with walljump. You jump towards the wall so that when Mario starts falling, his feet gain a support in the wall (such support is found every 16 pixels in the vertical direction). When you do the jump in ducking mode, you can stop ducking as soon as Mario gains the foothold in the wall. The result of this is that now Mario's head is overlapping with the ceiling. This is enough to prevent him from being ejected from the wall to the left, and he will be ejected to the right instead. As demonstrated in the GIF animation, when Mario is ducking (equivalent to small Mario), he'll be ejected to the left, and when he's standing, he'll be ejected to the right. This is due to the close proximity of the left edge of the wall. When he's standing, the collision of his head dominates the test, and because his head is not close to a left edge, he'll be ejected to the right (no need to steer in either direction). Whichever direction you're facing has no effect to this trick. The whole point of this all is to gain access to the pipes before the screen has fully scrolled to the right. Hope this helps.
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I wish you good, I hope to see you again. *too late*
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Duke Nukem 3D is quite well-known, and isn't Duke Nukem 64 just a port of it?
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Truncated wrote:
Should this game be added to the exceptions mentioned in the Rules page then? Or is the decision not final yet?
I only allowed this movie. Not the game generally.